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Gold by difficulty

Every creature now carries gold by what it takes to kill it: the toughest pay much more. Also a vendor of your own in your house, and new prices at smiths, armourers and weaponsmiths.

A warlock's corpse opened by the sea: 4,335 coins, reagents, potions and its staff
A warlock, among the toughest there are, now leaves thousands of coins.

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.