Alongside combat and competition, Drakantos has a lifestyle and economy layer that gives players things to do between fights. This includes fishing, housing, a player Market, crafting, and timed global events. Many of these systems are anchored in the game's Cities and Locations, and they sit beside the Open World and Adventurer's Guild content as a more relaxed side of the game.
Systems at a Glance
System | Details |
|---|---|
Fishing | Catch fish to fill the Aquarium in Kasteron and unlock rewards. A Fishing Order system hands out weekly fishing tasks. |
Housing | Get your own land and decorate it with different styles of furniture. |
Player Market | A market for trading items where almost everything is sellable, plus direct player-to-player trading with anti-RMT restrictions. The Market is planned and being added. |
Crafting | A confirmed feature used to produce items. |
Global events and minigames | Minigames and timed events occur during certain hours. The Coliseum hosts solo-survival challenge events. A day and night cycle and highscores are also present. |
Fishing
Fishing was added as a calmer alternative to combat. An Aquarium in Kasteron fills with the fish you catch, and filling it unlocks rewards. A Fishing Order system gives weekly fishing tasks that grant their own rewards for completion, so there is a steady reason to keep fishing from week to week.
Housing
Players can get their own land and decorate it. Housing supports different styles of furniture, letting you personalize a space of your own. The deeper specifics of housing have not been detailed yet, so this page covers the confirmed framing rather than plot sizes or building limits.
Player Market and Trading
The player Market is a marketplace for trading items between players, and almost everything in the game is sellable through it, including orbs, emotes, artifacts, equipment, mounts, displays, pets, dyes, and general materials. In addition to the Market, direct player-to-player trading is part of the game, and that direct trading comes with several restrictions designed to prevent real-money trading. The player Market is planned and is being added: it was the next system in development as of late 2025, so it is described here as an upcoming part of the economy rather than a finished feature.
What cannot be sold is a short list. Practically everything a player picks up is tradable, including orbs and artifacts, equipment, Coliseum medals, pets and mounts, and dyes. Materials gathered from nodes out in the open world are the main exception; resources found inside Guild missions can be sold.
The developers have also stated a position rather than only a ruleset. The team says it dislikes real-money trading, on the grounds that the game should be something people play for fun rather than work at, while accepting that no studio can police it completely, and that is the reason direct player-to-player trading may end up more restricted than the market. Selling in-game currency for real money is not something the studio intends to endorse, and it has ruled out NFTs. How the wider free-to-play model is meant to work is covered on the Monetization page.
Professions
There is no profession system, and the developers have explained why rather than simply leaving it out. Building the mechanics is not the hard part; deciding what a profession would be for is. Equipment progression already works a particular way, so a blacksmith has nothing obvious to slot into, and potions in this game are artifacts rather than consumables a would-be alchemist could brew. Adding professions without answering that, in the director's framing, risks either delaying the game indefinitely or producing a system stitched on for its own sake.
Fishing is the exception that proves the point. It was added because the team wanted a break from combat-focused play, and even then the developers have said they are still working out what it should ultimately be for. Gathering as it stands is intentionally shallow: materials are collected and used to upgrade equipment, and not much more. The studio has said it is open to adding a deeper system if a design emerges that fits the game, and has invited players to suggest one, so professions are best read as an acknowledged gap rather than a planned feature.
In the meantime, some of what professions usually provide is covered by other systems. Cooking treats to catch pets, hunting cosmetics in the world, chasing card sets, and working the market all give players something to do that is not combat.
Crafting
Crafting is a confirmed feature. It sits alongside the Market and gathering as part of how players produce and acquire goods, and items, materials, and recipes flow through the wider economy.
Global Events and Minigames
Minigames and timed events occur during certain hours, giving the world a sense of rhythm. The Coliseum hosts solo-survival challenge events in which you face waves of enemies and then a champion at the end to prove your worth. A day and night cycle and highscores round out the live-world systems. For the social side of these activities, including guilds and the victory screen, see Social Systems; for pets and mounts that can be earned and traded, see Pets, Mounts, and Collectibles.