Markets
Four places to trade: the server-run Event Shop, the player Market Board, regional shops on faction land, and direct sales to the server.
Where trade happens
Every coin that changes hands passes across one of five counters. Two are server-owned, two are run by players, and the last has no shelf at all: you hold the item and sell it where you stand.
| Counter | How you reach it | Who sets the price | Where the money goes |
|---|---|---|---|
| Event Shop | /eventshop, /adminshop, or the Event Shop tab in /shop | The server, anchored to job income | Base to the Admin Event Account, tax to your own faction |
| Faction Shop and Cosmetics | /shop | Fixed prices | Base to the Admin Event Account, tax to your own faction |
| Market Board | The Market Board tab in /shop | The seller, in the create screen | Seller's wallet, minus the market fee |
| Regional shop | /rshop, or right-click the shop container | The shop owner, per listing | Owner's wallet, minus the shop tax to the owner faction |
| Direct sale | Right-click or sneak right-click the item | The server, from a config value | Your wallet, through the taxed payout path |
One rule holds across all of them: the number on the card is the number that leaves your wallet. Where a tax applies it is already inside the figure you were shown, and no second line is added at the till.
How a purchase is charged
Server-owned purchases run through one funnel, and the order of operations matters. The full amount, base plus tax, is withdrawn from your wallet first. That withdrawal is the single point at which a purchase can fail. Only after it succeeds is the item handed over, so a failed charge can never leave you holding a free item, and a successful charge can never leave you without one.
The money then splits two ways:
- The base goes to the Admin Event Account. That account is parked outside circulation, so the coins you spend there are removed from the money supply until staff pay them back out as prizes.
- The tax goes to your own faction's treasury. Not the seller's faction, not the landowner's: yours. If you have no faction, you pay the base only.
Your faction's leadership sets that rate, flat or in progressive bands, up to a server ceiling of 90 percent. Buying from the Event Shop is therefore one of the ways a faction funds itself, and a high internal rate makes every shelf in the game more expensive for its own members.
The faction tax-reduction buff applies to income only. It does not discount what you consume, so two members of the same faction always see byte-identical shelf prices. Their tax on earnings still differs.
If you cannot afford something, the refusal message quotes the tax-inclusive total, not the base. The figure you are told you are short of is the figure that would actually have been withdrawn.
The Event Shop
The Event Shop is a server-owned buy catalogue with unlimited stock. Nothing decrements, no NPC restocks it, and no listing sits behind it. "Admin" here means server-owned, not staff-gated: it is open to everyone, and the proceeds fund the event account.
It opens as a hub of category buttons, each leading to a 28-slot grid of price cards. Six categories carry the infinite stock:
| Category | What is on the shelf | How the price is set |
|---|---|---|
| Resource Sets | Bundles of plain materials. The metals were removed once the banks began shelving, quoting and buying back metal; cobblestone and wheat remain. | Reference price per unit multiplied by the bundle size |
| Enchantments | Curated vanilla stored-enchantment books, plus the custom Efficiency V and VI books | Fixed base, scaled by the catalogue multiplier |
| Spawners | The spawner fragment and configured vanilla spawner blocks, priced very high | Spawner base 200,000; the fragment is 8 percent of it, so roughly 16,000 |
| Spawn Eggs | A curated safe set. Villager and Allay are priced up. | Fixed base, scaled by the catalogue multiplier |
| Food | The custom sandwich line plus vanilla food | Fixed base, scaled by the catalogue multiplier |
| Forging Kits | A Forge Oil bundle and a Forging Starter Kit, which hands over several items in one purchase | Fixed base, scaled by the catalogue multiplier |
The interesting part is where resource-set prices come from. Each set is priced at the reference value of its material multiplied by the bundle size, and that reference is anchored to the real job income tier for that material. The shelf is therefore not a second price list drifting away from what jobs pay: change what a job pays and the shelf follows. A material with no income tier is left out of the catalogue entirely, which is why you never see a set priced at zero.
Two entries deliberately step outside the formula. Netherite ingots are priced by a flat override, because the job-anchored figure came out near 100 coins for a stack of the rarest metal in the game. The spawner fragment is priced off the spawner rather than off any job, so the two stay in lockstep if either is retuned.
Company Sales
Alongside the six infinite categories sits one finite section. Player-run companies can consign goods to the Event Shop, and what they consign appears here as real stacks with real quantities. Buying decrements the line, and a sold-out line disappears on the same tick. Each card names the company that produced the goods.
The ask is snapshotted when the line is created, so the price cannot move under you while you are looking at it. The shelf is bounded at 512 lines; when it is full the oldest line is evicted and written off.
