Economy & banking
Gold, vendors, the bank vault, and the slow inflation that nibbles every twelve hours. Anti-shelter — you can't hoard your way out.
Qwazy Land has one currency: gold. (There's also a separate cash field reserved for future cosmetics; ignore it for now.) Gold drops from monsters, comes out of chests, and changes hands at the merchant. It also slowly drains back toward baseline through inflation.
Earning gold #
- Chests. Every monster kill spawns a chest at the death point. Pressing E at the chest credits gold to your wallet.
- Selling. Drag any item onto the merchant's sell drop-zone and the merchant pays you 50 % of its base price. Yes, just half.
- Quests. Some NPCs (Nessa with her Goblin Ear errand, others later) reward gold on quest hand-in.
Spending gold #
- Vendors. Click an item in the merchant's wares panel; the price comes out of your wallet.
- Storage upgrades. A future feature — extra inventory and bank slots beyond a generous default. Gold or cash, TBD.
Two artisans you can visit #
Most upgrades aren't bought with gold — they're earned by hunting the scrolls that monsters drop, then carried to the right artisan. Both have their own NPC, their own scroll, their own success-chance maths, and their own failure rules.
Fatewright — the gear upgrader #
Walk up to Fatewright, the purple-hooded mystic. Bring any weapon or armour piece plus one Upgrade Scroll (drop-only loot from mid-tier monsters and bosses). Fatewright will roll a public success chance to raise the item's +N by one. The starting chance hovers around 60 % at low +N and tapers as the item climbs; the panel shows the exact odds before you commit.
Three things stack the odds in your favour:
- Stardust — drop-only event currency. Each one you add bumps the chance by ~10 percentage points, capped at two Stardust per attempt.
- Higher-tier scrolls — Plating Scroll, Vitality Scroll, Focus Scroll, Warding Scroll all roll like Upgrade Scroll but with better base odds on the gear they're shaped for.
- Lower current +N — the lower the plus, the cheaper and the more likely the next bump.
Failure consumes the scrolls AND the item. This is on purpose — if upgrade were free-with-retries, the +N badge would mean nothing. Read the success chance before you press Begin.
Twinbinder — the accessory compounder #
Twinbinder is the artisan with the apron and the bench. Bring two of the same accessory (rings, amulets, earrings, trinkets) plus a Compound Scroll. The bench fuses them into one accessory at one +N higher than the input pair, capped at +5.
The base success chance is around 60 %; Stardust raises it the same way it does at Fatewright. Failure consumes both accessories and the scroll. The two inputs must match exactly — the same kind, same +N — so the system rewards farming pairs from the bestiary's accessory drops.
Both artisans live in the world; the Ledger's Beasts tab lists which monsters drop the relevant scrolls, and clicking any monster card now shows their full drop table at a glance.
The bank vault #
A separate gold pool held at the banker NPC. You can move gold between your wallet (on-hand) and your vault (banked) at the banker. Why two pools?
- Wallet gold can be lost on death (currently it isn't, but it could be in a future patch).
- Vault gold can't be spent at distance — you have to walk to the banker.
Both pools are taxed by inflation at the same rate. There is no shelter — see below.
Inflation — the anti-shelter rule #
Every twelve hours, your gold (wallet + vault, summed and calculated separately) loses 1 % of its value. The game logs a short line into the game-log when this happens.
Why: same reason as item decay. If gold could be hoarded for years and then dumped on the market, the late-game economy would tilt toward whoever started earliest. Inflation keeps the prices and the player population synchronised.
Practical consequence: spend gold while you have it. A pile of 10,000 gold sitting in the vault for a week becomes ~9,800 gold. A purchased upgrade keeps its full value (until the upgrade itself decays).
Bank inventory slots #
Separately from gold, the bank also stores items. You drag items into the bank panel from your inventory. The bank is much bigger than your inventory and a useful overflow for kit you're not currently running. Items in the bank decay at the same rate as items in your inventory — there's no preserve-by-banking trick.
In code #
Inflation tick + bank schema: design/balance.md and design/items.md. The wire frame inflation ships to each affected player whenever a period boundary is crossed.