Economy
Coin, banking, shops, selling and the auction house.
Money in Rogue is held in four denominations, kept either in your purse or in a bank account, and moved around through shopkeepers, auctions and player-to-player trade. Coin is weightless in practice, so there is no penalty for carrying a fortune, but there is a monthly tax on what you bank.
Coin#
There are four coins, and everything is ultimately priced in copper.
| Coin | Value in copper |
|---|---|
| Copper | 1 |
| Silver | 10 |
| Gold | 100 |
| Platinum | 1,000 |
So ten copper make a silver, ten silver make a gold, and ten gold make a platinum.
money lists every denomination you are carrying with a non-zero amount. wealth gives
the fuller picture: total coin, banked coin, quest points and a breakdown by denomination.
value lists the carried items in your inventory with their individual worth and a running
total. The score display does not show coin.
Coins can be converted at a money changer using exchange <amount> <currency> for
<currency>. The conversion is by value and, at a standard changer, is free of charge.
Not every clerk who handles deposits also runs an exchange desk.
Banks#
There is one bank, the Golden Jackal Bank, and one account per character. Your balance is the same wherever you present yourself.
| Command | What it does |
|---|---|
bankaccount |
Opens an account if you have none, otherwise shows your balance |
account |
The same, when standing beside a bank clerk |
deposit <amount> <currency> |
Deposits a specific sum |
deposit |
Deposits every coin you are carrying |
withdraw <amount> <currency> |
Withdraws a specific sum |
Opening an account is free. There is no deposit fee, no withdrawal fee, no minimum balance, no ceiling and no interest. The bank is a safe box and a payment method, not an investment.
Several large purchases draw on your bank automatically, spending carried coin first and taking the shortfall from your balance. Ships, mansions, farms and their running upkeep all work this way.
Bank clerks keep hours like any other service. Vaelis in Aurin works from 7 until 19 by the game clock, and 15 real minutes make one game hour.
Tax#
Banked money is taxed monthly. Tax is charged on net deposits, meaning deposits minus withdrawals over the month, floored at zero, and it is measured in platinum equivalent. Money spent out of the bank on services such as housing is not counted as income.
The standard rate in Aurin is 20 per cent. Deposits of 20,000 platinum or more earn a discount on your effective rate. Unpaid tax accrues as debt and carries forward.
Use tax to see your statement: this month's deposits and withdrawals, your taxable
earnings, your effective rate, what is owed and any outstanding debt.
Shops#
Shopkeepers are found across the realms and each deals in a particular kind of stock. Three commands cover everything.
| Command | Syntax |
|---|---|
list |
list |
buy |
buy <item>, buy <item> from <vendor>, buy <number> |
sell |
sell <item>, sell <item> to <vendor>, sell all <type> |
list shows the shop's stock with a number against each line, and buy <number> takes
that line directly. Change is returned in the most sensible mix of coins.
Prices#
Charisma moves both sides of the counter, and the effect is capped at Charisma 50.
- Buying costs the full list price at Charisma 10, falling to 92 per cent of it at Charisma 50. Below Charisma 10 you pay a premium.
- Selling pays 40 per cent of an item's base cost at Charisma 10, rising to 70 per cent at Charisma 50 and falling to 35 per cent at Charisma 3.
Even at the cap there is a margin of 22 percentage points between what you pay and what you are paid, so buying an item and selling it straight back always loses money. There is no profit in cycling stock through a shop.
What Cannot Be Sold#
Some items are marked unsellable and shopkeepers will refuse them.
- Loot from trivial kills. If the highest-level attacker out-levelled the victim by 10 levels or more, any set loot from that corpse is flagged as worthless and no coin drops at all.
- Soulbound items, class items such as guild insignia and bardic instruments, and other bound gear.
- Anything worn or wielded. Remove it first.
- Items the shop does not deal in. A weaponsmith will not take your herbs.
Shop Hours#
Shops open and close on the game clock, and a closed shopkeeper is simply not there. Most general shops keep roughly 8 until 18, taverns run from 6 until midnight, and specialists vary. Fifteen real minutes make one game hour, so a full game day passes in six real hours.
