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.