Currency and supplies

**Gold coins**
Gold coins are the primary currency of Tetractys.
Players can win gold coins:
* As a reward for completing an easy-peacy mission
* As a reward for winning a battle mission
* As a reward at the end of a daily tournament between players, if the balance is positive
* As a prize for participating in a tournament or event, based on their final ranking
* As a gift for logging into the world of Tetractys every Sunday
* As a special gift for every time they log into the game
* As a gift for increasing the members of their family
* As a reward for completing a work
* By selling unwanted items (which they possess) to The General Store
* By re-purchasing artefacts
* By crossing the boarders: Every 100 levels players receive a bonus equal to a percentage of the total amount of coins which they possess at that particular time

Gold coins can be used:
* For the development of a player’s main attributes
* For purchasing equipment, tools, stones and pieces of collections
* For discovering new technologies
* For purchasing artefacts
* For paying the balance at the end of a daily tournament between players, if the balance is negative
* For supporting the guild and its goals

**Dies**
Dies are the second currency of Tetractys, **significantly more rare** than gold coins and hard to find. They were created by Dim-bo-o, and were initially purposed to serve as propaganda for global peace. Dies are basically stone seals, made from a rare mineral; when used as a stamp into a surface, dies impress a sign (a sign that Dim-bo-o hoped would become a world symbol for peace), surrounded by the inscription PEACE. Unfortunately, the Tetractians have not quite understood the idea of dies and therefore see them as a peculiar and rare object, a well-forged remain of an ancient civilization, and not as stone seals.
Due to this misunderstanding, dies have become very valuable, although they're not a rare item.
**Players can win dies:**
* By logging into the game every Friday (10 dies awarded)
* As loot from missions, battles and practice-fights between players
* As a prize for participating in tournaments and events, based on their final ranking
* At random, by logging into the game on a daily basis (these chances are increased as players level up)
* As a gift for increasing their family members
* By visiting The Black Market
* By crossing borders: Every 100 levels players receive a bonus equal to a percentage of the total amount of dies which they possess at that particular time

Dies can be used to improve the quality of a player’s journey; to facilitate players when time is pushing; to give players the right to claim the identification of other players, as well as the ability to receive updated equipment or rare items of great power.

Items
Players can use a number of items to improve their attributes, win experience and develop their technological knowledge. Items are divided into the following categories:

**Equipment**
These are items that improve a player's main attributes. Equipment items can be worn (armor items), used for protection (weapon and shield items) or be carried by players (pet items). Each equipment item can improve up to 3 main attributes (players possess 6 attributes in total). The extent to which a player’s attributes will be improved depends on the level of the item.
Equipment items can be purchased at The General Store, in exchange for gold coins or dies. The exchange medium for an equipment item (coins or dies) does not depend on the level of the item; a fine armor might be sold in exchange for gold coins, whereas an average weapon can be sold in exchange for dies, and vice versa. Equipment items can also come into a player’s possession as loot from missions and battles, as prizes for participating in tournaments and events or gifts from daily logins.
Apart from their secondary weapon and their shield (only one can be used at a time) players can use any of the following equipment items simultaneously:
* **Helmet**
* **Chest**
* **Gauntlets**
* **Pants**
* **Boots**
* **Accessory**
* **Pet**
* **Main weapon**
* **Secondary weapon**
* **Shield**

**Stones**
Among the most important items of the game, stones are proven valuable for players, especially as their journey continues in the farthest of realms. Stones can be purchased at The General Store or come into a player’s possession as loot from missions and battles, as prizes for participating in tournaments and events or gifts from daily logins. Stones are divided into the following categories, based on their use:

Still stones
Still stones can be adjusted on a player’s belt. All players start their journey with a free slot/hole on their belts, where a stone can be inserted. As players develop their technological knowledge, the slots on their belts can be increased to fit even more stones. Still stones can:* Improve (quantity-wise) 1 of the 6 main attributes of a player
* Improve (quantity-wise) 1 of the player’s signs

The bigger the stone’s level the stronger the stone becomes.
Still stones can retain their power for a specific amount of time, based on their kind, and this time starts counting from the moment players adjust the stones on their belts.
Still stones are divided into the following categories, based on the time-span of their power:* 1 minute
* 30 minutes
* 60 minutes
* 90 minutes

