The Economy & Currencies
A healthy economy is a core promise of DYNASTIES. Gold keeps its value because every faucet (where
gold enters the world) is balanced against a sink (where it leaves) — and because nothing enters the
world unaudited. Knowing what each currency and material is for tells you what to grind and what to
spend on.
Silver & Gold — the everyday currency
This is the money that runs the world. It pays for repairs, gear upgrades, gem composing, NPC
services and player trades. It drops from almost everything you kill and is paid out by quests and
daily activities (see Hunting & Loot).
Coins drop in denominations that scale with the amount — Silver and Sycee for small change, then
Gold, Gold Bullion, Gold Bar and Gold Bars for larger sums. They all stack into your single money
balance when you pick them up.
Faucets — where gold comes from
- Monster kills and drops
- Quests and daily activities
- Selling loot to NPC vendors
Sinks — where gold goes
- Item upgrades, repairs and enchanting
- Marketplace and trade fees
- Premium services and consumables
Spend it well: every upgrade and repair is a sink, and the sinks are what keep the whole thing
stable.
Meteor — the main upgrade material
Meteors are the headline material for +upgrading your gear. They're an uncommon monster drop
(rarer on lower-level kills), so a steady stash is something you build over the season. Upgrading
costs Meteors and carries risk, which is exactly what makes a high-plus weapon worth chasing — see
Gear & Upgrading.
DragonBall — the prestige material
DragonBalls are the rarest drop on the server. When one hits the ground, the whole world sees a
red server-wide announcement naming the lucky finder. They're a premium upgrade material and a status
symbol — finding one is an event in itself.
Conquer Points (CPs)
On retail, CPs are the currency you buy with real money. Here there is nothing to buy them with,
and nothing to spend them on yet.
Being straight about it: CPs exist in the database and the consignment Market prices
listings in them, but there is no way to earn CPs by playing at the moment — the only ones in
circulation were handed out by staff. The 4330 client cannot even display a CP balance; the field
arrived in a later client than ours.
So treat CPs as unfinished rather than as a currency you should be chasing. What you can be sure of
is the part that matters: nothing here is sold for real money, and no amount of it exists to be
sold.
Dyes
Dyes recolour your gear. The rare premium colours are never handed out free — they are earned, which
is what makes them worth wearing.
At a glance
| Currency | Used for |
|---|---|
| Silver / Gold | the everyday currency — gear, repairs, trade |
| Meteor | +upgrading equipment |
| DragonBall | premium upgrades — the rarest drop in the world |
| CPs | unfinished — Market listings price in them, but nothing earns them yet |
| Dyes | recolouring gear |
| Dynasty Tokens | daily play — bound, buys tonics and charms only |
The ledger
Every currency movement is written to an audited ledger, and so is every point at which an
item is created or destroyed — a drop picked up, an item consumed, gear lost to a failed upgrade.
On top of that a conservation check runs continuously: if the number of items in the world stops
matching the number the ledger says should exist, it raises an alarm with a GM straight away.
What it does not do is follow an item through every hop. Player-to-player trade writes a transfer
record; the market, booths, the warehouse and mail do not, yet. And an alarm tells us that something
does not add up — it does not name a culprit or roll anything back on its own. So the honest claim is
that duping is caught quickly and dealt with by hand, not that it is impossible or automatically
reversed. See Rules & Conduct.
Season resets
On a season reset, all in-game currency and materials — Silver/Gold, Meteors,
DragonBalls and wallets — wipe with the rest of the world. Every season starts clean, so what you
earn counts for this season's race.
