We fought nearly 150 kinds of creature for real with characters of three levels and measured what it takes to kill each one: the fight, healing, the walk and the risk of dying. Every creature now carries gold by that cost. An orc still leaves little; a viking, over a thousand coins; a warlock, several thousand.
What they carry does not change: their weapons, armour and treasure are as they always were, and the coins make up the rest. Those whose loot already paid a lot stay as they were.
On the way, seven creatures get back skills their script never managed to give them: the Ice Dragon, the Wyvern, the Ancient Wyrm, the Stone Gargoyle, the Elder Gazer, the Hellcat and Lin-Kai now fight with their magic and tactics, and pay for it.
Trade
The innkeeper sells a vendor's contract: place it in your house, hand it what you want to sell and it asks you the price. A buyer double-clicks it, and you tell it "recaudar" to collect what it sold.
Smiths, armourers and weaponsmiths sell at half again a piece's value and pay half of it: an iron plate chest they sell for 428 and buy for 142. Pieces of a coloured metal they pay as iron ones. So a smith gains more selling to another player than to the shop.
More in the houses and blacksmithing guides.
