Rules & How It Works
The Guild Bank
CollegeFund is a karma-based guild bank for WoW Classic Hardcore. Members earn karma by depositing items and spend karma to withdraw them. The rarer the item, the more karma it's worth.
Karma
Karma is tied to your Discord account, not your character. If your character dies, your karma stays.
Current karma = total earned − total spent. This is what you can spend on withdrawals.
Lifetime karma = total ever earned. This determines which tiers you can access — it never goes down.
Item Tiers
Items are automatically categorized by their WoW quality. Nap-Negotiators can override the tier for specific items.
| Tier | WoW Quality | Deposit Karma | Withdraw Cost | Required Lifetime Karma |
|---|---|---|---|---|
| Free | Poor / Common | +1 | free | — |
| Standard | Uncommon (green) | +10 | free | — |
| Valuable | Rare (blue) | +2500 | -2000 | 500 |
| Premium | Epic / Legendary | +10000 | -25000 | 10,000 |
| Donation | Gold & non-withdrawable | ❤️ | N/A | N/A |
How Deposits Work
Mail items in-game to Collegefund, the guild bank character. We run automations that track what was received and sync it to the bank. New items are auto-categorized by their WoW quality via Wowhead, and you earn karma based on the item's tier.
Bag Space & the Auction House
The bank character has limited bag space, so items that sit unclaimed for a while get cleared out to make room for new deposits. Most of them are listed on the Auction House.
Plenty do not sell. What comes back unsold is either sold to a vendor or disenchanted, with the materials listed instead — the reasoning is in Why the Bank Doesn’t Offer Enchanting at the bottom of this page.
This means not every deposited item will end up in another player's hands directly — but it does mean the bank earns gold. That gold goes right back into the guild: if things go well, the bank can pick up useful items from the AH for members.
How Withdrawals Work
Use /withdraw in Discord to take an item from the bank. Two checks must pass:
- Lifetime gate — your lifetime karma must meet the tier's minimum
- Balance check — you need enough current karma to cover the withdrawal cost
Free and Standard-tier items can always be withdrawn at no cost. Nap-Negotiators can also withdraw on behalf of another member if needed.
Discounts Over Time
Valuable and Premium items get cheaper the longer they sit unwithdrawn. Each deposit has its own clock — a fresh deposit starts at full price even if older copies of the same item are already discounted.
When you withdraw, the oldest (cheapest) stack is consumed first. Eventually items become free; if no one claims them, they may be listed on the Auction House.
Discount milestones are announced in Discord as items pass them.
Fair Use
Free and Standard items have no karma cost, but that doesn't mean "take everything." Nap-Negotiators can decline a withdrawal if it feels excessive — this only works if we all play nice.
For contested high-value items, Nap-Negotiators weigh two things: can you actually use it and who has the most karma. Investing in the bank gives you priority when it matters.
Discord Commands
Everyone
/karma Check your karma balance and tier access
/karma character:name Check another player's karma
/bank show View all items in the guild bank
/bank search query:item name Search for a specific item
/character add name:Bonkhead Register a character
/character died name:Bonkhead Mark a character as dead (karma persists)
/character list List your characters
/history member? limit? View recent transactions
/withdraw item quantity character notes? Withdraw an item for yourself (officers can also pass member to withdraw on someone's behalf)
/wishlist add link note? Mark an item you'd like to receive — you get pinged when one is deposited
/wishlist remove link Drop an item from your wishlist
/wishlist show member? Show your wishlist, or someone else's
/wishlist all Link to the full guild wishlist
/cf suggest Bank items worth taking for your characters
/cf suggestions state:on|off Turn the weekly suggestion DM digest on or off
/compare item1 item2 toon Weigh two items against each other for a specific character
/worldbuffs pings state:on|off Get pinged before world buff drops
Nap-Negotiators Only
/item tier name new_tier Override an item's auto-assigned tier
/item category name new_category Set an item's category
/transfer from to amount reason Move karma from one member to another
Why the Bank Doesn’t Offer Enchanting
The bank disenchants surplus greens and sells the materials. It does not enchant gear for members — there is no “mail us your bracers and we’ll put Stamina on them.” The question comes up often enough to be worth writing down, so here is the reasoning.
- The guild already has the capability. More than thirty living guild characters have Enchanting trained, three of them at or near the 300 skill cap. A bank service would duplicate capacity that already exists, and it would put a queue in front of something that is currently one message in guild chat. If what you lack is materials rather than an enchanter, note that everything disenchanting produces sits at Standard tier and is free to withdraw.
