Economy
Coin, banking, wages, shops, selling and the Auction House.
Rogue uses four coin denominations. You can carry money or keep it in the bank, and it changes hands through wages, shops, auctions and trade between players. Carried coin weighs nothing. Moving coin in and out of the bank is a transfer, not income, and is never taxed.
Most coin comes from paid work, trade and property. Hunting and selling what you find pay much less. The tables below list the sources.
Earning coin#
| Work | What it pays |
|---|---|
| Wages | Guild rank, militia title and civilian jobs pay for every hour you are connected, idle time included, up to 24 paid hours a day shared across your account. An ordinary entry guild rank pays 3,000 copper a full day before the 10% payroll tax. Faith and clan ranks pay no wage. See payroll and jobs, and collect from any banker with collect |
| Fishing | Fish sell to a fishmonger at a far better rate than found goods (see Prices). You can land half your level in fish a day, and never fewer than five |
| The plantation | Maren buys up to 24 full buckets of milk a day and Greta up to 10 bundles of wool, at 14 silver a bucket and 10 silver a bundle |
| Caravans | Each successful escort pays 1,500 copper. Three paid escorts a day are shared across your account and both routes |
| Work board | Joan Carter's board offers jobs. Most characters are paid for five a day; merchants draw their own assignments |
| Guild jobs | A thief's first four guild jobs of a day pay coin, less the guild's cut. Later jobs pay experience only |
| Busking | A bard performing in a busy room is tipped by up to four listeners, six times a day |
| Wild game | Garrick Hale, the butcher on Thorngate Alley, pays rangers full price for pelts, hides, fur, horn and game meat, up to 3 platinum a day. Others, and rangers past that sum, get a shop's price |
| Other players | Sell through a merchant's stall or shopfront, or at the Auction House |
These pay little by design:
| Source | What it pays |
|---|---|
| Creatures | A humanoid carrying anything drops a copper, or two at level 100. Bosses carry no coin |
| Shops | About one part in two hundred of what a found thing is worth, and never more than a gold for one thing |
| Quests | Coin is paid only the first time you hand a quest in; each quest names its own reward |
When the Fat Purses world event is running, wages are doubled.
Coin#
There are four coins, and everything is priced in copper.
| Coin | Value in copper |
|---|---|
| Copper | 1 |
| Silver | 10 |
| Gold | 100 |
| Platinum | 1,000 |
Ten copper make a silver, ten silver a gold, and ten gold a platinum.
money lists the coins you are carrying. wealth shows carried and banked
coin together, with your ectoplasm, quest points and Bravery. value lists
what the loose things in your pack are worth, with a total; in a shop,
value <item> asks the shopkeeper what that shop would pay. score does
not show coin.
Banks#
Every character has one account at the Golden Jackal Bank, and the balance is the same at every banker. Vaelis Shorequill keeps the counter at the Pearlvault in Aurin, and Gaius the Treasurer keeps one in Olympus.
| Command | What it does |
|---|---|
bankaccount |
Beside a banker, opens an account if you have none, otherwise shows your balance |
account |
The same, when a banker is present; elsewhere it shows your player account |
deposit <amount> <currency> |
Deposits that sum, as in deposit 50 gold |
deposit or deposit all |
Deposits every coin you are carrying |
withdraw <amount> <currency> |
Withdraws that sum |
collect |
Collects the wages you are owed |
Opening an account is free. There are no fees, no minimum balance, no ceiling and no interest. Wages you have not collected by Sunday are paid into your account.
The Pearlvault also keeps items. A vault holds twenty things to begin with.
The Explorer's Guild pays for yours during Master Toren's chapters; anyone
else can buy one from Vaelis for a hundred platinum with vault buy.
vault expand adds ten places at a time, up to fifty, for 100, 150 and then
200 platinum. vault lists what is stored, vault store <item> puts
something in and vault withdraw <number> takes it out, and those work
anywhere; only buying and expanding need a banker. Worn and wielded things
must be removed first, and things bound to you cannot be stored.
Large purchases take carried coin first and the rest from your bank. Ships, homes, farms and their upkeep all work this way.
