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The Economy

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As with all civilizations, supply and demand dictates the availability and cost of items throughout The North. Several factors affect the economy, including bartering, imports and exports, and regional economics.



Whenever you enter the shop/inventory interface, bartering begins. Bartering determines the price of goods and the amount of gold received for items bought or sold.

Bartering takes into account charisma and the Persuade skill. Both of these are used when determining the final price for goods. Persuade is used when badgering that extra bit of coin out of the merchant for goods sold.

Merchants also have charisma and Persuade skills to fight for their best interests. The difference between your skills and the merchant’s ability to drive a hard bargain will dictate the final price.

Race may also play a significant role. Half-orcs tend to be treated rather poorly by merchants. Drow and Half-Drow are treated even worse, assuming the merchant will do business with them.

Imports / Exports

All cities and towns produce exports that are shipped to other areas of The North. Cities also purchase imports from other regions. In a given city, exports tend to be cheaper to purchase, while imports are more expensive.

Regional Economics

Goods from isolated settlements are more expensive than core settlements. Such influences as a poor economy, famine, war, and siege will also drive the cost of goods up. Also, settlements on trade routes tend to have a greater variety of goods from passing caravans and greater ship traffic.

Tariffs and Social Status

The acquisition of fame and fortune does not go unnoticed in The North, and governing bodies are quick to recognize those who prosper in their lands … and tax them!

Understanding Tariffs

As your wealth grows, there is an increasing chance that governments will begin to notice them and charge tariffs for usage of city facilities and passage through their lands. Whenever your wealth (GP and items) exceeds a certain threshold, tariffs will be levied.

Note: Tariffs are only charged when the threshold is exceeded, and the tariff charged is 100% of the total amount over the threshold.

Once tariffs have been charged, you are labeled as having debt. This debt can be paid to any bank (only gold carried can be used to pay off debt manually). There is also an option for "auto" deductions to be made for those conscientious characters that rarely want to see themselves in debt. When this option is "on", any tariffs charged are automatically deducted from your gold and bank account as necessary. Auto deductions can be turned on/off at any bank.

Tariff estimates can be requested at any bank or through using the Adventurer’s Journal. Optional payments can also be made at any bank to maintain wealth below the threshold or to boost the character’s social status. Making optional payments will reduce any debt that exists at the time of payment.

Social Status

Funds paid in the form of tariffs (or optional payments) are not wasted. Instead, you are credited for the amount of GP you contribute, and this is directly reflected in you social status. As GP contributions increase, you gain social status and climb the social ladder. As debt accumulates, you lose social status and move down the social ladder. Your social status can be viewed at any time via the Adventurer’s Journal.

The table below lists various means for increasing or decreasing your social status

Increasing Social Status

  • Paying tariffs
  • Possessing no debt
  • Making optional tariff payments

Decreasing Social Status

  • Not paying tariffs
  • Possessing or accumulating debt
  • Remaining in debt for a prolonged period of time
  • Attacking NPCs
  • Resisting arrest by NPCs
  • Going to jail
  • Killing another PC
  • Stealing from an NPC or breaking into a player house.
  • Dying

Remember social status is not permanent! The mightiest of nobles can be reduced to poverty and the lowliest of thieves can rise to be king. It is up to you to manage your wealth and possessions as you see fit.

Tariff Adjustments

As you increase in level, the amount of tariff-free wealth you can accumulate is adjusted as shown below (up to a maximum of 1,000,000 GP at Level 40). This threshold is calculated as the greater of either PC level or a weighted average of the character’s level in all crafts.

Level Threshold
1 6,000
2 14,000
3 24,000
4 36,000
5 50,000
6 66,000
7 84,000
8 104,000
9 126,000
10 150,000
11 176,000
12 204,000
13 234,000
14 266,000
15 300,000
16 336,000
17 374,000
18 414,000
19 456,000
20 500,000

The Social Ladder

The table below lists the various social classes and the titles associated with them.

