Dual Currency · Hybrid Market · Moderate Progression
Shattered MC uses a dual-currency economy grounded in the lore of Eryndal. Ancient Silver is the world's primary currency — earned through play, spent freely, and traded between players. Ancient Gold is the premium layer — acquired through rank support or in-world achievement, and spent on cosmetics, lore items, and chapter content. Neither currency should feel like a grind wall. Ancient Silver should reward active play at a pace where meaningful purchases feel attainable within a session or two. Ancient Gold should feel prestigious but not withheld.
The coin of Eryndal — minted before the Fracture by the Arcane Council and still in circulation. Earned through quests, combat, and gathering. Spent at NPC shops and traded freely between players. The backbone of daily play. Every player earns it; every player spends it.
Rarer than Silver, heavier in weight, and lore-tied to the Arcane Council's inner treasury. Obtained through rank monthly grants, in-world achievement rewards, and direct supporter purchase. Spent on cosmetics, lore artefacts, exclusive chapter content, and rank upgrades. Never earnable through standard gameplay alone.
Three primary earn paths — quests, combat, and gathering. Each targets a different play style. Combined, an active player should earn roughly 300–700 Silver per hour of focused play, depending on activity mix. Combat-focused players earn through drop sales; gatherers through material sales; quest-focused players through direct rewards.
Primary Silver source for engaged players. Simple fetch and delivery quests pay 50–150. Chapter 1 story quests pay 200–400 on completion. Daily quests reset every 24 hours and pay a flat 200–300. Quest Silver is the most reliable income stream and scales with quest difficulty and chapter progress.
Mobs do not drop Silver directly. Instead, they drop sellable materials — hides, bone, void residue, dungeon components — which players sell to Broker Tane's NPC shop for Silver. Common mob drops sell for 5–25 each. Dungeon drops sell for 30–120. Void Shard Fragments sell for a fixed 80 each. World boss drops command the highest sell values: 300–800 per item.
Passive income for players who prefer resource play. Standard gathering (wood, crops) yields 2–5 Silver per action. Mining yields 5–12. Rare ore nodes in the Stabilized Shard yield 10–20. Gathered materials can also be sold directly to Broker Tane's NPC shop, making gathering a reliable if slower income stream.
Ranked players receive a percentage bonus on all Silver earned through quests and drops. This applies to the Silver value of rewards only — not to drop rates or loot quality.
NPC shop prices are fixed. Player-to-player trading is unrestricted in price. The tiers below govern NPC shop inventory only.
Players can sell a limited category of items back to NPC shops. Buyback rates are set below market to prevent exploitation. Not all items are eligible.
Players may trade Ancient Silver and eligible items freely with other players at mutually agreed prices. No auction house. Trading takes place via direct /trade command or chest shops players can set up in Guild housing. This keeps the economy social and gives Guilds a meaningful commercial role in the Nexus.
Ancient Gold is the premium layer of the economy. It is not a pay-to-win mechanic — nothing purchasable with Gold provides a gameplay advantage. Its purpose is to give supporters a meaningful, lore-grounded way to spend their Gold on things that personalise their experience and connect them to the world of Eryndal.
| Bundle | Gold | Price (USD) | Discount | Notes |
|---|---|---|---|---|
| Shard Pack | 10 ✦ | $3.00 | — | Entry level. Covers a /heal or /repair. |
| Fragment Pack | 25 ✦ | $7.50 | — | Popular starter bundle. Covers Guild Creation top-up. |
| Remnant Pack | 50 ✦ | $13.50 | 10% off | First discount tier. Covers Guild Creation outright. |
| Arcane Pack | 100 ✦ | $24.00 | 20% off | Best value for active players. ~1.5 Legendary repairs. |
| Void Pack | 200 ✦ | $48.00 | 20% off | Large bundle. Covers most Gold shop needs for several months. |
| Fractureborn Pack | 300 ✦ | $72.00 | 20% off | Maximum bundle. Named for the highest rank — for dedicated supporters. |
Custom-textured, named items tied to the lore of Eryndal. Display items, lore books, decorative pieces for Guild housing. These are collectibles — they do not affect gameplay but enrich the world. Each has a written lore entry in the Codex.
Early access to newly released dungeons (48-hour head start before general unlock), access to bonus lore questlines that expand the Chapter 1 narrative, and exclusive NPC dialogue chains. Content is eventually available to all players — Gold buys priority access, not permanent exclusivity.
