Shops and economy
Currency
Section titled “Currency”There is one currency, stored server-side as a single copper integer and converted for display:
1 gold (g) = 100 silver (s) = 10,000 copper (c)
New characters get no starting money. Your first income comes from selling monster drops. The starting weapon is the Worn Iron Sword, and it deliberately has no price — merchants refuse it, which shuts down rerolling characters to cash out starting gear.
Rica’s stock
Section titled “Rica’s stock”Rica sells 16 things and buys at 40% of base price.
| Item | Category | You pay | She pays | Weight |
|---|---|---|---|---|
| Torch | Weapon | 50c | 20c | 1 kg |
| Dagger | Weapon | 25s | 10s | 1 kg |
| Spear | Weapon | 35s | 14s | 4 kg |
| Fishing Rod | Fishing gear | 3s | 1s 20c | 2 kg |
| Wooden Shield | Armor | 25s | 10s | 6 kg |
| Leather Belt | Accessory | 8s | 3s 20c | 1 kg |
| Leather Pants | Armor | 25s | 10s | 4 kg |
| Healing Potion | Healing potion | 6s | 2s 40c | 0.5 kg |
| Scroll of Return | Return scroll | 8s | 3s 20c | 0.2 kg |
| Scroll of Party Summon | Summon scroll | 10s | 4s | 0.2 kg |
| Apple | Food | 3c | 1c | 0.3 kg |
| Bread | Food | 20c | 8c | 1 kg |
| Cheese | Food | 12c | 4c | 0.4 kg |
| Jerky | Food | 30c | 12c | 0.25 kg |
| Lembas Wafer | Food | 60c | 24c | 0.15 kg |
| Campfire Kit | Campfire | 30c | 12c | 2 kg |
The shop list is deliberately minimal. The rule is: only stock the pieces a tier-1 dungeon does not drop reliably, as insurance for players whose rolls keep failing. Guaranteed drops need no insurance, and higher-tier pieces stay out to protect the farming loop.
That’s why the Leather Helmet (Old Crypt’s guaranteed drop) and the Iron Sword are not in the shop.
Sold something by mistake?
Section titled “Sold something by mistake?”The last 10 items you sold to a merchant can be bought back for exactly what you were paid. It’s a recovery path for misclicks, and the round trip is gold-neutral so it doesn’t disturb the spread — something you haggled a high price for costs that much to buy back.
The list is kept per character and per merchant, survives reconnecting, and has no time limit — but it is lost when the server restarts.
Haggling
Section titled “Haggling”Rica is an LLM-driven NPC, so you can talk the price down. All the price protection sits on the server:
- The server computes a price band
[min, max]from the base price, the spread and a CHA modifier. - The LLM can only pick an adjustment inside that band — never an absolute price. Anything outside gets clamped or refused.
- The server guarantees arbitrage is impossible — the most discounted buy price is always above the highest sell price.
- There are daily budgets and cooldowns: 1 gold per game day for the merchant, 40 silver per player, a 30-second haggle cooldown, and any deal is single-use and expires after 5 minutes.
Higher CHA widens the band the server allows (roughly ±5 to 25 percentage points) — a charismatic character really does negotiate better.
Non-merchant NPCs
Section titled “Non-merchant NPCs”Merchants aren’t the only ones who trade. The guard Karl has a wishlist and pays 120% of base for what he wants:
| NPC | Wants | Pays | In coin | Rica would pay |
|---|---|---|---|---|
| Karl | Torch | 120% | 60c | 20c |
| Karl | Dagger | 120% | 30s | 10s |
Buying from Rica and selling to Karl turns a profit — that’s intended content, effectively an emergent delivery quest. It’s capped by Karl’s wallet (3g), so it can’t run away. His money comes from a 50s per game day salary that stops once the wallet is full.
Note that he only buys while the wishlist is unmet — he doesn’t want what’s already in his bag.
World drops
Section titled “World drops”Beyond the weapon it was carrying, a killed monster can drop these outright:
| Item | Drop rate | Kills per drop | Sells for |
|---|---|---|---|
| Healing Potion | 1.0% | 100 | 2s 40c |
| Coin Pile | 1.0% | 100 | — |
| Iron Sword | 1.0% | 100 | 40s |
| Scroll of Return | 0.5% | 200 | 3s 20c |
| Scroll of Enchant Weapon | 0.4% | 250 | 4s 80c |
| Wooden Shield | 0.4% | 250 | 10s |
| Leather Armor | 0.3% | 333 | 24s |
| Leather Pants | 0.3% | 333 | 10s |
| Raven Shield | 0.2% | 500 | 28s |
The Iron Sword has a 1% world drop rate, which is the other route to it besides killing the Orc Warlord — though that’s 100 kills in expectation.
Where gold comes from
Section titled “Where gold comes from”Gold issuance is deliberately controlled. There are only three repeatable sources:
| Source | Amount |
|---|---|
| Coin piles (dungeon chests) | 1–10 copper |
| Dungeon chest gold | depth × 500 to depth × 1500 |
| Fishing | 8–24 copper expected per catch |
Compare that to the NPC guard’s daily wage of 50s.
Weapons dropped by monsters are mostly unsellable “Worn” variants, on purpose — if higher-tier weapons cashed out reliably from ordinary monsters they would be a money printer. Ordinary armed monsters drop at only 10%; only bosses are guaranteed.