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.
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 supply and demand alone |
| 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.
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
- Donor ranks, 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.