Economy & Items
In Darklordz Online, gold is rare, trust is rarer, and the only thing more valuable than a good sword is a place to hide it. The economy is entirely player-driven, meaning everything from coin to carrots can change hands if the price is right – or if nobody’s watching.
Currency
There is one main form of money: Gold Coins.
- Gold can be converted into smaller units:
1 gold = 10 silver, 1 silver = 10 copper.
Most transactions in larger towns will use silver or copper amounts, while backwoods traders may still demand full gold or barter. - Earned through quests, monster drops, odd jobs, or trade.
- Lost through death (if unbanked), fines, or bad deals.
- Stored in your inventory unless deposited at a bank or hidden stash.
- Heavy. Large amounts of gold have weight and can slow you down.
- Gold can be converted into smaller units, 1 gold = 10 silver, 1 silver = 10 copper.
Bartering is also common. Some NPCs (and players) prefer goods to gold, especially in remote or shady regions.
Inventory & Weight
You have limited space and limited strength. Every item has a weight, and your Strength stat affects how much you can carry:
- Carry too much and become encumbered – movement slows, stamina drains faster.
- Use bags, packs, or mounts to expand storage.
- Inventory is organized by type: weapons, armor, consumables, quest items, miscellaneous.
Dropped items remain in the world, visible and lootable by others until claimed or decayed.
Gear & Equipment
You can equip items to specific slots:
- Body (armor, robes)
- Hands (gloves, weapons)
- Head (helms, hoods)
- Feet (boots)
- Rings/Amulets (accessories)
Some items require stat minimums or class/faction alignment. Others are cursed, and you won’t know it until it’s too late.
Equipment can:
- Boost stats
- Add resistances
- Trigger effects on hit or damage taken
- Slowly decay over time (repairs are possible in some towns)
Item Rarity
Items are color-coded or tagged by rarity:
- Common – Easily found or crafted
- Uncommon – Require effort to obtain
- Rare – Hidden in dungeons or held by tough enemies
- Epic – Unique effects, named items, story-locked
- Cursed/Corrupted – High power with dangerous side effects
Each item has a flavor description (inspect
command) that may hint at its origin, story, or hidden power.
Trading & Shops
- Use the
trade
command to exchange items with players or certain NPCs. - Some towns have open markets, others have black markets hidden behind favors or bribes.
- Shops restock periodically – some with fixed inventory, others with randomized or rotating stock.
- Player-owned shops (planned) will let merchants buy low, sell high, or fence stolen items under cover.
Prices fluctuate based on:
- Location
- NPC relationship
- World scarcity
- And your own Charisma stat
Crafting & Resources (Expansion Coming Soon)
Once implemented, crafting will allow players to:
- Harvest wood, herbs, ore, and meat.
- Combine ingredients at workbenches, alchemy tables, or forges.
- Create gear, potions, traps, or tools.
Crafting recipes will be learned from:
- Quests
- Rare books or scrolls
- Experimental combinations
Containers, Mounts & Storage
- Items can be placed inside bags, chests, or containers – each with their own limits.
- Mounts can carry saddlebags for extended trips.
- Housing and safe zones may provide persistent storage, but nowhere is 100% safe.
- Some bags or boxes are locked, requiring a key or lockpick to access.
Item Decay & Theft
Items may decay over time from use or exposure (e.g., blood-soaked gear, rust from swamp water).
Unattended items (or dropped corpses) can be:
- Looted by other players
- Stolen by NPCs or enemies
- Destroyed by environmental hazards (fire, acid, traps)
Be smart. Hide what you’re not willing to lose.