ORUNTHYS

Economy

The treasury

The economy here is neither decoration nor a “shop”. It is a set of laws Orunthys is judged by on every run: every activity declares what it pays and how much it is allowed to pay, and every expense declares who chooses it and why. The laws are shown in full — 70 numbers, each with an address in the source code.

The money of the world

Four currencies

Each has its own owner and its own role. One does not replace another: gold buys work, emblems buy plans, shards buy craft.

4
  • Gold

    the common denominator: the rate corridor is set by balance step B6-11

    The only currency everyone pays with, for everything. That makes it the common measure too: the game rates any activity in gold per hour, even one that hardly pays in gold at all.

    Where it comes from
    Fights in the world, dungeon runs, Spiral tiers and the funnel of the Heart. Selling the surplus to the smith.
    Where it goes
    The forge, the jeweller, the black market, home furnishings, seals, the death penalty, venue commissions.
  • Keepers’ emblems

    the currency of plans: the weekly ceiling is set by balance step B6-12

    You cannot buy emblems for gold: they are earned by deeds — contracts, the season, shared work. That is why they buy what gold must not.

    Where it comes from
    Daily and weekly contracts, the season and the Battle Path, Order tasks, orders of the funnel.
    Where it goes
    The Quartermaster, party slots, seals, seasonal goods.
  • Shards

    the currency of workshops: the forge, the jeweller, the Forge of the First Smith

    Shards are the material of craft: they are not paid to people but spent on work. Their reference price is what sets the exchange’s corridor.

    Where it comes from
    Salvaging loot, gathering nodes, caravans, dungeons and the funnel of the Heart.
    Where it goes
    Forging and reforging, cutting gems, legendary parts, Awakening.
  • Items of “epic and above”

    loot of “epic and above”: the tiers of a build

    An item is a currency too: it is sold, exchanged, put up at auction and dissolved into ash. What decides its worth is the slot and the rarity, not the picture.

    Where it comes from
    Bosses, elites, labyrinths, the Spiral, the raid and the auction.
    Where it goes
    Wearing it, salvage, Awakening, resale.

Income

Where the money comes from

Eighteen lines of income and the kind of each. Not one of them is invented: every row is an activity that already exists in the game.

