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Shops and economy

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 sells 16 things and buys at 40% of base price.

ItemCategoryYou payShe paysWeight
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.

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.

Rica is an LLM-driven NPC, so you can talk the price down. All the price protection sits on the server:

  1. The server computes a price band [min, max] from the base price, the spread and a CHA modifier.
  2. The LLM can only pick an adjustment inside that band — never an absolute price. Anything outside gets clamped or refused.
  3. The server guarantees arbitrage is impossible — the most discounted buy price is always above the highest sell price.
  4. 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.

Merchants aren’t the only ones who trade. The guard Karl has a wishlist and pays 120% of base for what he wants:

NPCWantsPaysIn coinRica 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.

Beyond the weapon it was carrying, a killed monster can drop these outright:

ItemDrop rateKills per dropSells 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.

Gold issuance is deliberately controlled. There are only three repeatable sources:

SourceAmount
Coin piles (dungeon chests)1–10 copper
Dungeon chest golddepth × 500 to depth × 1500
Fishing8–24 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.