[This page and all item prices in the game are a work in progress. Things are gonna be scattered and chaotic until I can reorganize stuff. Oh man, item prices. I’ll get to them eventually.]
Currency
The coin of the realm has various names, but more important than their names are their colors and materials. In Dragonpact, currency is limited to Coppers, Silvers, and Golds. The value of a single gold coin is measured at a peasant’s food cost for one entire year, so the economy’s nuances can be discerned from there.
The value of one gold coin is that of 100 silver coins, and likewise the value of one silver coin is that of 100 copper coins. Unlike in real life, however, copper coins actually hold value in this game. For 5 copper coins, one can buy a small loaf of fresh bread or a pint of watery ale. For five silver coins, a month’s rent or a new sword. For five gold coins, the deed to a piece of land or the ten fastest horses on it.
New adventurers and would-be heroes can expect to be tipped in silvers, at best. As they grow and become more skilled, taking on greater and more dangerous challenges, the realm will see them rewarded with greater and shinier gains. It may only be a matter of time before that first coveted gold coin is granted as payment for a quest accomplished or a village saved.
Currency is labeled as c for coppers, s for silvers, and g for golds.
Equipment Slots
Equipped items fit into slots on your character — you can only have one item equipped in a slot at a time.
| Equipment Slot | What items can be equipped in this slot? |
|---|---|
| Main Hand | One- or two-handed weapons, shields, and anything you happen to be holding. Can be either left hand or right hand (or another hand for a unit with more than two arms). Two-handed weapons are equipped in the main hand but also occupy the off hand slot. |
| Off Hand | One-handed weapons, as long as another item is in your main hand. Two-handed weapons take up your off-hand item slot. You only need two hands to attack with such a weapon in battle; you can carry them around in a single hand when you’re not attacking as long as you meet the strength requirement. |
| Body | Defensive gear that covers your torso, upper arms, and thighs. |
| Head | Headgear and helmets to protect your eyes, ears, and brain. |
| Hands | Gloves that guard the hands, wrists, and forearms. |
| Feet | Boots to protect the feet and shins. |
| Accessory | Belts, capes, cloaks, and amulets. You can equip as many non-magical accessories as you like, but only two of your accessories can be magical. Due to interference, the magic ceases to function in them if you equip more than two. |
| Ring | Rings worn on the fingers can provide many different effects, most magical and practical. You can equip one magical ring on each hand and as many non-magical rings as you like. If you equip more than two magical rings, they cease to function. |