18
  • 18 lines of income. The order is the same as in the law of the hour: first the loops with no limit, then the daily and weekly ones, then the side payments.
  • Fights in the world
    How often
    loop
    Pays in
    🪙 gold
    Available from
    from the very start
    Why so
    The yardstick the whole of the rest of the game is measured in shares of. Not because it is the most generous, but because it is always available: everything else is judged against it.
  • A dungeon run
    How often
    loop
    Pays in
    🪙 gold
    Available from
    from level 6
    Why so
    Denser than the world: the fights come one after another with no road between them, and a chest at the end. It pays about as much as the world — the difference is in items, not in coins.
  • Spiral tiers
    How often
    loop
    Pays in
    🪙 gold
    Available from
    from level 15
    Why so
    A stream of fights with no breathing space. In gold it pays like the world, and its own currency is shards: a stream is paid for in shards.
  • The defiled run of the week
    How often
    loop
    Pays in
    🪙 gold
    Available from
    from level 20
    Why so
    The same labyrinth under the week’s three modifiers. The same time to run it, a higher payment — and that is exactly the price of the risk.
  • Clearing an anomaly
    How often
    daily
    Pays in
    🪙 gold
    Available from
    from level 5
    Why so
    Five slots a day, three fights each. The earliest system with a daily limit — it is where a newcomer learns what “that is all for today” means.
  • The square (arena)
    How often
    daily
    Pays in
    ⬥ emblems
    Available from
    from level 10
    Why so
    It pays in emblems, not in gold. A handful of coins for a win is a token, and the law watches that this token does not grow into a farm.
  • The siege of home
    How often
    daily
    Pays in
    ✦ items
    Available from
    from level 10
    Why so
    Eight waves at your own doorstep. It pays in supplies and items: the home feeds the home.
  • A world boss
    How often
    daily
    Pays in
    ✦ items
    Available from
    from level 20
    Why so
    The common fight of the day for everyone who came. The share of the loot is counted by contribution, not by the last blow.
  • Hunting a marked beast
    How often
    daily
    Pays in
    🪙 gold
    Available from
    from level 27
    Why so
    One beast a day. The run is short and generous — by design: the real payment of a hunt is not gold but emblems, supplies and a chance at a legendary.
  • Order work
    How often
    weekly
    Pays in
    ⬥ emblems
    Available from
    from level 20
    Why so
    An expedition, a war and the week’s tasks. Forty minutes for all of it — but only if the Order is alive.
  • The raid
    How often
    weekly
    Pays in
    ⬥ emblems
    Available from
    from level 40
    Why so
    A scheduled event for eight and the owner of the currency of plans. It cannot be hurried along — the Citadel opens once a week.
  • The Devourer
    How often
    weekly
    Pays in
    ⬥ emblems
    Available from
    from level 45
    Why so
    The world lord of the week: the whole server strikes at it, and the reward goes by the common count of contribution.
  • Trade routes
    How often
    idle
    Pays in
    🪙 gold
    Available from
    from level 8
    Why so
    The only income that runs without the player. That is why its rate is measured by a REAL hour and is kept noticeably below play: a wagon train must not replace the game.
  • A co-op fight
    How often
    mirror
    Pays in
    🪙 gold
    Available from
    from level 4
    Why so
    The same creatures, the same loot, only for two. It has no rate of its own and must not have one: otherwise co-op would become compulsory.
  • Contracts, the Path, the Chain
    How often
    side
    Pays in
    ≈ mixed
    Available from
    from the very start
    Why so
    A superstructure over what the player is doing anyway. It takes no time of its own, and so it cannot have a rate of its own.
  • Consolation for the emblem ceiling
    How often
    side
    Pays in
    ≈ mixed
    Available from
    from the very start
    Why so
    Ran into the weekly ceiling — the trimmed emblems come back as gold. Noticeably cheaper than the Quartermaster’s rate: this is a consolation, not an exchange.
  • Orders of the Heart
    How often
    side
    Pays in
    ≈ mixed
    Available from
    from level 55
    Why so
    A board of orders in the richest land of the game. It takes no time of its own: the orders are closed by the fights the Keeper is fighting anyway.
  • Milestones: story, Codex, titles
    How often
    milestone
    Pays in
    ≈ mixed
    Available from
    from the very start
    Why so
    One-off payments for what has been passed. Counting them as a rate per hour is meaningless — they cannot be had a second time.

Spending

Where it goes

Twelve sinks. Without them a purse swells until gold stops meaning anything.

12
  • 12 sinks. “Choice” can be skipped and the game goes on, “risk” is the price of a mistake, “deal” is the venue’s share of someone else’s trade.
  • The death penalty
    Who pays
    risk
    How often
    every hour of play
    What it is
    A tenth of the purse, with a ceiling by the hero’s level. A defeat takes away neither levels nor items — only coins.
  • Venue commissions
    Who pays
    deal
    How often
    every hour of play
    What it is
    The share the exchange and the auction take from every deal. The only sink that grows by itself when players trade with one another.
  • The forge (reforging)
    Who pays
    choice
    How often
    every day
    What it is
    Rolling the stats on an item already worn. The most frequent sink of the endgame: the work grows dearer with the hero’s level, but no dearer than four newcomer rates.
  • The jeweller
    Who pays
    choice
    How often
    every day
    What it is
    Cutting, merging, sockets and extraction. The only funnel where gold and shards are spent together.
  • Keeper’s seals
    Who pays
    risk
    How often
    every day
    What it is
    Insurance against the death penalty. It costs STRICTLY more than the penalty itself — otherwise a seal would not be insurance but a way of not paying.
  • The black market
    Who pays
    choice
    How often
    every week
    What it is
    A counter for three days: looks, titles, a box of shards, a bundle of emblems and third-tier gems. Open from level 20 — below that its goods are of no use.
  • The Anvil of Awakening
    Who pays
    choice
    How often
    every week
    What it is
    Steps of Awakening on a legendary and on a relic. Five steps, each next one weaker and dearer than the last.
  • Rooms, potions, crafting
    Who pays
    choice
    How often
    every week
    What it is
    The housekeeping of the Home: rooms, supplies, craft. An unnoticeable but constant expense that keeps the mid-game purse from swelling.
  • An offering to the Tree
    Who pays
    choice
    How often
    every week
    What it is
    A common sink for the whole server: gold goes into the sap of the World Tree and comes back to everyone at once as milestones.
  • Home furnishings
    Who pays
    choice
    How often
    once a season
    What it is
    A pure window: it gives no power at all. That is exactly why it can be made expensive without breaking the balance.
  • The Forge of the First Smith
    Who pays
    choice
    How often
    once a season
    What it is
    Assembling a legendary item out of parts won by the loops. The largest one-off sink of the game — the goal a season is saved up for.
  • Changing a facet of the Path
    Who pays
    choice
    How often
    once a season
    What it is
    The fee for changing your mind. Small, but not nothing: a free change of facet would make the choice itself worthless.

