The economy: what your playtime is worth
Not everyone plays for the duel. The economy lets gatherers, producers and traders weigh on a faction's strength as much as a strong fighter does.
Gather and produce
The resources the server needs create constant demand. Specialising pays off, even if you never look for a duel.
Trade with other players
The auction house lets you list an item at the price you choose. Players make the market.
Fund your faction
The economy pays for preparation: spare gear, consumables, territorial expansion, collective objectives.
Why costs and losses exist
Without spending, a rare resource ends up worthless. Crafting, repair and loss costs keep the economy alive.
Direct trades
- Use /trade to exchange items, money and coins with a player within 10 blocks
- A 10% tax is taken from the money and coins you receive, rounded up
- Coins from a shop purchase (and their bonuses) can be traded 14 days after you receive them; coins earned in game, straight away
- Requests expire after 60 seconds and have a 5-second cooldown
- Changes impose a 3-second confirmation delay; once both players accept, a 3-second countdown completes the trade
- Trades last at most 5 minutes
- Experience cannot be traded directly in this menu
Auction house (HDV)
- Open the menu with /hdv
- List up to 3 sales, in money or in coins, from 10, as fixed-price sales or auctions
- Choose 1, 4, 6, 12 or 24 hours; the default is 6 hours
- Listing costs 10% of the price (of the starting price for an auction), paid in the listing's currency, rounded up and non-refundable
- To pay in coins, only coins earned in game or received more than 14 days ago count
- Available categories are enchanted books, armour, consumables, weapons and tools
- A new bid must add at least 10 units or 5% of the current price, whichever is greater
- A bid in the final minute resets the timer to 60 seconds
- Collect your money or coins from the menu after the sale
Buy and sell resources
- Access :/shop opens the resource market
- Buying and selling :choose a resource to see available actions; not every resource supports both
- Prices :they change with trades
- Inventory :make room for all items before buying; otherwise, the purchase is refused
Bottling experience
/scandixp lets you select 1 bottle, 64 bottles or the maximum. You can also use /scandixp amount or /scandixp max. Each bottle costs 7 experience points and one empty bottle. The menu shows this cost in levels from your current level: 64 bottles take you from level 30 to level 25. A high level is worth more points, so the same conversion costs fewer levels when you are high level. Only the experience you still have counts: levels spent on enchanting or at an anvil can no longer be converted.
Frequently asked questions about the economy
What is the auction house?
The place where players list items for sale at the price they decide. It is the heart of player-to-player trade.
Can I buy a combat advantage?
No. Your gear and your power are earned by playing: you farm, you craft, you sell on the auction house. A purchase saves you time or changes how you look, never how a fight ends.
Do I have to pay to play well?
No. You can play, progress and matter to your faction without spending.
Read next
- Spawners: your collection and your farmsPersonal collection, placement, protection and spawner mobs.
- ScandiBoxThe server's chests: type /scandibox in game to see everything.
- Login streaks: a reward every dayA reward for every day played in a row and milestones up to 90 days, with ScandiKeys Pyrite and Scandium.

