Server-authoritative economy: your gear is real
Every transaction that matters now runs through the server. Buying from a shop, selling gear, crafting items, enhancing equipment, and breaking gem shards — all of it is validated and executed server-side before your character state updates. If the server says you don't have the materials, the craft doesn't happen. If you don't have the scrap, the purchase fails. No exceptions.
This is a big shift from how things worked before. Previously, your client handled economy operations locally and synced the result. That was fast but exploitable — a modified client could grant itself free items or infinite scrap. Now the server is the single source of truth for every economic action. Your client sends an intent ("I want to buy this sword"), the server checks your balance, deducts the cost, adds the item, and sends back the updated state. The client just renders what the server tells it.
Enhancement rolls happen server-side too. The RNG that determines whether your +14 weapon succeeds or shatters runs on our servers, not your device. Same odds, same system, but tamper-proof. Protection modules, material costs, rarity penalties — all validated before the dice roll.
For players, nothing changes about how the game feels. Shops, crafting, enhancement, and gem breaking all work exactly as before. The difference is under the hood: your progress is legitimate and verifiable. When you see a +15 legendary on the leaderboard, you know someone earned it.