Trade

Where Keepers trade with one another

Three venues, and they do not duplicate each other: the market sells what does not drop, the auction sells players’ items, the exchange trades orders.

  • Direct trade

    Two people agree and swap — items and gold at once.

    What is traded
    Any items from the bag, and gold.
    How the price is set
    None: the price is named to each other in words.
    The venue’s share
    None. The venue does not step into the deal.
    What protects a deal
    Both halves are handed over at once, or neither is: there is no trade on trust here.

    server/trade.mjs

  • Auction

    A window of unique items: one item, one lot.

    What is traded
    Gear piece by piece. Stacks and materials do not go here — the exchange is for those.
    How the price is set
    Set by the seller. There is a buy-now and there is a bid.
    The venue’s share
    A tenth of the price is held from the seller.
    What protects a deal
    The item leaves the bag the same instant the lot appears — one item cannot be put up twice. What is unsold and what was outbid comes back by post rather than vanishing.

    server/api.mjs

  • Exchange

    An order book for uniform goods: shards and gems.

    What is traded
    Shards and twelve kinds of gems — thirteen goods in all.
    How the price is set
    It forms itself out of the opposing orders, but is held inside the corridor around the reference price.
    The venue’s share
    The base rate from the seller, growing with the week’s turnover and stopping at a quarter.
    What protects a deal
    The deposit for a buy order is taken at once, and so are the goods for a sell order: both come back by post if the order is not filled within a week. On one kind of goods a Keeper has either a buy or a sell — holding both sides of the book at once is not trading but a machine.

    server/exchange.mjs

Numbers

Gold

The common denominator of the game: where it comes from, what limits it and how the server watches over it.

11
  • 60 🪙

    A new Keeper’s purse

    This much gold the hero has in the first minute. Exactly enough for a couple of potions: the game starts from nothing, and not figuratively.

    server/economy.mjs → START_GOLD

  • 10%

    Death penalty

    A tenth of the purse for a defeat — and nothing more. Levels, items and progress death does not touch. On top of that a ceiling by hero level applies: a millionaire does not lose a million to one death.

    src/deathcost.js → DC_RATE

  • level 60

    Shelf of the earning level

    Up to 60 income grows with the hero one for one. After that the shelf begins: the hero’s level rises, the earning level no longer does.

    src/goldceil.js → GC_FROM

  • 15 steps

    Tail above the shelf

    How many steps of income can be gathered above the shelf. Past 75 the earning level does not go at all — otherwise the Blight would turn into an endless printing press.

    src/goldceil.js → GC_TAIL_CAP

  • ×1,5

    How much richer the endgame is than level 60

    The ceiling of the gap: however many steps of the Blight are passed, income has no right to outrun the level-60 rate by more than one and a half times.

    src/goldceil.js → GC_DRIFT_MAX

  • 150 000 🪙 per minute

    Income bucket: the rate

    The Keepers’ treasury counts income as a leaky bucket: this much gold a minute the server is ready to accept. An honest player will never run into it — the bar stands against a forged save, not against a lucky evening.

    server/economy.mjs → GOLD_RATE_PER_MIN

  • 200 000 🪙

    Income bucket: the store

    How full the bucket starts: a lucky hour must not run into the average rate.

    server/economy.mjs → GOLD_BURST

  • 250 000 🪙

    Ceiling of the first purse check

    How much gold the server accepts from a save it sees for the first time. Plus an addition for every hero level: an old character brings more than a newcomer.

