Shops & Economy¶
Buying, selling and being charged. Most of these turn out to be the same shop with a different argument.
- Automatic currency exchange at the till — Short on gold and long on silver, the till converts the exact minimum — by searching a quote that only runs the other way
Currency, Economy · Subtle - Coin-operated pickups — vending plates, toll gates, paid doors — A coin-operated door or vending plate, ordered so the money only moves once the goods have landed
Pickups, Currency · Subtle - Dynamic shop prices from the buyer's status effects — Prices that read the buyer's condition at the moment of the sale
Economy, Status Effects · Focused - Health as currency — a shop that takes payment in blood — The same shop service and the same price bundle, with a wallet that happens to be a body
Economy, Health, Currency · Focused - Paid healing — a healer who charges by the point — Bill for the healing that actually landed, not the healing that was asked for
Health, Currency · Composite - Persistent shop stock — a shop that remembers — Stock that goes down when players buy things, and is still as they left it after a reload
Economy, Save · Subtle - Shop purchases with a full inventory — The purchase lands on the floor instead of the sale failing: the same shop, with a different store
Economy, Pickups, Inventory · Subtle
Filed elsewhere, but they answer this too¶
These live under another heading — the sidebar puts each recipe in one place so you can find it again — and they are here because they genuinely answer this question as well.
- Multi-currency crafting costs — Fifty gold and three shards, with the shards reserved the moment the craft is accepted and taken only when it lands
Crafting, Currency · Composite · filed under Crafting & Progression
Related¶
- The whole Cookbook — all 46 recipes, the full table, and what the systems and shape columns mean.
- Generated from
Cookbook/recipes.json. Edit that rather than this page.