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Up to date as of February 01, 2010

From The Vault

The currency in the Fallout world has varied from game to game.



Main article: Bottle cap

Bottle Caps, also called "Hub Buck", are the standard currency in Fallout.

Bottle caps are backed by The Hub merchants. The technology to manufacture bottle caps and paint the surface has been lost since the Great War, which greatly limits any counterfeiting efforts. Without new ones being produced, the finite supply of bottle caps serves to preserve their value.

Fallout 2

Main article: Money

In Fallout 2, dollars backed by gold are being used by the 3 big powers: New California Republic, Vault City, and New Reno. Bottle caps have become worthless.

The town of Redding uses Morningstar Mine Scrips and Kokoweef Mine Scrips as currency.

Fallout 3

Main article: Bottle Cap

Bottle Caps are the standard currency of the Capital Wasteland in Fallout 3. Of note is that, unlike previous Fallout games, when you drink a Nuka-Cola, its bottle cap is added to your total money.

In addition to bottle caps, a form of pre-war currency is not uncommon. Pre-war money appears as a stack of indistinguishable bills. The item is valued at 10 caps per stack. Though most commonly found lying around or in containers, residents of Point Lookout sometimes carry pre-war money on their persons.

Fallout Tactics

In Fallout Tactics, both Brotherhood Scrip and Ring Pulls are used.

Brotherhood Scrip is a currency used only by the Midwestern Brotherhood of Steel for trade within the Brotherhood. Brotherhood traders accept only this currency with the exception of some outsider traders that are present in most bases and accept ring pulls.

Ring Pulls are used as currency by people in the vicinity of Chicago. They are pull-tabs from soda cans. Ring pulls can be found all over the settlements in early missions and traders will accept them. There are usually some outsider traders in Brotherhood bases who will accept ring pulls as well.

Fallout: Brotherhood of Steel

Main article: Bottle Cap

Bottle Caps are the standard currency in Fallout: Brotherhood of Steel.

Special Bawls bottle caps are worth 50 regular caps each.

Van Buren

Main article: Bottle Cap

Bottle caps return to the Core region as the currency of van Buren. Due to the NCR's war with the Brotherhood, the gold dollar's value has dropped to nil, leaving caps as the only still reliable currency.


This article uses material from the "Currency" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 09, 2010
(Redirected to Money article)

From Grand Theft Wiki

Money is an integral element in the Grand Theft Auto series, with its importance varying game by game. It is a statistic primarily represented by a counter on the player's HUD as the amount of money in hand. Missions are often emphasized as a reliable source of income, but the player may resort to other means of obtaining money in the game.

Money in GTA IV

In early GTA games, money is emphasized as the key to unlocking new areas in the game, but it may also be used in various other activities. The formula was dramatically modified after Grand Theft Auto III, when money was only important for specific missions as the completion of missions unlocks new area instead; the former was removed entirely after Grand Theft Auto: San Andreas. Since GTA III, the purchase of items and services becomes the primary use of money.

As the vast majority of settings in the series takes place in the United States of America, the currency unit of money is the dollar. The London add-on packs for GTA 1 (Grand Theft Auto: London 1969 and Grand Theft Auto: London 1961) are exceptions; as the games are set in the United Kingdom, the pound symbol substitutes the dollar symbol.



For progression into new cities or areas and storyline in Grand Theft Auto 1 and Grand Theft Auto 2, money must be earned to the point a certain amount is fulfilled, often in millions.

Money in the two games are relatively easy to obtain. Acts of crimes, murder and traffic violations often award players with scores, giving the player small quantities of cash. Missions, however, grant players larger amounts of money, in addition to score multipliers that increases the aforementioned monetary award from street crimes by one fold for each mission. This formula, assuming the player continues to successfully complete missions, will result in the player obtaining progressively larger amounts of money until a certain amount is reached and the player may progress to the next city or area.

The use of money for other purposes was explored in GTA 2. With the ability to save games, the player must have a certain amount of money in hand to enter save points (comically represented by a "Jesus Saves" evangelical place of worship which demands donations in order for the player to "save" his "soul"). The game also offers several drive-in shops where the player may remove their wanted level, upgrade their vehicle with equipment, or install bombs, all at a cost.

GTA III — GTA Vice City Stories


In Grand Theft Auto III, the money system was completely refashioned. While certain street crimes still award players with small amounts of money, the score multiplier is removed, and pedestrians, except emergency personnel, drop cash onto the street upon death. Missions still provide substantial amounts of money, but sub-missions, which debuted in GTA III, serve as an additional source of income, awarding the player with increasingly more money as the sub-missions progress.