The cost of a still stone is determined by its endurance. Players should choose carefully when to activate a still stone, and carry out as many battles as possible while the stone lasts, in order to maximize their benefit. Still stones with 1 minute endurance are 25% stronger than other stones of the same level of endurance.
Rare stones
Rare stones have the same use as still stones. The only difference between them is that rare stores can retain their power for an entire day. However, when a rare stone and a still stone are of the same level, rare stones are less powerful.
Magic stones
Magic stones can be inserted into **socketable magic weapons**, i.e. weapons that have slots/holes where stones can be adjusted. Not all weapons are socketable, and not all socketable weapons have the same number of slots. During their journey on the land of Tetractys and based on their progress and ability levels, players can come across powerful magic weapons with multiple slots (up to 8 slots per weapon); when combined with the right stones, socketable magic weapons can determine a player's progress.
Magic stones can improve a weapon’s attacking power; however, they cannot affect any other of the players’ attributes.
Magic stones are divided into:* Those who improve the attacking power of a player’s weapon, quantity-wise
* Those who improve the attacking power of a player’s weapon, percentage-wise

By the time magic stones are inserted into a player’s weapon they cannot be removed, unless the player decides to use the **wizard’s** help, by visiting the local market. The wizard possesses the ability to separate magic stones from socketable weapons, but while doing so he has to destroy either the stone or the weapon (which of the two will be destroyed is decided by the player).
Socketable weapons do not need to have all their slots filled with magic stones in order to operate; any magic stone adjusted on a socketable weapon can produce results at once, without all slots of the weapon being filled. However, if the wizard is asked to separate a socketable weapon from one or a number of stones, he will have to perform it for all of the inserted stones.
Release stones
Release stones can be purchased during specific occasions. If a player's HP or moral reach zero during a fight with Locum, they can purchase (no more than) 1 release stone; this stone is used immediately, meaning it never becomes part of the player’s possessions, and boosts the player with an extra 10% of their initial HP or their initial moral.
**Tools**
Tools are necessary for a player’s technological evolution. Each player must possess a number of suitable tools in order to be trained in every new technology. More details about tools and their use (and other items essential to technological evolution) can be found in **technological evolution** section.
Every tool corresponds to a specific technological era and can be used for the learning of technologies created in that specific era. In case players possess too many tools from a specific era (more tools than needed) they can transform them into tools of another era with the help of the **alchemist**, by visiting the local market.
Tools can be purchased at The General Store. They can also come into a player’s possession as loot from successful missions or battles against Locums, as prizes from participating in tournaments and events or gifts from daily logins.

**Codices**
Codices are the second prerequisite for a player’s technological evolution. They are among the most important (if not THE most important) and rare items of the game as, in contrast to other items, they cannot be purchased at The General Store. Codices can come into a player’s possession:
* As a gift from daily logins (players receive 1 free codex for each daily login)
* As a gift for logging into the game every Monday (players will receive 1 free codex for every 100 levels)
* As loot from battles and easy-peacy missions
* As a reward for participating in tournaments and events

**Collectibles**
Collectibles are ancient, prestigious items, each of which **represents one realm** of Tetractys. Their value is recognized to this day, however only few pieces of the initial collectibles are preserved. Players can find them at The General Store and purchase only 1 piece of a collectible each time, using gold coins or dies. When players manage to gather all 12 pieces of a collectible, the completed item enters their collection and can be demonstrated on their personal display window along with other prestigious items and trophies.
When all 12 pieces of a collectible item are gathered, the item awards its owner with XP points and glory. The cost of each piece depends on the realm where players act at a specific time (the farthest the realm the more expensive the piece of a collectible). The total XP and glory that a completed collectable will award also depend on how far a realm is situated. Players can possess more than one collectible from each realm.

**Artefacts**
Artefacts are **the rarest items** of Tetractys. Their value is immeasurable and can only be defined by players themselves. There are **28 unique artefacts** spread across the continent and no matter how hard one searches, there can be no more.
Each artefact is unique, meaning it gives its owner a benefit that no other player can have. Artefacts do not become available to players from the beginning of their journey; they make their appearance based on the technological evolution at time, and more specifically with the development of a particular technology. Learning and improving a technology allows players to recognize 4 artefacts each time; a technology can be improved up to 7 times, and so players with a full know-how of a technology can eventually recognize all 28 artefacts. Right after learning and understanding a particular technology to a full extend, players have the right to purchase artefacts that correspond to this technology, using gold coins and dies. After purchasing and owning an artefact, the item’s abilities are automatically activated and the player/owner can benefit immediately from them.
After an artefact has been purchased for the first time, any other player can purchase the same artefact as long as the item has spent a specific amount of time in the hands of the previous owner.
The time that each artefact should spend as part of a player’s possessions (before being owned by another player) is increased as the item passes from one player to another; each new buyer should spend a bigger amount of gold coins and dies in order to purchase that artefact. The former owner (from whom the artefact was bought) gets a refund for the gold coins they had initially spent **plus a 9% profit** (dies are not refunded). As a result, the value of an artefact is increased, both in gold coins and dies, with every new transaction. The final value of an artefact is fully defined by players themselves, based on how useful or necessary the abilities of an artefact are considered by a player, in order for them to spend the relevant amount and own them.