Unlocks the ability to found a Guild for any rank tier — an alternative to the standard T4/T5 rank requirement. This is a one-time per-account purchase that permanently grants Guild creation access regardless of rank · 70 Gold. Does not grant any other T4/T5 perks.
Players who have accumulated Gold through grants and achievements may use it to upgrade their rank instead of paying USD directly. Exchange rates will be set to ensure this is a meaningful long-term option, not an exploit. See implementation note on Gold earn paths below.
A small set of in-game utility perks purchasable with Ancient Gold, available to
all players regardless of rank. T4 and T5 rank holders receive a 5% and 10%
discount respectively across the entire Gold shop, including these perks.
Exchange rate: 10 Ancient Gold = $3.00 USD. All Gold shop prices are rounded to the nearest multiple of 5.
/heal — restore full health, non-PvP zones only · 20 Gold · 5 minute cooldown
/repair — instantly repair held item anywhere · 20 Gold (non-legendary) · see Repair System below for Legendary Gold costs · 3 minute cooldown
Keep Inventory — single-use death token, non-PvP zones only · 40 Gold
/fly (Guild claims) — flight within your Guild's Nexus claim · 35 Gold · permanent unlock, any rank
Items in Shattered MC do not vanish when durability depletes — they become broken, displayed with a cracked icon and greyed tooltip, and cannot be equipped or used until repaired. Players keep their items. Repairs are always available at the Nexus Repair Station adjacent to Artificer Rhael's workshop, or instantly anywhere via the /repair Gold shop command.
Basic tools, standard gear. Cheap to repair — frequent use is expected. Common: 25–50 Silver. Uncommon: 75–150 Silver. Repaired at Nexus Repair Station.
Named items, dungeon drops. A meaningful Silver cost — players will feel it but not be stopped by it. Scales with how far durability has depleted.
Dungeon boss equipment, named epics. A significant Silver cost. Encourages players to maintain items proactively rather than wait for broken state.
Legendary items cannot be repaired with Silver. All repairs — whether at the Nexus Repair Station or via /repair — cost Ancient Gold. This applies regardless of rank. The /repair Gold shop command is the standard delivery mechanism for Legendary repairs away from the Nexus.
Restores item to 50% durability from broken or degraded state. ($3.00 USD equivalent at locked rate.) Intended as the standard maintenance cost for active Legendary users.
Restores item to 100% durability. ($6.00 USD equivalent.) Same cost as the /repair Gold shop command when used on a Legendary item. Earnable through monthly rank grants and in-world achievements.
Reclamation (Mending): XP passively repairs the item — can prevent broken state entirely for active players.
Seam-Mend: Self-repairs after extended use — slower, requires no XP or Silver, but can recover a broken item over time if the player continues use. Note: a broken item cannot be used, so Seam-Mend procs only when the item is above 0 durability and then falls to 0 during a session — it will not repair a broken item already sitting in inventory.
Preservation (Unbreaking): Delays the broken state — does not eliminate the repair cost, just defers it.
Corrupted Growth (Cursed): Permanently lowers durability floor — items with this enchant hit broken state faster with each repair cycle. The Silver/Gold cost remains constant but the frequency increases.
Soul Bound: Keeps the item on death but does not repair it — the item may be at 0 durability (broken) when returned.
Implementation Note
The "broken" state requires items to be flagged with an NBT tag when durability hits 0, which prevents equipping/use and updates the tooltip display. The Nexus Repair Station is a Citizens NPC with a custom GUI or sign-based interaction. Repair cost scales by rarity (read from item NBT) and current durability deficit. The /repair Gold shop command triggers the same repair logic but remotely. See audit doc — broken state mechanic is flagged for custom plugin work.
A hybrid economy with active player trading can inflate quickly if Silver has no meaningful sinks. The following mechanisms keep the economy stable over time.
Fixed NPC shop prices act as a natural ceiling on item values. Players cannot overpay for an NPC item, and the Silver spent at NPC shops is removed from circulation entirely — it does not redistribute to other players.
Items do not break — they become broken (unusable) when durability depletes. All items can be repaired at the Nexus Repair Station. Non-legendary items cost Ancient Silver scaled to rarity. Legendary items always cost Ancient Gold. The /repair Gold shop command provides instant anywhere-repair as a convenience alternative, at the same Gold cost. Heavy combat players spend significantly more on repairs than gatherers.