Vaelis keeps the Pearlvault open at every hour. Most other service people keep hours on the game clock, where fifteen real minutes make one game hour.
Tax#
Payroll withholds 10% of wages. A monthly levy on other earnings exists but is switched off by default. Deposits, withdrawals, repaid loans and refunds are never counted as earnings, and wages are not taxed twice.
tax shows your statement, tax history your past assessments, and
tax pay <amount> pays any tax debt from your bank. Looking at a statement
never collects anything. economy shows what your account has earned over
the past year.
Shops#
Shopkeepers across the realms each deal in their own kind of goods.
| Command | Syntax |
|---|---|
list |
list |
buy |
buy <item>, buy <item> from <vendor> |
sell |
sell <item>, sell <how many> <item>, sell <number>, sell <item> to <vendor>, sell all, sell all <type> |
keep |
keep <item>, keep all <item>, keep all, keep list, unkeep <item>, unkeep all <item>, unkeep all |
list shows the stock and how many of each thing the shop holds, sorted by
name. Change comes back in the fewest coins.
sell all never sells a bag or anything inside one, so a thing in a bag is
safe from it. It also passes over anything you have set aside with
keep <item>, which shows as (kept) in your inventory. A vendor will not take
a kept item even when you name it, and neither will a fence; drop all and
give all leave it with you too. keep all <item> keeps every one of a thing
you carry, such as bat wings you are saving for a collector. To sell a bag,
empty it and sell it by name.
settings sell summary reports a sale of several things in one sentence;
settings sell list goes back to a line for each.
Prices#
A shop pays very little for anything you find. value shows what a thing is
worth; a shop pays a small part of that.
- Buying costs the full list price at Charisma 10, falling to 92% of it at Charisma 50. Below Charisma 10 you pay more.
- Selling pays 0.5% of a thing's value at Charisma 10, rising to 0.75% at Charisma 50, and never more than 1 gold for any one thing. A trophy fetches a fifth of that. Everything fetches at least a copper.
- A fishmonger pays 0.4% of a fish's value at Charisma 10, rising to 0.7% at Charisma 50, with no ceiling, so the rarest catches fetch several platinum.
- A fence pays 2% for stolen goods, which no other shop takes, up to 5 gold a thing, and the thieves' guild takes four parts in ten of that.
When Apothecary's Bargain is running, potions bought in Aurin cost half.
What cannot be sold#
Shopkeepers refuse some things:
- Loot from a trivial kill. If the highest level player fighting a creature was 10 or more levels above it, its set loot is marked worthless, it drops no coin and it gives no world drop.
- Soulbound things, class items such as guild insignia and bardic instruments, and other bound gear.
- Anything worn or wielded. Remove it first.
- Goods the shop does not deal in. A weaponsmith will not take your herbs.
You cannot sell while hiding.
Shop hours#
Shops open and close on the game clock, and a closed shopkeeper is not in the shop. Most general shops open from about 7 or 8 in the morning until 18 or 19, taverns from 6 until midnight, and specialists vary. A full game day passes in six real hours.
Repairs#
Gear wears with use, but for now wear has no effect on how a piece fights or
protects, and Wenna Burrfile, the mender in the Mender's Workshop off Merchant
Way, has closed her bench. A merchant can still mend your gear at the
workshop's bench with mend <item> for <you>. The list fee is 6 gold a piece,
and a merchant may ask up to 20 gold; tariff shows today's figures. See
durability.
Ships are repaired at a dock with repair, at 1 platinum for every 5% of
missing hull, rounded up. The fee comes from your bank, not your purse.
Auctions#
The Auction House is east off Tidegold Row in Aurin. Only merchants can list
goods there. Other classes sell through a merchant, who uses broker once the
owner has agreed the terms. Every class can bid, buy, withdraw its own lot
and collect goods.