Money in GTA III is assigned a secondary role in game progression for specific missions only, when the player is required to pay 8-Ball large sums of money to construct a bomb in "Bomb Da Base Act II", and when the player must pay a large ransom to secure Maria Latore's freedom, who is kidnapped by Catalina and the Colombian Cartel, in "The Exchange". Outside missions, money remains important in the purchase of weapons, respraying of vehicles and the installation of car bombs. Sessions with prostitutes, another addition in the game, also incur a cost to the player, depending on how long the player requires her services.

GTA Vice City

In Grand Theft Auto: Vice City, instant monetary awards for street crimes are largely eliminated (saved the destruction of helicopters, which was later removed in GTA San Andreas), leaving missions, sub-missions and dropped pedestrian cash, and robbing stores (in addition to the destruction of parking meters in Downtown) as the only visible sources of income. The average amount of money awarded to the player and cost of items were also divided by 10 (i.e. the use of Pay 'N' Spray costs $100 in GTA Vice City, compared to $1,000 in GTA III). The game also reduces the number of missions where large sums of money was needed; only one such mission remains, "Keep Your Friends Close".

Maintaining the relevance of money in GTA, the player is offered the possibility of purchasing properties and businesses at varying costs. Upon completion of missions or sub-missions for one of said businesses, the business will begin amassing a certain amount of money each day, which the player may pick up at their own leisure. As a joke, the player can earn $50 "Good citizen" bonus by beating criminals chased by police (but without use of any weapons).

GTA San Andreas

While the money system is largely unchanged from the last installment, Grand Theft Auto: San Andreas expanded on the number of options to earn money and spent it, by introducing a variety of new sub-missions, establishments where players may purchase food or clothes, vehicle customization and gambling. Monetary pickups in gang turf are present, and, like GTA Vice City, properties may still be purchased and produce income of their own.

GTA Advance

The player gets large sums of cash for missions like in GTA III, however there are no more needs for the money aside from weapons.

GTA Liberty City Stories

The money system works just like the previous installments from the GTA III Era. Aside from a mission which requires the player to have enough money to pay for some explosives, the only other thing the player can spend it on is weapons, ferries, Pay 'n' Spray and bombs for cars.

GTA Vice City Stories

Money's importance increases by a bit and aside from the previous purposes. The player can again purchase properties and build the business assets from them into whatever type they please. Money can now be gained easily through the new addition of the empire building and instead of picking up the money from each property, the player gets it through a pager message at 16:00 each day.

GTA IV — GTA Chinatown Wars


The core of the money system is unchanged in Grand Theft Auto IV. However, profitable sub-missions, which were sources of income since GTA III, are reduced to Brucie Kibbutz's Exotic Exports, The Fixer's Assassinations, and Stevie's Car Thefts. The game also allows the player to open cash registers for small amount of cash (robbing the business), and blowing up a Securicar armored truck (scattering money on the street for the player to pick up).

As in GTA San Andreas, the importance of money for the purchase of food and clothing is reintroduced. Outings with friends or girlfriends also require substantial amounts of money when going for a drink, eating or bowling. Players are also given the option of simply giving money away to street musicians (for health) and tramps.

Money is also the unit of measure of rank in GTA IV's multiplayer. The more money the player has, the higher their rank:

Rank Money
0 $0
1 $1,000
2 $10,000
3 $50,000
4 $100,000
5 $250,000
6 $500,000
7 $750,000
8 $1,000,000
9 $2,500,000
10 $5,000,000

This article uses material from the "Money" article on the GTA wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 07, 2010
(Redirected to Currencies article)

From the RuneScape Wiki, the wiki for all things RuneScape

Currencies are items which can be exchanged and are commonly used for transactions in RuneScape.

Coins are the main form of currency and is the only type of currency players can buy items off each other with. All other currencies may only be used at their specific location.

Here is a list of all currencies which currently exist in the game, and the areas in which they are used:

Currency Location Type Example Usage
Coins Coin of the realm of Gielinor Tradeable Player Trading, NPC Shops
Agility Arena Tickets Brimhaven Agility Arena Untradeable Agility Exp, Herbs
Archery tickets Ranging Guild Tradeable Ranging Items
Castle Wars Tickets Castle Wars minigame Untradeable Castle Wars Armour
Ectotokens Port Phasmatys Ectofuntus Untradeable Passage into Port Phasmatys
Fist of Guthix tokens Fist of Guthix minigame Untradeable Unique armour and gloves
Kudos Varrock Museum Virtual Lamps
Penguin points Larry during Penguin Hide and Seek Virtual Experience, coins
Pieces of Eight Trouble Brewing minigame Untradeable 'Rum', The Stuff, Clothing
Pizazz points Mage Training Arena Virtual Infinity Robes, Magic items
Runecrafting guild tokens Runecrafting Guild Untradeable Teletabs, Talismans
Slayer reward points Completing slayer tasks after Smoking Kills Virtual Experience, Runes
Tokkul TzHaar City Untradeable Onyx, Obsidian Weapons
Points Stealing Creation minigame Virtual Armour, Tools
Trading sticks Tai Bwo Wannai Village Tradeable Clothing, Services
Void Knight Commendation Points Pest Control minigame Virtual Armour, Items
Warriors' Guild Tokens Warriors' Guild Untradeable Access to Cyclopes, Defenders
Zeal points Soul Wars minigame Virtual Experience, Items

Kudos, Void Knight Commendation Points, Penguin Points, Points, Slayer reward points, and Zeal points are Virtual, or kept 'on record' and thus do not take up inventory or bank space. Pizazz points are stored in a Pizazz hat.

This article uses material from the "Currencies" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 04, 2010

From Wookieepedia, the Star Wars wiki.

There were many different types of currency:

This is a disambiguation page—a navigational aid which lists other pages that might otherwise share the same title. If an article link referred you here, you might want to go back and fix it to point directly to the intended page.

This article uses material from the "Currency" article on the Starwars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 05, 2010

From TibiaWiki

Coins are the standard currency used in Tibia. The coins can be made of either gold, platinum, or crystal.

Image:Gold_Coin.gif A gold coin is the most basic coin.
Image:Platinum_Coin.gif A platinum coin is equal to 100 gold coins.
Image:Crystal_Coin.gif A crystal coin is equal to 100 platinum coins, or 10,000 gold coins.

Each coin weighs 0.1 oz.

Gold Coins are dropped by almost every creature on Tibia. Platinum Coins are dropped by the strongest among the new creatures introduced since Winter 2006 update.

Alternatively, you may see amounts followed by the letter k. This likely derives from the latin kilo-, meaning "thousand". For example "5k" means "5,000 gp" (equal to 50 platinum coins). The notation "1M" is often used to mean "1,000,000 gp" (100 crystal coins), however it is more common to see "1kk" (1000 times 1000) to represent "1,000,000 gp".

(Note: Amounts in the "one million" range are typically only mentioned in the context of selling extremely rare items or as a payment demanded in lieu of being hunted.)

You can exchange your coins at any Bank NPC around Tibia.

Since the 2006 winter update, it's also possible to put coins in your Bank Account. Just ask the NPC to 'deposit', and then say the amount of gold, e.g.: 'deposit 15468'. It is also possible to deposit all the money on your possession at once by asking the NPC to 'deposit all'. To receive your own gold from your bank account, just say 'withdraw' and the amount of gold. That way, you can access the gold of your character in every city of Tibia.

Another possibility is transferring gold from one character to another character. Just say 'transfer', the amount of gold, 'to' and the name of that character, e.g.: 'transfer 54879 to <name of character>'. The amount of gold is sent to the character you named. The character must have a vocation in order to receive a transfer.

Tibia Economy

Because of certain safe-guards, inflation basically never occurs in the Tibian worlds. Instead, equipment tends to become cheaper over time as more and more of the stronger equipment is looted from creatures, while the value of runes usually remains somewhat static (a slight rise in price can be noticed on very old worlds).

Over time, some gameworlds became flooded with strong items, forcing the price to unbelievably low values. To counteract this effect, CIP added more shopkeeper NPCs to buy stronger items, such as the Djinns and recently added NPC Rashid (2007 update). There is still a problem with the price of items dropping, but they should never drop below the value that NPCs will pay for them. (sometimes items are sold under the Djinn-price, which is exploited by players who sell those items on to the Djinns to make a profit).

For a time, this same problem affected runes. Especially Ultimate Healing Runes, Great Fireball and Heavy Magic Missile runes. The many Druid Farms that players used to make money were pushing the price of runes down. In the Summer 2005 update, Soul Points were introduced. This caused most druid farms to stop operating (or operate at a slower rate), causing a brief jump in rune prices. At this time, CIP also allowed some NPCs to sell pre-made runes, effectively placing a cap on how high rune prices could go. Currently, rune prices are fairly stable, though higher than they were before the summer 2005 update in some worlds.