    server/economy.mjs → SEED_MAX

  • 20 000 🪙

    First-check addition per level

    By this much the threshold of the first check rises for every level of the hero.

    server/economy.mjs → SEED_PER_LEVEL

  • 40 000 000 🪙

    Ceiling of the recognised purse

    The absolute upper bound of gold on a character. Above it the purse does not grow under any play — and under any forgery.

    server/economy.mjs → ALLOWANCE_CAP

  • 50 rows

    Length of the treasury ledger

    How many of the latest gold movements the server remembers for each character. It is out of these rows that the site counts the live turnover below.

    server/economy.mjs → LEDGER_KEEP

Numbers

Emblems

The currency of plans and its weekly count — one count for every source at once.

6
  • 1500 ⬥

    Ceiling of emblems per week

    One count for ALL sources at once. The Arena, the contracts and the raid have no separate limits — play what you like. On Monday the count resets, and what was not taken does not accumulate.

    src/emblemweek.js → EW_WEEK_CAP

  • 45%

    Capacity of one source

    No single system gives more than this share of the common count in a week. So none of them closes a week alone — and none can be ignored without loss.

    src/emblemweek.js → EW_SRC_SHARE

  • 675 ⬥

    The same as a number

    This many emblems a week are brought by a system chosen as the only one. The other 825 will have to be taken somewhere else.

    src/emblemweek.js → ewSrcCap()

  • 20 🪙

    Consolation for a trimmed emblem

    Ran into the ceiling — every trimmed emblem comes back as gold. Noticeably cheaper than the Quartermaster’s rate: this is a consolation, not an exchange.

    src/emblemweek.js → EW_CUT_GOLD

  • 24

    Sources of emblems in the game

    This many systems pay in emblems. Fourteen of them go into the weekly count; the rest — one-off milestones, letters and the Battle Path — do not go into the ceiling at all.

    src/emblemweek.js → EW_SOURCES

  • 513 ⬥ per week

    The most generous source

    The Keepers’ contracts: three daily ones, the bonus and the weekly ones. A third of the ceiling from one occupation — and that is the lawful maximum, beyond it the capacity of a source stops you.

    src/emblemweek.js → EW_SOURCES.0.week

Numbers

Shards and gems

The rate of the workshops: what a stone costs and where its reference price came from.

9
  • 40 🪙

    Reference price of a shard

    Not assigned but derived: the black market sells a box of 120 shards for 4800 gold — the only official gold-to-shards rate in the game.

    server/exchange.mjs → EX_SHARD_REF

  • 12 ⚒ + 80 🪙

    Cutting a gem

    This much one first-tier stone costs at the jeweller. Hence its reference price on the exchange: 12 × 40 + 80 = 560.

    src/gems.js → GEM_CRAFT

  • 3 into 1

    Stones into one of a higher tier

    Three lesser gems merge into one of the next tier. The funnel is honest: nothing of the contents is lost, only the fee for the work is added.

    src/gems.js → GEM_MERGE_N

  • 240 and 720 🪙

    Fee for merging

    For tier 2 and for tier 3. The first number is the plug for the second: without it a merge would be cheaper than cutting.

    src/gems.js → GEM_MERGE_COST

  • 560 · 1920 · 6480 🪙

    Reference prices of gems

    Three tiers. Each is the end-to-end cost of the funnel: what it takes to make the stone out of shards, not what someone happened to pay.

    server/exchange.mjs → EX_GEM_REF

  • 40 · 80 · 120 🪙

    Setting a stone into a socket

    By the tier of the stone. Cheap on purpose: trying a build on must not cost more than the build itself.

    src/gems.js → SOCKET_GOLD

  • 150 · 300 · 450 🪙

    Taking a stone back out

    Three times dearer than setting it — but the stone comes back whole. A build is rebuilt, not thrown away.

    src/gems.js → EXTRACT_GOLD

  • 0 · 1 · 1 · 2 · 2

    Sockets by rarity

    An ordinary item has no sockets, a relic has two. The anvil adds one more at Awakening.

    src/gems.js → SOCKETS_BY_RARITY

  • 4 800 🪙

    A box of shards at the market

    120 shards for 4800 gold. That is the very rate the reference price of a shard is derived from.

    src/market.js

Numbers

Venues

Exchange, auction, market: the rules, the volumes and the deadlines.