The auction channel#
The auction channel calls one lot at a time across the realm, and up to five more wait in line. You may have one lot up or waiting. Bids are paid from coin in your Golden Jackal account. An outbid player's coin goes back, and the winner collects the goods at the Auction House.
| Command | What it does |
|---|---|
auction sell <item> <price> |
Merchant: list your own goods, at the house |
broker <item> for <client> at <bid> |
Merchant: auction a client's goods with their agreement |
broker <item> for <client> buy <price> |
Merchant: offer a client's goods at a fixed price |
auction, auction queue, auction history |
The lot on the block, the lots waiting, and the last ten sales |
auction bid <amount>, auction buy |
Any class: bid on the lot, or buy it at its fixed price |
auction withdraw |
Take back your own lot, while it waits or before anyone bids |
auction claim, collect |
See what waits for you; collect it at the house |
auction off, auction on |
Stop or start hearing the channel |
Prices can be written as 5000, 5,000, 5k, 2.5k or 50 gold. Worn, wielded and kept things, bags with something in them, and anything that cannot be sold cannot go up.
At the default rates a client's sale pays 10% to the merchant, 25% to the house
and 65% to the client. A 100,000 copper sale pays 10,000 commission, 25,000 to
the house and 65,000 into the client's bank. Both come out of the final price,
and the buyer pays nothing on top. A merchant selling their own goods keeps
75%. Unsold and withdrawn goods pay no fees. Commission earned while a
merchant is offline waits for their next login. The terms are fixed when a lot
is listed. tariff auctions shows today's rates.
The first bid must meet the opening price, and each later bid must beat the last by at least 5%. Nobody may bid on a lot from their own account or their broker's. A fresh lot is called after 45 seconds, then 20 seconds after each new bid, with ten seconds between the later calls. A restart returns the goods and refunds held bids.
The merchants' old marketplace is closed. Goods returned from it can still be collected at the Auction House.
Live auctions#
A merchant can also run a live outcry with gavel, on the guild's auction
floor off Merchant Way. Only people in the room can bid, with bid <amount>.
Each bid is taken from the bidder's bank as it is made and returned the moment
someone bids higher. Bids can be written plainly, with commas, or in a named
coin, so 10000, 10,000 and 500 gold all work.
The first bid must meet the opening price, and each later bid must beat the last by at least 5%. When the merchant calls the lot, going once and going twice follow six seconds apart; a new bid stops the calls, and the merchant calls again. When the hammer falls the goods go to the winner. Every lot pays a hammer fee out of the price: on a client's goods the client agrees to it first, and it is split between the merchant and the house; on the merchant's own goods only the house's half is taken.
The merchant and the owner of the goods must both stay in the room. If either leaves, the lot is called off and every bid goes back. A restart refunds every held bid. Bound and undroppable things cannot be put up.
Other ways to move money#
- Stalls and shopfronts. A merchant can raise a market stall with
stall raiseon a market pitch (Merchant Way, the Aurin docks, the Dawnhollow market or the Warfleet docks), stock and price it. Buyers use the ordinarylist,inspectandbuy. The stall trades while its merchant is anywhere in that market; if they leave and stay away, it is packed up and the goods and takings return to them. A merchant can also lease one of the four shopfronts on Shopfront Row, through the arcade east off Merchant Way, withshopfront; it trades while they are away, for a weekly rent. - Loans. A merchant can lend coin at an agreed rate for 1 to 90 days. The
borrower pays it back with
repay <number> [amount], from purse then bank, andpaperslists their loans. A loan unpaid past its date takes a late charge, and the guild then draws what is owed from the borrower's bank and purse until it is paid. - Tithing.
tithe <amount> to <religion>gives that many copper to a faith. - Giving. You can hand coin to another player in the same room, as in
give 50 gold to <name>. Gathered resources move withtradeinstead; see gathering.
Using a merchant#
Merchants of the guild sell, lend, hold, insure and build for other players; Merchant lists their skills. This section is what those services look like from the customer's side.
When a merchant offers you a sale or a service, nothing is paid until you
agree: accept offer within a minute takes the deal. Things sent to you while
you are away wait in your box at the Aurin Post Office, and collect parcels
at the counter there hands them over. refuse at the post office sends back
a parcel you do not want.
