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.
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.
| Activity | How often | Pays in | Available from | Why so |
|---|---|---|---|---|
| Fights in the world | loop | 🪙 gold | from the very start | 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 | loop | 🪙 gold | from level 6 | 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 | loop | 🪙 gold | from level 15 | 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 | loop | 🪙 gold | from level 20 | 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 | daily | 🪙 gold | from level 5 | 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) | daily | ⬥ emblems | from level 10 | 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 | daily | ✦ items | from level 10 | Eight waves at your own doorstep. It pays in supplies and items: the home feeds the home. |
| A world boss | daily | ✦ items | from level 20 | 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 | daily | 🪙 gold | from level 27 | 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 | weekly | ⬥ emblems | from level 20 | An expedition, a war and the week’s tasks. Forty minutes for all of it — but only if the Order is alive. |
| The raid | weekly | ⬥ emblems | from level 40 | 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 | weekly | ⬥ emblems | from level 45 | The world lord of the week: the whole server strikes at it, and the reward goes by the common count of contribution. |
| Trade routes | idle | 🪙 gold | from level 8 | 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 | mirror | 🪙 gold | from level 4 | 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 | side | ≈ mixed | from the very start | 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 | side | ≈ mixed | from the very start | 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 | side | ≈ mixed | from level 55 | 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 | milestone | ≈ mixed | from the very start | One-off payments for what has been passed. Counting them as a rate per hour is meaningless — they cannot be had a second time. |
- 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.
| Where | Who pays | How often | What it is |
|---|---|---|---|
| The death penalty | risk | every hour of play | 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 | deal | every hour of play | 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) | choice | every day | 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 | choice | every day | Cutting, merging, sockets and extraction. The only funnel where gold and shards are spent together. |
| Keeper’s seals | risk | every day | 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 | choice | every week | 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 | choice | every week | Steps of Awakening on a legendary and on a relic. Five steps, each next one weaker and dearer than the last. |
| Rooms, potions, crafting | choice | every week | 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 | choice | every week | 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 | choice | once a season | 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 | choice | once a season | 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 | choice | once a season | The fee for changing your mind. Small, but not nothing: a free change of facet would make the choice itself worthless. |
- 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.
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.
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
Venues
Exchange, auction, market: the rules, the volumes and the deadlines.
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.
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.
+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.
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 11:53. 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 345 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.
16,912 🪙
Average purse
2,802,502 🪙
The richest
345
Characters in all
- under 1,000 🪙 — the start of the road27479%
- 1,000 — 10,000 🪙 — potions and repairs4613%
- 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.
| Wealth | Characters |
|---|---|
| under 1,000 🪙 — the start of the road | 274 |
| 1,000 — 10,000 🪙 — potions and repairs | 46 |
| 10,000 — 100,000 🪙 — enough for the market | 18 |
| 100,000 — 1,000,000 🪙 — finishing the gear | 6 |
| over 1,000,000 🪙 — an endgame treasury | 1 |
- The same thing in exact numbers.
- under 1,000 🪙 — the start of the road
- Characters
- 274
- 1,000 — 10,000 🪙 — potions and repairs
- Characters
- 46
- 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.
49,580 🪙
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 check20,5800%
The length of a bar is the whole turnover of the kind: both in and out.
| Kind of movement | Records | In | Out | Share of movement |
|---|---|---|---|---|
| clamp | 1 | 0 | 143,294,632 | 98% |
| sweep | 2 | 0 | 3,518,161 | 2% |
| Order treasury | 118 | 0 | 56,200 | 0% |
| Server payouts | 3 | 29,000 | 0 | 0% |
| First purse check | 342 | 20,580 | 0 | 0% |
- 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: 467.
- 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
- 342
- In
- 20,580
- 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.