8
  • 13

    Goods on the exchange

    Shards and twelve kinds of gems: four sorts in three tiers. Items are not traded here — they go to the auction.

    server/exchange.mjs → EX_GOODS

  • 0.5 — 1.25 of the reference

    Price corridor of an order

    From half the reference price to a quarter above it. Outside the corridor an order is not accepted: it is a market, not a place to launder gold between two accounts.

    server/exchange.mjs → EX_BAND_LO

  • 8

    Open orders per character

    More than eight at once will not be put up by one character. The bar stands against a book stuffed by one player.

    server/exchange.mjs → EX_ORDERS_MAX

  • 7 days

    Lifetime of an order

    A week. Not executed — the deposit or the goods come back by letter.

    server/exchange.mjs → EX_ORDER_TTL_MS

  • 5000 ⚒ · 50 stones

    Volume of one order

    By the kind of goods. The bar keeps the book readable: one order must not be the whole market.

    server/exchange.mjs → EX_QTY_MAX

  • 20 000 000 🪙

    Ceiling of an order deposit

    Gold for a buy order is taken at once and held as a deposit. Above this ceiling an order is not accepted.

    server/exchange.mjs → EX_HOLD_MAX

  • 12 levels

    Depth of the book in the panel

    How many price steps the server gives to the panel. Deeper is not needed: a trade is made at the near ones.

    server/exchange.mjs → EX_BOOK_DEPTH

  • 1 🪙

    The smallest price

    Below a gold piece per unit there is nothing to trade with: giving it away for free is not a market.

    server/exchange.mjs → EX_PRICE_MIN

Numbers

Commissions and the price of a mistake

What a venue takes from someone else’s deal, and what a defeat costs.

11
  • 5%

    Exchange commission

    The base rate, held from the seller. The buyer pays nothing beyond the price.

    server/exchange.mjs → EX_FEE

  • 5% → 10% → 18%

    Rate by turnover

    The larger the week’s takings, the higher the venue’s share. A trading house pays more than someone selling their surplus.

    server/exchange.mjs → EX_FEE_VOL

  • 25%

    Ceiling of the exchange commission

    Above a quarter the venue’s share does not rise under any turnover.

    server/exchange.mjs → EX_FEE_CAP

  • 50%

    Resale tax

    Half the takings if you sell what you yourself bought on the same venue. The tax kills the buy-cheap-sell-dear loop and does not touch the one who mined the goods.

    server/exchange.mjs → EX_FLIP_FEE

  • 1 day

    How long goods count as fresh

    A day. Whom the tax does not touch: what was mined, what was found, what came from the game.

    server/exchange.mjs → EX_FLIP_MS

  • 10%

    Auction commission

    A tenth of the lot price, from the seller. Twice as dear as the exchange: an item is rarer than a shard, and the venue holds more of it.

    server/api.mjs

  • 120 🪙

    Base price of a seal

    A Keeper’s seal trims the death penalty. The price is put together out of the base, the level addition and a share of the purse.

    src/insurance.js → INS_BASE

  • 25 🪙

    Seal addition per level

    For every level of the hero. The stronger the Keeper, the dearer the insurance.

    src/insurance.js → INS_PER_LEVEL

  • 12%

    Share of the purse in the price of a seal

    STRICTLY above the penalty rate (10%) — and that is the main thing here: a seal must never be cheaper than the loss it covers, otherwise it stops being insurance and becomes free.

    src/insurance.js → INS_GOLD_RATE

  • from level 12

    Seals open

    Below that death costs pennies, and a seal would be a solution to a problem that does not exist.

    src/insurance.js → INS_MIN_LEVEL

  • 5 pieces

    Store of seals

    More than five cannot be saved up: a just-in-case warehouse turns insurance into a subscription.

    src/insurance.js → INS_MAX

Numbers

Where the gold goes

The forge, the jeweller, the market, the Tree — prices and thresholds of the sinks.

