Dynamic market
Prices rise and fall with supply and demand, with item damage scaling for realism. Prefer stability? Switch to a static model.
Divinity Economy prices the entire game by supply and demand. Built on the legacy of HyperConomy and powered by Vault, it is fully configurable, translated into 20 languages and already trusted on the DivinityCraft server.
Everything a server owner needs to run a market that feels alive.
Prices rise and fall with supply and demand, with item damage scaling for realism. Prefer stability? Switch to a static model.
Every block, potion, spawner and enchant, plus player experience. Separate markets for materials, potions, entities, enchants and XP.
Set custom fees for buying, selling and trading, giving you real control over your server's economic structure.
Players and items complete as you type, backed by hundreds of thousands of pre-built item aliases.
Enable or disable the economy and market per world, and switch off whole segments, single items or individual commands.
Set values and stock, ban items and edit balances in-game. Ships pre-balanced for survival with inaccessible items banned.
Plain, memorable commands for players, with /help for parameters, aliases and usage.
Permissions live under de.money, de.market, de.enchant, de.exp, de.mail, de.misc (granted by default) and de.admin (operators).
Vault is required and connects Divinity Economy to the rest of your plugins. PlaceholderAPI is optional and exposes balances, buy/sell values, stock and inflation:
%de_player_balance%Formatted player balance%de_material_BValue_DIAMOND_1%Buy value of an item%de_material_stock_DIAMOND%Current market stock%de_hand_value_total%Value of the held itemCommands, items, materials, enchantments and potions can all be translated. Add your own language file or tweak an existing one.
Free to download on Modrinth. Requires Vault. Questions, bugs or translations? Come say hello on Discord.