Repairs#
Gear condition degrades with use and is restored by a merchant offering
repairservice <item>, which costs 1 platinum. Ships are repaired separately with repair
at a dock, at 1 platinum for every 5 per cent of missing hull with a minimum of 1, paid
from your bank account rather than your purse. See durability
for how gear wears out in the first place.
Auctions#
There are two entirely separate auction systems.
The Marketplace#
The marketplace runs in the background, whether or not you are logged in. Anyone may browse and bid; listing an item is a merchant's trade.
| Command | What it does |
|---|---|
auctions |
List active lots |
auctions <category> |
Filter by category |
auctions ending [<seconds>] |
Lots ending soon, default within 600 seconds |
auctions seller <player> |
Lots from one seller |
auction <id> |
Full detail on one lot |
bid <id> <amount> [currency] |
Place a bid, copper if no currency is given |
retract <id> |
Withdraw a bid |
watch <id>, unwatch <id>, watch list |
Track lots |
mybids, mysales, mywins, mywatches |
Your own activity |
claim <id> |
Collect a lot you have won |
Lots run for 24 hours by default, with a floor of 5 minutes and a ceiling of 3 days. A bid placed in the final 60 seconds extends the lot by another 60 seconds, up to 600 seconds of total extension, so a lot cannot be sniped at the bell.
Coin is not held in escrow while you bid. Your ability to pay is checked when you bid and
charged when you win, so keep the money available. Winners have 7 days to claim; a lot
that fails to sell returns to the seller, who has 14 days.
Bids can be retracted, but no more than 3 times in a real week, and never in the final 5 minutes of a lot. Failing to claim counts as a no-show, and 3 no-shows bar you from bidding.
You cannot bid on your own listing.
Several formats exist. An English auction is the familiar ascending sale. A Dutch auction starts high and falls. A sealed auction hides the bids. A Vickrey auction is sealed and the winner pays the second-highest bid rather than their own. A buy-it-now lot sells instantly to the first bid matching the asking price. A reserve lot does not sell below its floor.
A word of caution: a listed item is stored as a summary and rebuilt from its base form when claimed. Enchantments, sockets and per-item modifications on the original are not carried across. List plain gear.
Listing is done through merchant trade skills. listitem puts your own goods up at a 5 per
cent commission, hostauction sells on behalf of another player at 8 per cent, and
consign takes goods on a three-day buy-it-now at 10 per cent. A merchant who hosts their
own lot pays no commission.
Live Auctions#
A merchant with the auctioneer skill can run a live outcry auction in a room. The
auctioneer opens a lot at a price, calls it, and takes bids from the floor with
bid <amount>. Bids may be written plainly, with commas, or in a named coin, so 10000,
10,000 and 500 gold are all accepted.
The first bid must at least match the opening price; after that every bid must beat the current one. The auctioneer calls going once and going twice at 5 second intervals, and any fresh bid resets the call. When the hammer falls the item goes straight to the winner and the full price goes to the auctioneer, with no commission taken.
Only one live auction runs in a room at a time. If the auctioneer leaves, the lot is cancelled and the goods returned. Live auctions do not survive a reboot, and bound or undroppable items cannot be put up.
Other Ways to Move Money#
- Player shops. A merchant can raise a stall with
buildshop, stock it, and set prices. Buyers use the ordinarylistandbuy. The merchant must remain in the room; wander off for about fifteen seconds and the stall dismantles itself. - Loans. A merchant can extend a loan at an agreed interest rate, repayable within 30
days. The borrower settles up with
repay <contract> [amount]. - Jobs. Regular work pays a wage per game day.
paycheckshows the breakdown, including deductions. - Tithing.
tithe <amount> to <religion>gives to a faith, in copper, with a minimum of 1. - Giving. Coin can be handed to another player face to face. Gathered resources move
through
tradeinstead, described in gathering.
Money Sinks#
The largest purchases in the game, for reference on what you are saving towards.
| Purchase | Cost |
|---|---|
| Ships | 10,000 to 2,500,000 copper |
| Mansions | 50,000 to 25,000,000 copper |
| Farms | 50,000 to 250,000,000 copper |
Mansions and farms carry ongoing upkeep, and unpaid upkeep accrues as debt. A mansion left in debt for 30 days is flagged for foreclosure. See housing for what you get for the money.
Advancing a level costs experience only. It does not cost coin.