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Research & pricing · patch 7.41c · May 2026

What neutral items would costif you could buy them with gold

An analysis of the Madstone system (Artifact + Enchantment): each stat converted to the market price of shop components, and a number on this thesis: an early neutral item is a hidden jump in real hero strength that never shows up in net worth.

The thesis, formally

A neutral item can't be bought or sold: its gold cost is zero and it adds nothing to a hero's net worth. The game hands it out for free and early (Tier 1 from minute 5).

So when a player picks one up early, their visible value (net worth) doesn't move, but their real fighting strength does, by exactly as much gold as buying the equivalent stats or effect in the shop would cost. That hidden value is largest, relatively, early on, when 400–700 free gold can be 20–40% of a hero's effective net worth.

Two models below: Enchantments priced exactly, Artifacts estimated, plus a calculator of the "hidden lead".

01 · Method

How you price something that can't be bought

exact

Enchantment → gold

An Enchantment is a bundle of stats (HP, regen, mana, armor, damage…). Every stat has a stable market price in Dota, set by the cheapest shop component that gives it. Sum stats × rate = a hard gold value. This number is defensible.

estimate

Artifact → equivalent item

An active ability (blink, dispel, summon, slow…) has no price list. It's valued by comparing it with the closest purchasable item that does the same thing (Tumbler's Toy ≈ a poor Blink, Book of the Dead ≈ Necronomicon). Hence the ranges.

Exchange rates: one unit of a stat (cheapest component, 7.41c)

~22.5 g
1 attribute point (str/agi/int)
~5.1 g
1 HP (Vitality Booster)
~57 g
1 HP regen/s (Ring of Regen)
~3.6 g
1 mana (Energy Booster)
~117 g
1 mana regen/s (Sage's Mask)
~87.5 g
1 armor (Ring of Protection)
~22.5 g
1 attack damage (Broadsword)
~9 g
1 movement speed (Boots/Wind Lace)
~30 g
1 attack speed (Blitz Knuckles)
~45 g
1% lifesteal (Morbid Mask)
~85 g
1% magic resist (Cloak)
~13 g
1 cast range (Aether Lens derived)

These are raw stat prices from cheap components; finished items usually charge more (slot efficiency). The lower bound is used, so the result is conservative, if anything an underestimate.

02 · Enchantments (exact)

The stat half, converted to gold. Values per tier (T1 / T2 / T3 / T4 / T5). Price = stats × rate. Penalties are subtracted.

EnchantmentTiersStats (per tier)Gold value (per tier)
Brawny1–4+125/175/225/275 HP · +0/4/8/12 HP regen640 / 1130 / 1600 / 2090
Mystical1–4+1/2/3/4 mana regen · +0/10/16/22% magic res120 / 1085 / 1710 / 2340
Quickened1–4+15/20/25/30 MS · +0/100/160/220 mana135 / 540 / 800 / 1060
Tough1–4+5/8/11/14 dmg · +0/4/7/10 armor115 / 530 / 860 / 1190
Alert1–4attack speed + night vision (≈ +20/30/40/50 AS)~600 / 900 / 1200 / 1500
Vital 7.41 new1+2 HP regen (guaranteed option)~115
Vast2–3+60/90 attack range (melee and ranged)~900 / 1350
Greedy2–3+75/100 GPM · +200/250 mana · −30/60 dmg~1400 / 1850*
Keen-Eyed2–3+125/135 cast range · +1/1.5 mana regen · −15% max mana~1450 / 1620
Vampiric2–4+12/16/20% lifesteal · +8/12/16% spell lifesteal~1100 / 1500 / 1900
Nimble2–3attack speed + bonus damage (agility profile)~1200 / 1600
Crude4–5+20/30% slow res · −12/18% BAT · −15% int~2200 / 3200
Titanic4–5+15/25% base attack dmg · +10/15% status res~2400 / 3600
Timeless4–5+10/15% debuff amp · +10/20% spell amp~2600 / 3900
Evolved5+40 primary attribute~3500
Boundless5+150 attack range · +350 cast range~5000+
Fleetfooted5+115 movement speed~3500+
Wise5+600 XP/min (XP can't be bought; unique)n/a
Audacious5+100 AS · +80 magic attack dmg · +10% incoming dmg~4500
Feverish5+15% CDR · +15% mana cost~3000–4000

* Most of Greedy's value is the GPM (75–100 gold/min): an investment value, not a stat, and worth exponentially more the earlier it comes. Penalties (red) are subtracted.

03 · Artifacts (estimated by equivalent)

The active half, a selection of the most notable ones. Rougher: each ability is compared with the closest purchasable item, or with what a player would rationally pay for the same effect.

