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    In Esterin, the Treasury uses a gold standard for all currency, minted in the form of Scales (Sc). Fashioned after the great dragon Iaros Aurum, scales are universally accepted all over the world. All coins are smithed using the same template with minor variations depending on their minting branch. For example, coins minted within Verdisol are outlined in green enamel.

    As the defacto standard of banking, the Treasury maintains a Vault in each and every city, allowing customers to freely store and withdraw their balance no matter where they travel.


    All new characters start with a minimum of 15,000Sc, which they may use to purchase equipment.

    As characters successfully complete BEQ, they'll be awarded with a requisite number of Scales. Based on their reputation, each character will also receive bonus scales based on their Reputation Rank. Additionally, characters will receive periodic stipends from their respective organizations (every 14 real-world days).

    Outside of this, characters may buy, sell, and trade goods and services freely, many adventurers choosing to sell valuables they uncover on their travels.

    Reputation BEQ Bonus Stipend (14 Days)
    Rank 0 0Sc 250Sc
    Rank 1 100Sc 500Sc
    Rank 2 200Sc 750Sc
    Rank 3 300Sc 1000Sc
    Rank 4 400Sc 1250Sc
    Rank 5 500Sc 1500Sc
    Note: Bonus income is not increased by a BEQ's Challenge Rating.


    Location Examples Equip Slots
    Main-Hand Primary 1H/2H Weapon 1
    Off-Hand Secondary 1H Weapon, Shield, Magic Focus 1
    Armor Breastplate, Chainmail, Robes 1
    Trinkets Jewelry, Accessories 3-5*
    Consumables Food, Potions, Scrolls N/A
    *If using a 2H Main Hand (or a Main Hand with no Off-Hand), you may equip up to 4 trinket slots. If not using weapons at all, you may equip up to 5 trinket slots.


    • Bonuses (and Proficiency) may only be gained from currently equipped items. Unequipped items do not grant bonuses and reside in the character's inventory.
    • Namebound items cannot be sold, traded to another player, or used as crafting materials.

    Equipment Points (EP)

    How to Gain EP

    Note: All transactions of these types must be recorded in #forge-transactions.

    • Forging (5,000Sc) - Gain 1EP
    • Melding (10,000Sc) - Transfers a single EP Bonus from one existing item to another
      • Requires two items.
        • Consumables cannot be melded.
      • Consumes item the bonus is transferred from.
        • Awakened abilities may not be transferred
      • The transferred bonus's has a 0 EP cost.
        • As such, it doesn't contribute to the item's EP limit.
      • An item may only be melded to once.
      • Namebinds item.
    • Salvaging (20,000Sc) - Dumping unused equipment to create a new item
      • Requires at least one item, destroying all items used in the process.
        • Consumables cannot be salvaged.
      • Grants half of the EP value of the item(s), rounded down.
      • Salvaged EP may only be spent on creating new items.
        • Salvaged EP may be stored for later, but may still only be spent in this fashion.
      • Namebinds item(s).
    • Reforging (Variable) - Remove an item's Namebinding or transfer its bonuses to a different inventory type.
      • Costs: 1000Sc per EP on the item (e.g. 15EP trinket costs 15,000Sc. 1EP weapon costs 1,000Sc).
      • Requires one item.
      • Choose One:
        • Remove the Namebinding on the item.
          • Trading/Selling the item Namebinds it to that person
        • Transfer all EP bonuses onto a blank (0EP) item of a different inventory slot type.

    EP Bonuses

    Note: A character may only benefit from a specific EP bonus up to its listed maximum, regardless of the total bonus granted by their equipment.


    • Attack Bonus - Gain +1 PAtk, RAtk, MAtk, or FAtk
    • Defense Bonus - Gain +1 AC, SR, or DR
    • Health Bonus - Gain +5 HP
    • Skill Bonus - Gain +1 to <stat>-based Skill Checks (Choose 1 Stat)
    • Potency Bonus, Minor - Gain +1 Potency


    • Stat Bonus - Gain +1 STR, DEX, CON, INT, WIS, or CHA (Choose 1)

    6 EP

    • AoE Bonus - Gain +1 AoE (Max: 4)
    • Alteration Bonus - Gain +/- 1 Alteration (Max: 4)
    • Duration Bonus - Gain +1 Duration (Max: 4)
    • Potency Bonus, Major - Gain +1d8 Potency (Max: 4)

    9 EP

    • Crit Range Bonus: Gain +1 Crit Range (Max: 2)
    • Crit Threat Bonus: Gain +50% Crit Multiplier (Max: 2)

    EP Limits (by Item Type)

    Crafted - 0EP

    • Mundane

    Magic - 75EP

    • Requires Crafted Item
    • Automatically unlocked when EP is applied to a Crafted Item

    Awakened, Minor - 75EP (+1 Awakened Ability)

    • Requires Magic Item
    • Requires 100% Proficiency
    • Awakening: Requires Quest
    • Upon Awakening: Gain Minor Awakened Ability
    • Namebound

    Awakened, Major - 150EP (+2 Awakened Abilities)

    • Requires Minor Awakened Item
    • Requires an additional 300% Proficiency (400% total).
    • Greater Awakening: Requires Quest
    • Upon Greater Awakening: Gain Major Awakened Ability
    • Limit: 1 per item type (Weapon/Armor/Trinket)
    • Namebound


    • Awarded with Staff permission
    • Cannot be enhanced with EP
    • Does not gain Awakened Abilities
    • Namebound