Economy · Concept

Trading

Two players, two lists, and a licence that decides how far apart they may be.

In short

A trade is not a gift. The game does not look at what you hand over, it looks at the gap between the two lists, and your trading licence says how wide that gap may be.

Every item put on the table carries a value: its market value for a resource, a tool, an essence or a dish, a flat 1 000 for a card whatever its rarity, and a single head for a companion. The two lists are weighed apart, and only the difference counts.

The licence is bought at the village counter. thirteen tiers are on sale, the last one costing 5 000 endercoins and asking for level 1 100. Climbing a tier unlocks no item: it only widens what you are allowed to leave unbalanced.

The cap is not a transaction counter, it is a balance. It rises when you give more than you receive, falls when the opposite happens, and drains on its own over time. At the last tier sold it tolerates 491 520 000 of common value and 420 cards of gap, and it returns to zero after seven days without a trade.

The licence table reaches further than the shop: it describes tiers up to number fifteen, but only those up to tier twelve are sold. The last ones exist in the code with no way in, kept for later.

The table

The `>trade` screen. Both locks fall together or nothing moves, and the window above caps 491 520 000 in resources and 420 in cards.

This week's window Resources 491 520 000Cards 420
Y
Your sideYour licence sets your half of the window
Common resourcesCounted at market value, in the common counter.
Identified itemsTools, essences and enchant books, counted in the common counter too.
CardsA flat value per card, on a scale of its own.
Companions and dishesA dish joins the common counter, a companion has its own, counted in heads.
Bound itemsRefused on the table, whatever the licence tier.
Locked
Both locks or nothing
T
The other playerThe narrower of the two licences decides
Common resourcesCounted at market value, in the common counter.
Identified itemsTools, essences and enchant books, counted in the common counter too.
CardsA flat value per card, on a scale of its own.
Companions and dishesA dish joins the common counter, a companion has its own, counted in heads.
Bound itemsRefused on the table, whatever the licence tier.
Waiting
  • A bound item never crosses the table. No licence lifts that refusal: the table hands it back before offering a lock.

What goes on the table

Five families reach the table, and each one is named its own way on the command line.

name + amount
Resources
A name and an amount. They count at their market value, in the common counter.
#number
Identified items
Tools, essences and enchant books are named by their item number, with or without a hash. A book starts at 10 000 000 coins at level I and doubles with every level.
#number
Cards
Named by that same number, but a card weighs 1 000 coins whatever its rarity, on a counter of its own.
pet:number
Companions
Named by their own number, written pet:3. They are counted in heads rather than coins, up to 78 per window at the last tier sold.
dish:number
Dishes
Named by their own number, written dish:5. A dish is worth its ingredients multiplied by its cooking grade, up to 3 times for a sublime one.
  • A companion's number, like a dish's, belongs to it for good: when one leaves, the others keep theirs.
  • A busy companion stays home. Exploring, equipped, waiting on a prestige or last on your list, no licence lifts that refusal.

The license ladder

The sixteen trading license tiers, up to 5 000 coins for the last one sold.

Trading license
Sold at the counter up to tier 12.
Tier
Price
Level needed
Window opened
Tier 0
not sold
no level
20 000 tradable coins, that is 10 cards
Tier 1
100 coins
level 1
40 000 tradable coins, that is 15 cards
Tier 2
300 coins
level 100
80 000 tradable coins, that is 20 cards
Tier 3
600 coins
level 200
320 000 tradable coins, that is 50 cards
Tier 4
1 000 coins
level 300
640 000 tradable coins, that is 60 cards
Tier 5
1 500 coins
level 400
1 920 000 tradable coins, that is 105 cards
Tier 6
2 000 coins
level 500
3 840 000 tradable coins, that is 120 cards
Tier 7
2 500 coins
level 600
10 240 000 tradable coins, that is 180 cards
Tier 8
3 000 coins
level 700
20 480 000 tradable coins, that is 200 cards
Tier 9
3 500 coins
level 800
51 200 000 tradable coins, that is 275 cards
Tier 10
4 000 coins
level 900
102 400 000 tradable coins, that is 300 cards
Tier 11
4 500 coins
level 1 000
245 760 000 tradable coins, that is 390 cards
Tier 12
5 000 coins
level 1 100
491 520 000 tradable coins, that is 420 cards
Tier 13
not sold
level 1 200
1 146 880 000 tradable coins, that is 525 cards
Tier 14
not sold
level 1 300
2 293 760 000 tradable coins, that is 560 cards
Tier 15
not sold
level 1 400
5 242 880 000 tradable coins, that is 680 cards
  • A license unlocks no item, it widens a window. It goes from 20 000 to 491 520 000 tradable coins.
  • Past tier twelve the ladder runs on to fifteen: those tiers exist in the code without being sold, they are earned another way.