Guild housing in the Nexus requires a weekly Silver upkeep fee to maintain. Larger Guild plots cost more. This creates a meaningful communal Silver sink that scales with Guild size and ambition, and gives Guilds a reason to stay economically active.
Guild plots in the Nexus are the physical home of every Guild — islands claimed, developed, and maintained by active members. Upkeep is the weekly cost of holding that land. It is a communal obligation: the whole guild contributes, and the whole guild benefits.
Weekly Upkeep = (Active Members × 450 ◆) × Plot Multiplier
The per-player cost is always exactly 450 Silver × the plot multiplier — regardless of guild size. A 3-member guild and a 30-member guild pay identical per-player rates for the same plot tier. The multiplier is the cost of claiming more of the Nexus. 450 Silver represents approximately one hour of casual surface play.
| Plot Tier | Size | Min. Members | Multiplier | Cost / Player / Week | Playtime Equiv. |
|---|---|---|---|---|---|
| Small | 3×3 · 9 chunks | None (default) | 1.0× | 450 ◆ | ~1 hr |
| Medium | 5×5 · 25 chunks | 5 members | 1.5× | 675 ◆ | ~1.5 hrs |
| Large | 7×7 · 49 chunks | 15 members | 2.0× | 900 ◆ | ~2 hrs |
| Alliance | 9×9 · 81 chunks | 30 members | 2.5× | 1,125 ◆ | ~2.5 hrs |
5-member guild · Small plot
2,250 ◆ / week
5 × 450 × 1.0
10-member guild · Medium plot
6,750 ◆ / week
10 × 450 × 1.5
20-member guild · Large plot
18,000 ◆ / week
20 × 450 × 2.0
40-member guild · Alliance plot
45,000 ◆ / week
40 × 450 × 2.5
Member count is a hard prerequisite. A guild cannot purchase a Medium plot without first reaching 5 members, Large without 15, or Alliance without 30. This keeps plot size visually proportional to guild presence in the Nexus.
Upgrades are one-way. A guild can upgrade to a larger plot at any time (once eligible). Downgrading is not available — design your growth intentionally.
48-hour grace period on missed upkeep. Guilds that fall behind receive 48 hours to pay before the plot is released. All structures on released plots are preserved for 14 days before deletion.
Active members only. "Active members" for upkeep calculation is defined as members who have logged in within the current week. Inactive members do not count — a guild that loses players to inactivity sees its upkeep drop naturally.
Gold → Rank Path — EULA Strengthened
Making ranks earnable through in-world Gold strengthens EULA compliance — if rank perks are accessible without payment, they are harder to classify as "sold advantages." The rank system is clean: all perks are cosmetic, QoL convenience, or administrative. Gameplay utility perks (/heal, /repair, Keep Inventory) live exclusively in the Gold shop and are available to all players, with T4/T5 receiving a shop-wide discount rather than exclusive access.
Pricing Calibration — Beta Priority
All Silver values in this document are design targets, not final figures. Economy balance should be a primary focus of closed beta testing. Key metrics to track: time-to-first-meaningful-purchase, Silver balance at 10h / 50h / 100h of play, and player-reported "feel" of progression speed.
Gold Achievement Rewards — Cap Recommended
In-world achievement Gold grants (dungeon clear, boss kill, etc.) should be capped and non-repeatable. Without a cap, dedicated players could accumulate enough free Gold to purchase ranks without ever supporting — undermining the supporter economy. The current design (30 Gold total from achievements) is intentionally modest.
Monthly Grant Reset — Edge Cases
Players who purchase a rank on the 30th of a month should receive the full grant immediately, not wait until the 1st. Players who upgrade their rank mid-month should receive the difference between their old and new grant immediately. Document this clearly on the store page to prevent disputes.
Guild Chest Shops — Grief Prevention
Player-run chest shops in Guild housing need protection from grief and theft. Shops should only be placeable within claimed Guild land, and only by Guild members above a set rank within the Guild. Silver from shop sales should credit to the Guild treasury or directly to the shop owner — decide before implementation.
Gold Purchase Rates — Launch Pricing
Gold bundle pricing should be set so that the monthly rank grant feels like a meaningful bonus — not trivial relative to what Gold costs directly. A rough target: one month of Fractureborn grants (20 Gold) is equivalent to $6.00 USD at the locked rate of 10 Gold = $3.00 USD.