14
  • +5% per level

    Forge work per level

    The gold part of a reforge grows dearer with the hero’s level: the same work costs a veteran more than a newcomer.

    src/reforge.js → FORGE_FEE_PER_LEVEL

  • ×4

    Ceiling of forge work

    No dearer than four newcomer rates. The level addition has an end — otherwise the endgame would stop forging at all.

    src/reforge.js → FORGE_FEE_CAP

  • from 4 ⚒ + 40 🪙 to 30 ⚒ + 380 🪙

    Reforging by rarity

    The base rate for one reforge. The rarer the item, the dearer the attempt — and the more there is to lose.

    src/reforge.js → REFORGE_BASE

  • 0,75 — 1,3

    Spread of a reforge

    What a stat turns into after a reforge. The corridor is wide enough for the throw to matter, and narrow enough for it not to be a lottery.

    src/reforge.js → REFORGE_BAND

  • ×6

    Ceiling of the reforge price growth

    Every next reforge of one item costs more than the previous one — up to this ceiling. Past it the price stops: an item is not meant to be reforged forever.

    src/reforge.js → COST_MULT_CAP

  • +5% per level

    Jeweller work per level

    The same addition and the same ceiling as at the forge: one law for the workshops, not two.

    src/gems.js → GEM_FEE_PER_LEVEL

  • from level 20

    The black market opens

    Below twenty the market is closed: its goods are of no use to a newcomer, and the gold is better spent on gear.

    src/market.js → MARKET_MIN_LEVEL

  • 3 days

    The counter changes

    Once every three days. What was not bought is gone until the next turn — the counter does not wait.

    src/market.js → MARKET_MS

  • 3

    Goods on the counter

    Out of twelve possible. The choice is always tight — that is what makes it a choice.

    src/market.js → MARKET_SHELF

  • ×1,75

    A repeat purchase grows dearer

    Every next box of shards in the same turn costs more. The market is a source, not a tap.

    src/market.js → MARKET_REPEAT_STEP

  • 100 🪙 = 1 sap

    Rate of an offering to the Tree

    A common sink for the whole server: gold leaves the world for good and turns into a shared growth.

    src/worldtree.js → GOLD_PER_SAP

  • 50 000 🪙

    Ceiling of one offering

    More cannot be given at once. The bar is not against generosity but against one purse deciding the server’s week.

    src/worldtree.js → OFFER_GOLD_MAX

  • 7% → 4,5% → 3% → 2% → 1,5%

    Steps of Awakening

    Five steps on a legendary and on a relic, and each one is dearer than the last. The largest single sink of the endgame.

    src/awaken.js → AWK_STEPS

  • from level 30

    The Forge of the First Smith opens

    The largest sink of the game: named items are assembled here out of parts, and it takes both gold and shards.

    src/craftlegend.js → FORGE_LEVEL

Numbers

Laws of balance

The income corridors and share ceilings the game is judged by on every run.

11
  • fights in the world

    The reference income

    The whole of the rest of the game is measured in shares of this rate. It is the plainest occupation there is, and that is why it is the yardstick.

    tools/goldlaw.mjs → GR_BASE

  • loop 0.75—1.35 · day 0.5—2.8 · week 0.4—3.4 · without the player 0—0.35

    Corridors of the rate

    How far an occupation may stand from the reference. Outside the corridor the game is judged unbalanced on the very next run.

    tools/goldlaw.mjs → GR_BANDS

  • ×0,35

    Ceiling of a “token”

    How far the gold of a system that pays in another currency may stand from the reference. A token is a side payment, not an income.

    tools/goldlaw.mjs → GR_TOKEN_MAX

  • 30%

    Share of one limited source

    More than a third of the daily income must not come from one limited occupation. Otherwise the day turns into a queue of chores.

    tools/goldlaw.mjs → GR_CAP_SHARE

  • 25%

    Share of all side payments

    Contracts, the Path and the Chain together. A superstructure over play must not become the play itself.

    tools/goldlaw.mjs → GR_RIDER_SHARE

  • 50%

    Floor of the active-play share

    No less than half the daily income must come from what the player does with their own hands.

    tools/goldlaw.mjs → GR_ACTIVE_MIN

  • 0.33 — 1.6 of the income

    Capacity of the sinks

    How much gold the spendings are able to eat in the same time. Below the floor gold piles up, above the ceiling nothing is left to live on.

    tools/goldlaw.mjs → GR_SINK_BAND

  • 10%

    Floor of freely chosen spending

    The bar is modest on purpose: demanding that most of the gold go on choice would be demanding that the player like the sinks we invented.

