Malfoid SMP

In development

Trading and earning Mal-Coins

Planned feature

Sell ordinary materials, then buy useful things from physical player shops.

A material buyer with a visible budget

The starter curated buy list is logs, stone, wheat, iron ingots and prepared common herbs. A price preview and confirmation should make sales explicit. The planned daily buyback budget is 200 Mal-Coins per account, not an unannounced shared server pool. Individual prices still need balancing, so there is no price list yet.

Buyback must not silently accept an enchanted or custom object as its base material. Money is an account balance, not editable item lore. Later arrivals should have ordinary-resource income opportunities without first owning a huge automated farm.

Meet a stocked shop in the world

Physical player shops support purchases from supplied stock even when the seller is offline. They preserve custom item identity, enchantments and contents. A full buyer inventory must not consume money or lose the purchased item. There is no global remote purchase menu in the initial design.

Buying a wand, ingredient or bound object transfers that item, not the seller’s learned spells, Animagus identity or manufacturing knowledge. Buying resources is legitimate; it is not the required route into first magic.

What coins do not buy

There are no claim, travel or service charges, no coin reset and no machine upkeep added to make a money sink. Claims grow through playtime. Spell upgrades use XP levels and materials. Floo uses powder per successful trip. Optional useful NPC/custom-villager trades are a later possibility, not an announced launch shop.

Player purchases redistribute existing coins; material buyback issues them within its advertised per-account budget. Prices still need checking against automated production and a small player market. Expected profits and income per hour are not known yet.

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