Gold Piece (GP) or simply Gold

Platinum Coin (PC) or Plats, Platinums, P-Coin

Crystal Coin (CC) or simply Crystals

This article uses material from the "Currency" article on the Tibia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 05, 2010
(Redirected to Imperial Currency article)

From Traveller Wiki - Science-Fiction Adventure in the Far future

Image:62px-Information icon.svg.png This article has poor choice of language, and expresses concepts from an out-of-game perspective. All Library articles should be expressed from an in-game point of view. You can help the Traveller Wiki by rewording it.

The basic unit of legal tender in the Imperium is the Imperial credit. Individual worlds may issue their own currencies, and those currencies may or may not be acceptable on other worlds. Similarly, corporations and megacorporations may issue scrip, and its acceptance outside of the corporate environment is a matter of conjecture, but Imperial credits are accepted everywhere in the Imperium and in many locations outside of it.

Ten Imperial Credits (Cr10)
Imperial credits are almost impossible to counterfeit because of their unique method of manufacture. Plastic fibers are combined under high temperature and pressure and extruded as a rectangular bundle of great length. The different colored fibers form the pattern of the bill. It is not printed on but actually made a part of the structure of the note. The bundle is sliced to paper thinness, and a 14-digit alphanumeric (letter/number combination) is added for uniqueness. Credit bills are issued in 10, 20, 50, 100, 500, 1000, and 10,000 credit denominations. Plastic coins, manufactured in a similar manner in various shapes, are issued in quarter, half, one, and five credit denominations. The larger coins are often called the kilo, the ton, the toi, the low passage and the high passage, to reflect their value.

Imperial credits can be bulky in large enough quantities. Bills measure 75 millimeters x 125 millimeters; 1000 bills stand 50 millimeters high and weigh 500 grams.

The Imperial credit itself is backed by the Imperial and Subsidiary Fleet, or (to be precise) its transport capacity. One credit is equal to the cost of transporting one metric gram through one jump. This has made the Imperial credit safe from the economic effects of inflation and deflation for over a thousand years.

Megatraveller and The New Era

Imperial credits are still legal tender in the Domain of Deneb and its successor the Regency; their acceptance in other areas of the divided Imperium varied widely during the Rebellion and the financial system collapsed after Virus on most worlds. Several pocket empires like the Reformation Coalition began minting their own credit based on transport capacity, but most worlds still use a local currency backed by their own industrial production or even rare metals.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises and by permission of the author.
Imperial Encyclopedia


Within the Imperium, banks exist only as deposit accounts, safety deposit boxes and investment groups, requiring an in-person visit to the same, or nearby, branch every time.

This results in an essentially cash-only economy, though local banks may provide electronic banking services on an intra-planetary level or within a single star system.

Interstellar banking has not proven feasible without faster-than-light data communications, at least not in the sense that banking was understood on ancient Terra. There are factors preventing this:

  • In the absence of near-instant faster-than-light data communication, there is no way for a local trader to accurately assess a balance in a distant account at any given time and no way to quickly transfer money to distant accounts. Archaic methods of electronic funds transfer such as direct deposit, direct debit and wire transfers do not work.
  • Local time does not synchronize with distant time. Time is only constant locally; time may pass faster or slower at a distant bank, relatively speaking. Therefore it is virtually impossible to enforce expiry dates on credit guarantees, and unwise to assume that a distant financial institution is still liquid, if indeed it still exists. Cheques and credit cards (in their old Terran forms) cannot function. See also Imperial_Bureaucracy#Offices of the Emperor with regard to the Office of Calendar Compliance.
  • Data encryption is problematic. Certainly by the time of The New Era, data encryption had become essentially worthless for financial purposes, and therefore one could not rely on some method of portable money transfer device similar to the old Terran prepaid debit cards since there would be no way of electronically authenticating either the user or the sum available. Essentially, widespread quantum computing negates data encryption. See the discussion under Talk:Imperial_Currency#Banking .

Imperial Standard Credit Card This card is effectively a portable bank teller. A microprocessor unit tracks the account and contains information for personal identification. Made of plas-steel, the card is practically indestructible. It is nearly tamper-proof, in that most attempts to tamper with it merely result in blanking the card.

Merchants in systems with a technology level of 13 and higher accept this card. It may be used in any Imperial starport to get Imperial credits, local currency or debit cards drawn on local banks if local technology supports it. Identification information consists of a thumbprint activator and a record of the owner's retina print. The latter is checked for verification on all transactions over Cr100,000.

Only the very wealthy may obtain the Iridium Edition of the card. It contains the owner's DNA code, allowing for positive identification and unlimited reliability. Starships have been purchased on these cards.

This article uses material from the "Imperial Currency" article on the Traveller wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


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