    tools/goldlaw.mjs → GR_SINK_CHOICE_MIN

  • 🪙 0,95 · ⬥ 0,75 · ⚒ 0,75 · ✦ 0,75

    Share of the currency’s owner

    How far a loop must be first in ITS OWN currency. Not the only one — the first.

    tools/looplaw.mjs → LOOP_REACH

  • ×1,45

    Corridor of comparability between loops

    The best loop has no right to be more generous than the worst by more than this. Otherwise the choice of what to play stops being a choice.

    tools/looplaw.mjs → LOOP_SPREAD

  • 0,45 — 1,6

    Window of a scheduled event

    The raid runs twenty minutes once a week. Demanding of it the rate of an everyday occupation would be demanding that it be run every day.

    tools/looplaw.mjs → LOOP_EVENT_BAND

Right now

The living economy

This is no longer the design but the state of the world: the last window of the treasury log, read from the game’s own database.

Counted 20 September at 14:00. Turnover is for the last 30 days. The recount runs once an hour: heavy queries to the game database do not go out on every opening of the page.

  • 5.8M

    Gold held by Keepers

    On 354 characters — a purse the server recognises.

  • 0

    Exchange turnover

    0 deals all told.

  • 0

    Burned by commission

    Taken out of the world for good — a true sink.

  • 0

    Lots at the auction

    Sold in the window: 0 for 0 🪙.

Purses

Who holds how much gold

Gold as the server recognises it — the same figure the ladders are counted from.

  • 16,499 🪙

    Average purse

  • 2,802,502 🪙

    The richest

  • 354

    Characters in all

  • under 1,000 🪙 — the start of the road28280%
  • 1,000 — 10,000 🪙 — potions and repairs4713%
  • 10,000 — 100,000 🪙 — enough for the market185%
  • 100,000 — 1,000,000 🪙 — finishing the gear62%
  • over 1,000,000 🪙 — an endgame treasury10%

The steps of wealth are not made up: the starting purse, the price of a trip to the black market, finishing the gear, an endgame treasury.

  • The same thing in exact numbers.
  • under 1,000 🪙 — the start of the road
    Characters
    282
  • 1,000 — 10,000 🪙 — potions and repairs
    Characters
    47
  • 10,000 — 100,000 🪙 — enough for the market
    Characters
    18
  • 100,000 — 1,000,000 🪙 — finishing the gear
    Characters
    6
  • over 1,000,000 🪙 — an endgame treasury
    Characters
    1

Treasury log

The movement of money

What moved gold, and in which direction, over the window.

  • 50,120 🪙

    In over the window

  • 146,868,993 🪙

    Out over the window

  • clamp143,294,63298%
  • sweep3,518,1612%
  • Order treasury56,2000%
  • Server payouts29,0000%
  • First purse check21,1200%

The length of a bar is the whole turnover of the kind: both in and out.

  • Income and spending are counted apart, not as a balance: a kind that brought a million and took a million is lively trade, not a zero. Entries in the ledger in all: 476.
  • clamp
    Records
    1
    In
    0
    Out
    143,294,632
    Share of movement
    98%
  • sweep
    Records
    2
    In
    0
    Out
    3,518,161
    Share of movement
    2%
  • Order treasury
    Records
    118
    In
    0
    Out
    56,200
    Share of movement
    0%
  • Server payouts
    Records
    3
    In
    29,000
    Out
    0
    Share of movement
    0%
  • First purse check
    Records
    351
    In
    21,120
    Out
    0
    Share of movement
    0%

Exchange

Shards and gems

How much went through the order book and at what price.

Empty

For this window not a single deal was struck on the exchange. The reference prices of goods are still there all the same — they are derived from the workshops’ prices, not from trade.

Auction

Unique items, one by one

The display, the sales and the rarity of what is up.

Empty

Not a single lot is up at the auction — and not one has been sold yet.

Next

Where to go from here

  • 59

    reference articles

    How damage, rarity, forging and everything else are counted — by the same method, with an address for every number.

  • 7

    ladders

    Who is richest in Orunthys — out of the very purses counted above.

  • 9

    steps of the guide

    If the game has not been started yet, it is early to read the economy: the first coins come in the very first fight.

The economy of Orunthys