The economy
Money comes from selling what you produce. Prices are not fixed - they move with what the whole server is actually selling.
Selling
/sellhand- sell the stack in your hand/sellall- sell every sellable stack in your inventory. Never touches your armour or offhand, so it cannot cost you your gear./sellhand list- everything the server buys
Only plain items sell: undamaged, unenchanted, un-renamed. Anything with a name, lore, enchantment or damage is refused outright rather than valued wrongly - the server will not lowball your good gear.
You are paid first and the item is removed only once payment succeeds, so a failed sale can never consume your goods.
Sell prices raised (2026-08-25)NEW
Sell prices across the board were sitting far below what they could safely be without opening
up a buy-low-sell-high loop. Every price was brought back up to a healthy fraction of what buying
the same item costs, and nothing was lowered. Check /sellhand list for the current
numbers - they are worth a fresh look even if you already knew the old ones.
The economy indexNEW
A system that watches how much money actually exists on the server - total balances, buying and selling - and uses that to keep prices calibrated to the real economy over time, instead of a number someone picked once and forgot about. It starts out only measuring and reporting; nothing moves automatically until it has run for a while and been checked against reality. Once it does, it is the thing that keeps sell prices, custom enchant costs, spawner upgrades and shop prices honest as the server's total wealth grows - so the answer to "why is everything either too cheap or too expensive" stops being "someone forgot to update a number."
The living marketNEW
Every sale pushes that material's price down a little. Prices recover on their own over the following hours. So the more everyone dumps diamonds, the less diamonds pay - and something nobody has touched for a while quietly becomes the best thing to mine.
| Setting | Value | What it means |
|---|---|---|
| Price range | 55% – 140% | How far a price can drift from its normal value through steady supply and demand |
| Floor while dumping | 30% | How low a price can go during a burst - see "Dumping" below |
| Reference volume | 512 | Items sold server-wide that hold a price at exactly normal |
| Memory | 90 min | How long the market remembers a sale - a dump's effect halves every 90 minutes |
| Sensitivity | 0.35 | How hard price reacts to volume |
/market(or/prices) - the full board, best-paying first- Green ▲ = paying above normal. Red ▼ = oversold.
DumpingNEW
The 90-minute memory above is how the market handles steady trade. On top of it there is a second, much shorter memory - about 10 minutes - that only notices bursts.
Sell an ordinary amount and it never comes into play. Empty a few shulkers of the same material into the market in one go and that material's price drops much harder than the normal curve allows, as far as 30% of normal, then climbs back over the following minutes as the short memory fades.
Selling steadily now genuinely pays better than hoarding and dumping. This is also why one enormous haul is worth splitting across a few trips.
The multiplier cap
Skill nodes, timed boosts, server boosts and sell wands all still stack - but their combined effect on a sale is capped at 2x. Nothing you can own or buy compounds past that ceiling.
Economic events
At random - roughly once every hour or two - one material spikes or crashes for 20–45 minutes, and the whole server is told. A boom can pay well over the normal rate and is usually worth dropping what you are doing for.
The one rule that never bends
No matter how high a price climbs, the server will never pay more for something than it costs to buy. This is enforced on every single price lookup, not just when the config is loaded. There is no way to make money by buying and re-selling.
Spending
Where money goes to die
A currency with no drains inflates until it means nothing. These are the deliberate sinks:
- The Forge - by far the largest, and it scales sharply
- The blacksmith's repair fees
- The Secret Merchant's prices
- Custom enchants, minions and pet fusion
- The house cut on duels
Passive income
Pets earn for you continuously, including while you are logged out.
- Offline - base rate, capped.
- AFK - the same as offline, with the same cap. Idling a client gains you nothing.
- Actively playing - meaningfully higher, and uncapped.
That ordering is deliberate: it rewards logging in and actually playing. The cap is what makes
the daily routine of logging in, collecting and spending worth doing. /collect banks
what your pets have earned; /earnings shows your rate and how full the pool is.