Wiki · Economy and Marketplace
Economy and Marketplace Overview
Gold, NPC shops, marketplace listings, buy orders, marketplace wallets, and economy sinks.
Overview
Definya’s economy is built around GoldCoin items, NPC shops, player marketplace listings, buy orders, and premium-currency integrations. Gold is something you carry, store, loot, spend, and withdraw, so inventory space and storage still matter.
Gold
Gold can come from:
- Loot and monster rewards.
- Quests, daily tasks, achievements, or other rewards.
- NPC shop sales.
- Marketplace sales.
Gold can leave through NPC purchases, crafting costs, marketplace fees, death penalties, or other gold sinks.
NPC shops and selling loot
NPC shops are the fast way to buy staples or turn loot into gold without waiting for another player. They are separate from the player marketplace.
How to trade with a trader NPC
- Stand within 14 tiles of the trader. If you are too far away, the trade window will not open or the transaction will fail with a distance error.
- Open the NPC trade UI — Buy for goods that NPC stocks, Sell for eligible items in your inventory.
- Confirm the prices shown in the UI before you complete the trade. What you see is the final price, including all multipliers and adjustments.
The trader NPC will focus on you while the window is open.
Buy and sell multipliers
Every tradable item has a base price. NPC shops apply fixed multipliers on top of that base:
| Direction | What you pay or receive | Multiplier |
|---|---|---|
| You buy from NPC | You pay more than base | 5× base price |
| You sell to NPC | You receive less than base | 20% of base price |
That spread is intentional. NPC shops trade convenience for margin — buying from them is quick but expensive; selling to them is instant but pays far less than most player prices.
Items without a base price (many quest or special items) cannot be sold to traders.
Trader types
Each trader NPC carries its own stock list. You can only buy items that NPC actually sells; sell any eligible item with a base price (the NPC does not need to stock it). Common specialties include:
| Trader type | Typical stock |
|---|---|
| General trader | Mixed basics and supplies |
| Blacksmith | Weapons, armor, metal gear |
| Alchemist | Potions, reagents, alchemical materials |
| Food / tavern | Meals, drinks, cooking supplies |
| Archer / mage / training | Class-focused gear and scrolls |
| Jewelry / herbs / tools | Accessories, herbs, gathering tools |
| Farm trader | Seeds, farm tools, farm scrolls |
| Teleport trader | Travel-related goods |
Exact NPC names and map locations vary. When you need something specific, find the matching specialty rather than assuming every trader carries it.
Dynamic pricing
Shop prices are not always static. The game tracks recent buy and sell activity at each trader over roughly the last 7 days and adjusts prices per item:
- Heavy buying from that shop can raise what you pay for an item.
- Heavy selling to that shop can lower what the NPC pays you.
Adjustments are capped — prices will not drop below 10% or rise above 1000% of the normal multiplier-adjusted value. A few staples (such as basic arrows) use flat pricing and skip this system entirely.
You always see the current price in the trade UI. There is no need to track the math yourself.
When to sell to an NPC vs the marketplace
| Situation | Better option |
|---|---|
| Common stackables, low value, you need gold now | NPC sell — instant, no listing fee |
| Rare gear, high-demand items, gemmed or high-rarity equipment | Marketplace listing — other players may pay far above NPC rates |
| A buy order already offers more than the NPC would pay | Fulfill the buy order |
| Bulk junk after a long hunt, bag space is tight | NPC sell — clears inventory fast |
| Valuable item and you can wait for a buyer | Marketplace — often worth the listing fee |
Marketplace gold sales charge a 5% upfront listing fee and a 5% completion fee on the sale price. An item generally needs to sell at a high enough player price to beat the NPC’s 20% of base payout after those fees. Common drops are often not worth listing; rare or slow-moving loot usually is.
For DC-priced marketplace trades, see DC, Premium, and Vouchers. Premium account bonuses can improve loot income but do not change NPC multipliers directly.
Player marketplace
The marketplace is player-to-player trading. You can browse listings, list your own items, remove listings, buy items, withdraw sale proceeds, set currency preferences, check history, and sometimes pin listings.
A normal item listing includes the item, seller, price, accepted currency, and listing duration. The listed item is removed from your inventory while it is on the marketplace. For sell listings, buy orders, escrow, matching, and cancellation, see Marketplace Buy Orders and Listings.
Listing rules and fees
Current marketplace rules include:
- 5% upfront listing fee.
- 5% completion fee on gold sales.
- Up to 12 weeks maximum listing duration.
- Certain items cannot be listed, including GoldCoin, character bodies, NPC bodies, and ground blood.
Before listing, make sure you own the item, can afford the fee, and are comfortable with the duration.
Accepted currency on listings
Listings may require Gold, allow Gold or DC, or require DC, depending on the listing and shop rules.
Marketplace money
After a gold sale, proceeds can sit as marketplace money until you withdraw them. If you sell often, remember to withdraw available gold back to your inventory when needed.
Buy orders
Buy orders let players request an item, optional rarity, max price, and quantity. Gold is escrowed when the order is placed. Buy orders can be active, fulfilled, expired, or cancelled.
See Marketplace Buy Orders and Listings for fees, expiry, matching, and cancellation.
Social Crystals
Social Crystals are a separate inventory currency from gold and DC. Players earn them mainly through bounty hunting, faction war, login streaks, and daily-task bonuses. They are spent on crystal-gated map transitions (for free accounts) and high-tier crafting gates.
See Social Crystals for earn/spend details, map costs, crafting formulas, and planning tips.