Gold



Gold is the currency used to buy items or instantly revive your hero. Gold can be earned from killing heroes, creeps, or buildings.

Reliable & unreliable gold
A player's gold is split into two categories:
 * Reliable gold - Any bounty you get from hero kills, Roshan, couriers, Hand of Midas, Track gold and global gold from towers is added to your reliable gold pool.
 * Unreliable gold - Everything else (starting gold, periodic gold, creep kills, neutrals, etc).

The only other difference between the two is how each one is spent: Hovering your mouse over the amount of total gold shown in the HUD shows your reliable and unreliable gold totals.
 * Dying only takes away gold from your unreliable gold pool.
 * Buying items uses up your unreliable gold first before using your reliable gold.
 * Buyback uses reliable gold first.

The purpose of separating gold into these two categories is to encourage ganking and tower pushes, which give reliable gold, rather than passive farming, which grants unreliable gold.

Starting gold
Every hero starts with 600 gold and a at the beginning of the game. If the player randoms, they get a in addition to the Enchanted Mango. None of these free items can be sold.

Periodic gold
Each player's courier passively grants the player gold over time. While their courier is alive, the player gains 1 unreliable gold every 0.7 seconds (starting from 0:00 on the game clock), which results in 85 gold every minute.

The following abilities passively grant gold as well, independent from the courier

Some heroes also have talents that grant them a second source of periodic gold income. These talents are independent from the courier and always provide gold.

The following heroes have periodic gold talents. The shown value represents the extra gold the hero gets per minute from the talent alone.

Bounty Rune
Activating a grants the player and their team unreliable gold depending on the length of the game, starting at  gold, and growing by   per minute, increasing in  second intervals.

Abilities
A few items and abilities are able to directly grant gold to the player in different ways.

Hero kills
Hero kills grant reliable gold to the killer. Bonus gold is awarded for stopping kill streaks. The first hero that is killed in a match gives a bonus 150 reliable gold to the killer; this is called "First Blood".

When a hero dies to enemy creeps or an enemy tower and has not been damaged by any enemy heroes in the last 30 seconds (regardless of distance between heroes), the kill gold is split among all enemy heroes. When a hero dies to enemy creeps or an enemy tower and is assisted by only one enemy, that enemy is credited with the kill. When there are multiple enemies within 1300 range, the gold is split equally amongst all heroes that assisted.

Every time a hero kills an enemy hero, the killer is awarded reliable gold using the following formula:

110 + streak value + (killed hero level × 8)

The following deaths do not stop kill streaks or count as First Blood:
 * Deaths where the killing blow is dealt by neutral creeps, including Roshan.
 * Deaths where the killing blow is dealt by the dying hero's team.
 * Deaths where the killing blow is dealt by an enemy tower or lane creep, if no enemy heroes damaged them in the last 30 seconds.
 * Deaths which trigger Reincarnation.

Assists (AoE gold)
Allied heroes within 1300 radius of a killed enemy, including the killer, receive experience and reliable gold if they assisted in the kill. To qualify for an assist, the allied hero either has to be within the given radius of the dying enemy hero, or have damaged or debuffed the enemy hero. Note that the assist counter on the scoreboard only counts assists if the player dealt damage or applied a debuff to the victim, or if they applied a buff to the killer, but gold and experience are awarded independently of the "assist" counter.

The amount of assist gold received depends on the number of assisting heroes, and the relative net worth rank of both the victim and the killers.


 * ComebackFactor is 0 if net worth of victim's team is less then net worth of killer's team, and 1 otherwise.
 * NetWorthPoorFactor is a multiplier based on the victim's net worth rank within their team. Richer victims give more gold to their killers.
 * For 1/2/3/4/5 from richest to poorest: 1.2/1.05/0.9/0.75/0.6
 * NetWorthRankingFactor is a multiplier based on the killers' net worth ranks within their team. Poorer killers get a bigger share of the gold when the amount is split between multiple assisters.
 * For 1/2/3/4/5 from poorest to richest:
 * 1 (1 killer)
 * 1.6 / 0.4 (2 killers)
 * 1.6 / 1 / 0.4 (3 killers)
 * 1.6 / 1.2 / 0.8 / 0.4 (4 killers)
 * 1.6 / 1.3 / 1 / 0.7 / 0.4 (5 killers)

Buildings
When an enemy tower is destroyed, reliable gold is awarded to each player on your team. The player that got the last hit on the building is credited with destroying it and receives some bonus unreliable gold. If a tower gets denied, both teams get half its team gold bounty. If no player gets the last hit and the tower instead dies to lane creeps, no player gets the extra bonus gold.

Lane creeps
The bounty for normal creeps increases by 2 gold every upgrade cycle (7 minutes 30 seconds), while the bounty for super creeps increases by 1.5 gold every upgrade cycle.

Denying a lane creep also grants the denying player 20% of its gold bounty.

Neutral creeps
When stacking neutral creeps, the stacking player gains gold equal to 35% of whatever the allied player farming the stacked camp gets.

Picking a hero
All players start off with 800 gold. Picking or randoming a hero in any mode costs you 200 gold, leaving you with 600 gold. You lose two gold per second if you have not picked a hero after the selection timer runs out in All Pick.

Items
The main purpose of gold is to purchase items. The player with the most gold is able to buy the most powerful items, and therefore has a very strong hero. The items each player buys depend on their role in the team and many other factors. Items can be sold back to the shop for half the price, unless they are sold within ten seconds of being bought and their active ability has not yet been used (e.g. or ), in which case they are sold back for the full price.


 * and cannot be sold.
 * Certain heroes cannot sell their.
 * cannot be purchased, but can be sold for gold.
 * cannot be purchased, but can be sold for gold.

Dying
Every time a hero dies, they lose Net Worth/40 unreliable gold. Dying does not take away reliable gold.

Abandoning the game
After being disconnected from the game for more than 5 minutes, all of your gold is equally divided between the remaining players on your team, including your 1.67 gold/sec passive gold gain. If 1/2/3/4 players have abandoned, the remaining players receive 2.08/2.78/4.17/8.33 gold/sec. The passive bonus gold gain is restored once you reconnect to the game, but any gold that was distributed is not reimbursed.

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