Papers at the notary's desk#
papers lists everything the notary's register holds in your name:
contracts you signed, escrows you are party to, loans you owe, pawns,
insurance policies, letters of credit you bought and parcels waiting for you.
Each has a number, and papers <number> reads one back.
| Paper | How it is settled |
|---|---|
| Contract | Both parties sign it off the same way, with papers fulfill <number> or papers void <number>. The first to sign waits for the other. |
| Escrow | release <number> lets the goods go on to the receiver; release <number> back returns them to the one who put them in. They move only when both of you release them the same way. If you cannot agree, the merchant who drew it up may rule after three days, and an escrow nobody settles goes back to its depositor in time. |
| Loan | repay <number> [amount], from purse then bank (see above). |
| Pawn | A loan against an item held in the guild vault. redeem <number>, anywhere, pays the loan and its interest for each week begun, and the vault hands the item back. You get a letter shortly before it falls due, and the lending merchant can roll it on if you pay the interest so far. A pledge left past its term is forfeit to that merchant. |
| Letter of credit | Stand beside any banker and redeem it for the sum written on it. Whoever holds a letter can cash it, unless it was written payable to one player. Each letter is paid once. |
Boards anyone can use#
These boards are open to every player, whether or not a merchant is about.
| Command | What it is |
|---|---|
exchange |
Standing orders to buy or sell gathered resources at a set price a unit. exchange fill <order> [units] sells into a buy order from your stores; exchange take <order> [units] buys from a sell order, from purse then bank. A merchant can post an order for you, holding your coin or goods until it fills; exchange cancel <order> calls yours off, and an unfinished order lapses after a week. |
workorders |
Crafted pieces clients have asked for, the coin already held. Carry the finished pieces and workorders fill <order>; they go to the client's box and your share goes to your bank. workorders cancel <order> calls one of yours off, and an order nobody finishes lapses after two weeks. |
raffle |
Draws running at the Auction House. raffle buy <number> buys tickets, adding in <draw> when more than one is running. Nobody holds more than ten tickets in one draw on one account. A draw that sells fewer than three tickets, or sells them all to one player, is not drawn and every ticket is repaid. The prize goes to the winner's post office box. |
bounties |
The hunters' board of creatures with a price on their heads. Kill one and the bounty is paid into your bank on the spot, shared evenly by a group standing in the room. Someone far stronger than the quarry is paid nothing, and nobody can claim a bounty they or another of their characters paid for or drew up. A bounty runs three days, and whoever paid for it can cancel it sooner with bounties cancel <number>. |
You cannot fill or take your own order on the Exchange or the work order board, nor one held by another of your characters.
Services in your name#
| Command | What it covers |
|---|---|
consignments |
Goods a merchant is selling for you from their stall or shopfront, at a price you agreed. When a piece sells you are paid the price less their cut into your bank. Anything unsold after a month comes back to you. |
patronage |
A merchant may offer to be your patron while you are level 10 or under. With a patron, shops knock five percent off their prices for you, and your patron can send you coin. It ends when you reach level 20 in a guild, or sooner with patronage leave; a patron you left cannot take you up again. |
tenancy |
Homes a merchant lets you. You pay the whole term's rent when you sign, up to thirty days, and hold a key while it runs. Give it up early with tenancy leave <number> and every day not yet begun is repaid. Things left in the home's stores stay with the home when the lease ends. You can lease three homes at once. |
A merchant can also insure a ship or a caravan with underwrite; a claim pays
the real loss, never more than the cover. papers lists your policies.
What things cost#
The largest purchases, for reference:
| Purchase | Cost |
|---|---|
| Ships | 60,000 to 11,000,000 copper |
| Land Office homes | 1,100,000 to 22,000,000 copper |
| Farms | 50,000 to 9,000,000 copper |
These are list prices, which the Guild Tariff can change; tariff shows the
current figures. A neighborhood home costs nothing. Land Office homes and farms
carry daily upkeep. See housing for what the money
buys and what happens when upkeep goes unpaid.
Gaining a level costs experience only, never coin.