Game Economy and Crafting
Dollars, useful goods, and visible sinks
Frontier Rebuild status
A gameplay reset is planned, but it is not authorized or scheduled. Accounts, authentication, globally unique names, settings, moderation state, social contacts, compatible account achievements and cosmetics, and permanent legacy recognition are planned for preservation. Character progression and the gameplay economy restart only after a tested rehearsal and explicit owner approval.
One wallet currency
Dollars are the only wallet currency. Gold and silver may appear as materials, place names, or ordinary words, never as alternate balances or premium money. Carried Dollars are available for immediate purchases and wagers and can face clearly disclosed robbery or defeat risks. Banked Dollars are safe. The bank stores and transfers value but pays no passive interest, and no login action, property, worker, or facility creates Dollars without supplied inputs and useful play.
A regional player economy with a floor
NPC shops provide dependable starter equipment, tools, ammunition, and basic supplies. Crafted, rare, quest, and player-traded goods provide the strongest specialized choices. Regional resources and demand make travel matter without making an essential material permanently faction-exclusive. At low population, bounded NPC orders establish demand floors and currency sinks rather than pretending a human buyer exists or endlessly buying goods at profitable prices.
Five purposeful crafting skills
Smithing covers weapons, metal components, ammunition, and repair. Outfitting covers armor, clothing, packs, saddlebags, tack, and practical gear. Provisioning covers food, preservation, drink, and travel supplies. Alchemy covers medicine, remedies, toxins, and grounded compounds during Act I. Engineering covers tools, explosives, construction parts, and homestead facilities. Recipes support real uses, regional exchange, maintenance, preparation, and specialization rather than inflate a catalog count.
Equipment that remains understandable
Ordinary equipment uses a model or tier plus Worn, Standard, Fine, or Masterwork quality. Legendary is reserved for a unique named item with a tested signature mechanic. Durability wears slowly and takes modest defeat damage. At zero durability an item becomes Broken and unusable, but it is never involuntarily destroyed; repair consumes Dollars, materials, or crafting effort, while voluntary salvage is the ordinary destructive path.
Homestead production is supplied, not passive
An account has one neutral homestead identity for appearance, trophies, animals, compatible legacy recognition, and facility unlocks. Each faction character maintains separate storage, inputs, queued work, outputs, and economy. Supplied workers and facilities perform bounded offline care, preparation, refining, or production. They produce useful goods and convenience, never free Dollars, and facilities unlock options or capacity instead of multiplying every economic output.
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