The trade ceiling

A player trades at most 491 520 000 coins of goods, or 420 cards.

The daily average
from 1 to 6
How many trades a tier assumes per day.
The tier's value
from 20 000 to 81 920 000
What a single trade may weigh, in coins of goods.
A card's value
1 000 coins
Fixed, which opens 420 cards at the last tier.
The companion count
from 1 to 13
Counted in heads, which opens 78 companions at the last tier.
The open window
from 20 000 to 491 520 000
Rebuilt over 7 days, never reset in one block.
  • A card counts for 1 000 coins whatever its rarity: that is what keeps the ceiling readable.
  • The window fills back over seven rolling days, it does not empty at once.

The trade limit

A trade is not measured by what it gives but by the gap it digs. The counter is signed, and the 491 520 000 coin margin holds in either direction.

Open margin491 520 000 coins of goods, 420 cards

  • What you give −491 520 000 Giving more than you receive digs the counter on the negative side: that is the value leak the licence bounds.
  • What you receive +491 520 000 Receiving more than you give digs it the other way, and the same bound applies: the limit has no favourable direction.
  • The refused trade 491 520 000 A trade that would cross the bound is refused whole, never trimmed to the share that would fit.
  • Every hour the counter walks back toward zero by 3 413 334 coins: the tier value divided by twenty-four, whichever way it leans.
  • After seven days without a trade the counter is not regenerated but reset to zero, goods and cards alike.
  • A balanced trade costs nothing: what comes in cancels what goes out, and the counter does not move.

The absolute cap

Cards and companions carry a second counter, not a window but a lifetime total: it climbs, it never drops, and several sources feed it.

1 / 3 d
The Discord account age
One more card per period elapsed since the Discord account was created. The period starts at 3 days and lengthens with the age of the game, which gently slows new accounts down.
+50
The trading licence
Each licence tier adds 50 to the ceiling. It is the only source a player buys outright.
1 / 20
Summons
One more card per batch of summons, the batch starting at 20 and growing with the age of the game too.
by hand
The granted counter
A personal counter the administration can raise, for a case none of the other three sources covers.
+5
The companion cap
Companions carry their own lifetime total, fed by the account age and by the licence, which adds 5 heads per tier.
  • The four card sources add up, and at the last tier the licence alone is already worth 600 cards.
  • The companion counter fills the same way, in heads: the licence alone is worth 60 heads at the last tier sold.

What blocks a trade

The refusals a trade can meet, exactly as the code raises them.

01
Trade restriction
A player under a trade restriction can neither offer nor accept.
  • set by moderation
02
Deactivated account
A deactivated account leaves trading, on either side of the table.
  • on both sides
03
Missing amount
The offered resource is not there in sufficient amount.
  • checked at trade time
04
Someone else's item
The listed item does not belong to the player offering it.
  • checked on the unique item
05
Bound item
A bound item, or one held by an NPC, does not leave its owner.
  • bound, or held by an NPC
06
Busy companion
Exploring, equipped, waiting on a prestige, or last companion on the list: it does not leave.
  • checked on the companion
  • A refusal always names one of the two sides or one precise item, never the trade as a whole.

The commands

Trade resources or unique items with other players · servers only

  • <your-items> The resources or unique items you want to give.
  • <target> The user you want to trade with
  • <their-items> The resources or unique items you want to receive.

Open the shops in the player's current area

buy Buy an item from the shop
  • [item] Item to buy
  • [amount] Quantity
  • [confirm] Type 'confirm' to buy immediately
Also affinityordersellview
>inventory
>inv · >i

Display your inventory

  • [page] The page of your inventory you want to display
  • [detailed] Display the full inventory with detailed full numbers.