Class Title Comments
Royalty Grand Duke (Grand Duchess)
Duke (Duchess)
May wield weapons in time of need in cities enforcing weapons violations,

Have increased housing options:

  • Duke: Housing (Stronghold)
  • Marquis: Housing (Estate)
  • Viscount: Housing (Manor)
  • Baron: Housing (House)

Are favorably received by NPC citizens (benefits increase with title)

Nobility Marquis (Marchioness)

Count (Countess)
Viscount (Viscountess)
Baron (Baroness)

Middle Class Landowner
Housing (Apartment) becomes available
Lower Class Commoner Default starting class
Indebted Serf


Indebted individuals:

might (rarely) be refused services*
might (rarely) be arrested
(effects increase as debt increases)

Criminal Criminal



often refused services*
often arrested
Note: effects increase as debt increases

*Services include: (note that the below effects are fully reversible once debt is reduced/cleared)

  • Banking: a PC with ANY amount of debt cannot deposit GP into the bank, but can withdraw (and will never be refused to access their account).
  • Stores: shopkeepers may refuse to buy/sell items from an indebted individual.
  • Guild Facilities: NPC guilds will always refuse to associate with an individual in debt.
  • Trainers will always refuse to train an individual in debt.

Player Banking

Throughout the surface regions of The North are several branches of the Bank of The Silver Marches (subterranean cities have their own variety of banking facilities). Banks provide many useful services to adventurers.

The Banker

The banker is a NPC with whom an adventurer can converse to gain access to the following services

  • Deposits
  • Withdraws
  • Tariff Payments
  • Property Accounts

The interface with the banker is text driven. So when a banker asks you how much gold you wish to withdraw or deposit, you must type the desired amount in the text bar. The banker will then perform the requested action.

Note: Other PCs may be able to see how much money you have withdrawn or deposited when you type the amounts in to complete the transaction. If you wish to be discreet, whisper your amount.


Gold deposited in a bank is available to you from any other bank in the world. More importantly, gold deposited in banks is safe and will not be dropped upon character death.


Assuming gold has previously been deposited, it can be taken out again at any time.

Tariff Payments

Debt is charged when a character exceeds a certain amount of wealth (see page 26). This debt can be paid out partially or fully through the banker.

Also, an option for “auto-payments” can be toggled on or off (default is off). Auto-payments will automatically deduct any tariff charges from your bank account and personal gold whenever they are levied. This keeps the character out of debt and oftentimes saves a trip to the bank.

Note: It is highly recommended that you turn auto-tariff payments ON to simplify the process and to keep your character out of debt.

Voluntary tariff payments can also be made to further boost the character’s social status.

Property Accounts

The banker will store gold for you in a separate account that is used for most property (housing) related purchases, including the initial purchase of the property, and any furnishings inside. The gold in this account does not count in tariff calculations, nor can it be withdrawn for any reason. Payments from the property account are automatically deducted when purchases are made. Note that upgrades to door locks and purchase of extra keys must be paid for from gold carried on the character’s person.

Bank Vaults

The banks in Llorkh, Menzoberranzan, and Silverymoon supply three types of storage: general storage, craft component storage, and shard storage. Other banks around The North supply general storage only.

General Storage

Within each bank is a large chest that serves as a Bank Vault. This can be used to store up to ten items (gold cannot be stored). Items stored in the bank vault are tariff-free and do not count towards a characters calculated wealth.

Crafted items should not be stored in the bank vault if they have been modified past their initial form. For example, a crafted longsword +2 that has had elemental damage added to it will revert to the simple +2 when placed in the bank vault. In the same way, clothing, armor, weapons, etc., that have been modified through the Bioware Craft Armor or Craft Weapon skills will lose all modifications when placed in the bank vault.

Craft Component Storage

The Craft Ledgers will store up to 50 processed or unprocessed crafting component items, such as metal ingots, wood branches, or fine polished gems and dusts. Items placed in the ledger that are not crafting components will be refused.

Shard Vault

As you collect shards from around The North, you may take them to the bank to store in the shard vault. This is a special warded vault that protects the shards and keeps them from affecting the city with their powerful auras.