- The bank could not supply the enchants people actually want. Disenchanting produces dust, essences and shards, and nothing else. 40 of Classic Era’s 132 enchants need at least one reagent disenchanting can never make — Righteous Orb, Living Essence, the four elemental essences, Golden Pearl, Black Lotus. Another 23 recipes are bind-on-pickup, so no amount of gold buys them — they drop or they do not. And Era has no ring, head, shoulder, leg or waist enchants at all; those arrive in later expansions.
- The cost was a whole second character. Casting the enchants worth having needs Artisan Enchanting, which means a character at level 35 running Uldaman to reach the only trainer in the game who teaches it — on Hardcore, carrying half the guild bank. Disenchanting needs none of that: character level 5, Apprentice Enchanting, and Era imposes no skill requirement on disenchanting at all. Four levels and ten silver against thirty-five levels, a 200-to-300 skill grind and a dungeon run.
- What happens to surplus greens instead. They are listed on the Auction House, as they always have been. What comes back unsold used to be sold to a vendor; now it is disenchanted and the materials listed instead. That is a modest improvement on vendoring rather than a new source of income, and it is never done to a green the Auction House has not already refused.
Where these numbers come from
We extracted every Enchanting recipe out of the Classic client: 200 crafts, of which only 152 exist on our realm. The other 48 are Season of Discovery and Anniversary content, which the client ships to every realm because it is one client — the realm does not have them. Those 152 break down into 132 enchants and 20 item crafts (rods, wands, oils and essence conversions).
Every reagent list was cross-checked against an independently extracted copy of the original 1.12 data, with no disagreements on any of the 152 recipes. Where a figure below is reconstruction rather than something Blizzard ships in the client — skill requirements and recipe sources are the two — it is called out as such.
The reagent gap
Disenchanting yields exactly 24 distinct materials in Classic Era — five dusts, ten essences, eight shards and Nexus Crystal. That set is fixed by the game, not by what the bank happens to hold.
40 of the 132 enchants call for at least one reagent outside it — 34 distinct items, including Essence of Water, Essence of Air, Righteous Orb, Icecap and Green Whelp Scale. This is worth being precise about: it is not that shredding greens supplies those too slowly. It is that shredding greens never supplies them at all, at any volume. They would have to be bought, farmed or quested for, which is a different activity from running a guild bank.
Slots, skill and rods
Classic Era enchants only eight slots: bracer (25 enchants), weapon (21), chest (18), cloak (18), gloves (18), boots (11), shield (11) and two-handed weapon (10). Rings, helms, shoulders, legs and belts cannot be enchanted at all in this version of the game.
66 of the 152 recipes need Enchanting skill above 225, and 25 sit exactly at the 300 cap — so an Apprentice enchanter offers a small fraction of the catalogue and only a maxed one offers all of it. 145 of the 152 also require a specific runed rod in the enchanter’s bags, from Runed Copper up to Runed Arcanite; the Arcanite rod alone gates 30 recipes and is itself a skill-290 craft. Skill floors come from reconstructed data rather than the client, so treat those two counts as close rather than exact.
Bind-on-pickup recipes
23 of the 89 recipe scrolls in Classic Era are bind-on-pickup, among them Weapon – Spell Power, Weapon – Healing Power, Gloves – Superior Agility and Cloak – Dodge. A bank that stocked materials and took requests would still have to answer “we cannot make that, and we cannot buy the ability to” for those — the only route to them is someone in the raid winning the drop.
And a price would have had to be invented
Karma is priced per item tier, and reagents do not fit the tiers the bank has. The materials disenchanting produces span more than two hundredfold in gold value — our cheapest shard against our most valuable essence — and the game’s own quality colours rank them close to the opposite way round, so the automatic categorisation that works for gear gets reagents backwards. Pricing an enchant as “the karma cost of its reagents” would therefore have meant inventing a pricing model that does not exist today. That is a design project rather than a rule tweak, and it buys nothing over members applying their own enchants.
What disenchanting is actually worth
Worth stating plainly, because the optimistic version of this was wrong: disenchanting is a better vendor, not a revenue engine.
About a third of the bank’s green listings sell. The rest come home, and historically those were sold to a vendor. Measured across the bank’s own sales, disenchanting a returned green and selling the materials returns roughly 0.14 gold against the vendor’s 0.13 — better, but only just. On the first sixty gold the bank made selling returned greens to a vendor, disenchanting them instead would have added somewhere between five and twenty gold.
It is also why the order matters. A green that sells on the Auction House is worth about two and a half times what its materials are, so disenchanting is only ever reached after a listing has already been tried and come back unsold. Nothing is shredded that could have been sold as it was.