Abilit Archive
Economy
Where money comes from, where it goes, and why the market does not drown in inflation. Fees and penalties come from the code; market figures come from the live database.
The market right now
The market is empty for now — not a single active lot. The first seller will set the prices.
Two currencies
Credits are ordinary money: they drop from enemies, arrive from contracts and pay for gear and repairs. Abilit is the rare currency of the resource itself: it accrues slowly and buys what credits cannot.
The player auction
Lots are listed by players and bought by players. The seller is not paid instantly: the money waits on a separate card until claimed. The market withholds a 10% tax from the payout.
Worth knowingThe seller sets the price and there is no ceiling. Watch the median rather than the priciest lot: that one may have been listed on a whim and hang there for weeks.
Stations and hauling
Stations trade commodities at their own modifiers: some produce cheaply, some buy dearly. But a station always buys back for less than it sells — a 20% spread. Hauling pays only when the gap between systems beats it.
Ways to earn
Fights and enemy loot, contracts from the mission board, hauling commodities between systems, selling surplus gear at auction, mining from your own station and a share of guild rewards. No single source covers everything — the economy expects you to switch activities.
What you risk
A lost fight costs only time: your hero returns to the bridge. Fleeing, however, burns 20% of ALL your credits — not the run's loot but your entire balance — and discards some unlocked items.
Worth knowingValuable items can be locked: locked gear survives a flight and never goes into the smelter.
What holds prices down
Money in the game is not only created but destroyed: the 10% market tax burns part of every player-to-player deal, the 20% station spread part of every haul, and repairs, upgrades and crafting remove credits for good. Without those sinks auction prices would climb without end.