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Currency in Romestead is a four-coin ladder modeled on the Roman monetary system. Coins are dropped by enemies and loot chests, earned from selling at the Market, and rewarded by quests at the Altar.
The Four Coins
Coin | Tier | Source |
|---|---|---|
Quadrans | Lowest | Dropped by basic enemies; pocket change. Minimum sale price was set to 1 Quadrans in the launch balance pass. |
Denarius | Standard | Common dungeon and boss drop; standard market currency. |
Aureus | High | Larger drops and high-value sales. |
Electrum | Top | Reserved for high-tier loot and major rewards. |
Money drops from all enemies and loot chests were rebalanced in patch 0.20.1_14; market prices were changed there as well.
Denominations and Carry Limits
Each coin is worth 100 of the one below it, so the ladder runs 1 Quadrans, 100 Quadrans to a Denarius, 10,000 to an Aureus, and 1,000,000 to an Electrum. Once a player holds 100 of a coin it merges automatically into the next denomination. Coins sitting in a chest do not auto-merge, which is why long-running settlement chests fill with loose Denarii.
Coin | Value in Quadrans | Worship XP |
|---|---|---|
Quadrans | 1 | 1 |
Denarius | 100 | 100 |
Aureus | 10,000 | 10,000 |
Electrum | 1,000,000 | 1,000,000 |
Coins occupy dedicated slots at the bottom of the inventory rather than normal item slots. The hard ceiling a single character can carry is 1,073,741,822 Electrum plus 99 each of Aureus, Denarius, and Quadrans; anything earned past that is lost. If a player dies, their carried coins drop with the rest of their gear and have to be recovered from the tombstone.
Coins double as Mercury offerings at the Altar. The worship value of a coin equals what it is worth in Quadrans, so a single Electrum is worth 1,000,000 worship experience toward Mercury. That makes banked high-denomination coins one of the fastest ways to push a late Mercury worship tier.
The Market
The Market is the in-town buy-and-sell building. Important rules:
Minimum sale price for tradable items: 1 Quadrans (patch 0.20.1_25).
The Merchant citizen can level up and unlock new stock (patch 0.23.1_10).
Items can be sold individually; the fish market and eel market both returned in patches 0.22.1_7 and 0.22.1_6 respectively.
Markets exist per-settlement; they do not aggregate across the empire.
Trade Routes vs Markets
Where the Market handles cash transactions in one settlement, the Trading Post handles automated bulk transfers of goods between settlements. The two systems do not overlap: Market is for cash, Trading Post is for goods movement.
Banking and Storage
Coins live in the player's coin inventory rather than in a standard inventory slot. Coin drops have their own sound effects (patch 0.20.1_25). The offering window had a fix in patch 0.20.1_26 that resolved a money-splitting bug.
Economy Tips
Bakery dishes sell well at the Market once the Merchant is leveled up.
Trinkets and modified gear can be sold; rare modifiers fetch more.
Daily and favor notifications (patch 0.18.1_2) include earnings reports.
Demolishing a building returns 100% of resources used (patch 0.23.1_7), so over-building is no longer a hard loss; converted resources can be sold instead.
Related Pages
Automation and Trade: Trading Post and trade routes.
Mercury: god of trade; affects market-related buildings.
Settlements and Buildings: Market building details.