ArtifactTierWhat it doesEstimated value
Trusty Shovel1Digs up a rune/salve/mango/kobold, ~120–200 g per use, long cooldown300–500
Occult Bracelet1+2 mana per hit (stacks ×5), jungle sustain250–400
Pollywog Charm1+8 HP regen for 10 s on an ally, MS near water, a poor Tranquil active400–600
Spark of Courage1+10 dmg above 50% HP / +5 armor below, passive350–500
Ripper's Lash1AoE thorns, +12 dmg on hitting the target for 10 s400–600
Iron Talon / Searing Signet2% damage to a creep / burn on spells, farm and push acceleration600–900
Tumbler's Toy2Short hop, initiation tool, a poor Blink900–1400
Poor Man's Shield2Damage block, ≈ the old item of the same name~500
Essence Ring2Temporary +current/max HP, battle sustain700–1000
Psychic Headband3Pushes enemy heroes away, positioning and saves900–1500
Gunpowder Gauntlet3Next attack deals bonus magic damage, burst800–1300
Ninja Gear3Smoke + utility, ≈ Smoke of Deceit on demand1000–1600
Flicker4Escape mini-blink, ≈ part of a Blink Dagger1500–2200
Mind Breaker4Silence on attack, ≈ a weaker Orchid1800–2800
Spell Prism / Timeless Relic4CDR + stats, ≈ an Octarine fragment2000–3000
Book of the Dead5Summons 2+2 units for 75 s, ≈ Necronomicon 33500–5000
Stygian Desolator5−armor proc, ≈ Desolator (4350 g)3500–4500
Fallen Sky5Meteor leap, AoE damage + stun, ≈ an ultimate4000–6000
Pirate Hat5Passive bounty + attack stats, an economic bomb4000–6000+
Spider Legs5+20% MS, free pathing, turn rate for 10 s3000–4500

The pool rotates every patch (cycled out / readded). These are representative items active in 7.41c plus some tier-5 staples. Estimates are "what a player would rationally pay for the same effect", not price-list numbers.

04 · Summary per tier

A typical (median) crafted item of each tier, both halves added. This is how much free gold the item really gives you at that moment.

TierUnlocksMadstonesArtifact (median)Enchant (median)Item value
Tier 15:005~350 g~250 g~500–700
Tier 215:0015~800 g~900 g~1500–2000
Tier 325:0025~1200 g~1400 g~2400–3200
Tier 435:0035~2200 g~2000 g~3800–5000
Tier 560:0045~4000 g~3500 g~6000–9000+
A fully farmed late-game hero with a tier-5 item carries, invisibly,≈ 6–9k gold

05 · Hidden lead calculator

The item gives you gold value that never shows in net worth. This computes how much it moves your effective strength, and why early means disproportionately more.

How much does the item move me?

Pick the item tier and enter your net worth at that moment. Low = conservative, high = optimistic.

1,200
~600
hidden item value (g)
+50%
effective strength gain
1,800
real "true" net worth
Tier 1 @ 5 min
Item ~600 g for free. A hero at minute 5 typically has 800–1500 g net worth: a hidden lead of +40 to +75%. This is where the thesis is strongest: half an item free, relative to what you have.
Tier 3 @ 25 min
Item ~2800 g. Net worth typically 8–12k: a hidden lead of +25 to +35%. Still huge, but it shrinks relatively as your visible wealth grows.
Tier 5 @ 60 min
Item ~7000 g. Net worth typically 25–35k: a hidden lead of +20 to +28%. The largest in absolute terms, the smallest in relative terms; diminishing in percent, not in fight impact.

Conclusion

The intuition is correct and quantifiable: the earlier you get the item, the larger the ratio of hidden value to visible net worth. At minute 5 you get the equivalent of ~40–75% of your wealth for free; at minute 25 "only" ~30%; at minute 60 ~20–28%.

The important footnote: the absolute value grows all game (from ~600 to ~7000+ g). So a neutral item isn't an early-game gimmick; it's a constant, invisible tax in favour of whoever has the better jungle uptime. A player who consistently crafts a tier ahead, or takes better artifacts, effectively carries an extra item the opponent never sees on the scoreboard.

Method note. Enchantments are priced hard (pure stats × the cheapest component's rate, 7.41c). Artifacts are an estimate of willingness to pay for an equivalent effect and can't be priced unambiguously, hence the ranges. Raw-stat rates are deliberately the lower bound, so the real value is more likely higher than lower.

The neutral item pool rotates every patch. Enchantment stats are stable in 7.41; since 7.41 the choice is tied to the hero's primary attribute and isn't random (5 options per tier from T2). Sources: Liquipedia (Neutral Items, Version 7.41), dotacoach.gg, ginx.tv, bo3.gg, escorenews; as of May 2026, patch 7.41c.