Because the shelf is finite, a purchase here reserves the stack before charging you and puts it back if the charge fails. Every other counter on the server charges first. The asymmetry is deliberate: undoing a reservation is exact and free, while undoing a charge would have to create coins.
The Market Board
The Market Board is the player-to-player counter. You list an item, someone else buys it, and the coins move between two wallets. There is no faction tax on either side of that trade; it is not a shelf, it is a handover.
The board shows 28 listings per page with arrows to either side. Clicks resolve by the listing's own identity rather than by its position on the grid, so a listing being bought out while you are reading the page cannot re-target your click onto a different item.
Creating a listing
The create screen has one writable slot in the middle, framed in lime glass. Drop the item there. Everything else in the window is locked. The price is set with buttons around a live readout, not by typing in chat, which means the whole flow works on Bedrock with taps alone:
| Control | Step | Notes |
|---|---|---|
| Minus and plus 10 | 10 coins | Fine adjustment |
| Minus and plus 100 | 100 coins | |
| Minus and plus 1,000 | 1,000 coins | |
| Minus and plus 10,000 | 10,000 coins | The coarse pair, at the outer ends of the row |
| Price display | Live | Re-renders on every step; clamped to the range 0 to 1,000,000 |
One million coins is a hard ceiling. The steps are chosen so that the ceiling is reachable in a hundred clicks of the coarse button rather than a thousand of the fine one.
Your item is physically held in that slot until you confirm. On any close at all, cancel, back, the window X, or a disconnect mid-flow, it is returned to your inventory. Confirm clears the slot before it closes the window, so the item can never be both listed and returned. If your inventory is full when it comes back, it drops at your feet. If the listing fee cannot be paid, the item is returned rather than eaten.
Fees
There are two charges, and they are separate. A listing fee is taken when you create the listing, and it is burned rather than paid to anyone. A sale cut of 5 percent comes off the price when the listing actually sells. The base rate for both is 5 percent, and the faction buff ladder reduces it as far as 1 percent. A personal fee-discount booster and the Commerce skill line reduce it further still, multiplying together on top of the buff.
The market fee is the highest-frequency coin sink on the server. It is also the reason a listing that never sells still costs you something: the listing fee is charged at creation and is not refunded when you cancel.
One rough edge worth knowing: cancelling a listing while the seller is offline currently destroys the item rather than returning it. Staff have a safe variant of the same action; the plain cancel path does not.
Regional shops
A regional shop is a physical counter you build on faction land. Where the Market Board is a bulletin board, a regional shop is a storefront: it sits in the world, it carries a hologram over it, and buyers walk to it.
Setting one up
Place a container, look at it, and run /rshop create. Three block types are accepted: chest, trapped chest, and barrel. Nothing else. Hoppers, droppers, dispensers, furnaces, brewing stands, crafters and shulker boxes are all refused, and so are the copper chest variants, which would otherwise slip in as chests.
Add goods with /rshop addlisting, one command per good. The items come out of your inventory at that moment and are held by the shop. Browse and buy with /rshop browse, /rshop buy and /rshop info, or simply right-click the container.
The container is an anchor and a trigger, nothing more. Shop stock does not live inside it: it lives in the shop's own record. Putting items into the chest does not stock the shop, and taking items out of it does not rob the shop.
The hologram above the shop is not persisted as an entity. It is respawned after a restart, refreshed on a timer, and restored when the chunk loads, so a shop that looks unlabelled for a moment after a reload is not a broken shop.
The shop tax
Each shop carries a tax rate that goes to the owner faction's treasury. The default is 10 percent and the hard ceiling is 50 percent. A new shop inherits the rate of the faction that owns the chunk it stands on, and the owner can override it per shop with /rshop tax.
The important detail is which side pays. The price you set on a listing is the total the buyer pays. The tax is carved out of that payment, not added to it: the owner's wallet receives the remainder and the owner faction's treasury receives the tax. Raising your shop tax does not make your goods more expensive for buyers; it moves money from your own pocket into your faction's.
The browse screen states the split on every card, showing the price, how much of it is shop tax, and which faction receives it. The total shown is the total charged.
Limits
- You cannot buy from your own shop. The purchase is refused.
- A faction can outlaw an item inside its own claims. A banned item cannot be listed at, or bought from, a regional shop standing on that land, for anyone, including the banning faction's own members. Nothing is confiscated and no money moves; the shop simply refuses.
- Selling at someone else's regional shop puts the transaction under their faction's authority. It is the one deliberate exception to the rule that tax follows the actor.
- If the owning faction is disbanded, shops keyed to its name are left in an awkward state. A released faction name is reserved against other players for 30 days, which closes the hijack but does not repair the shop.
The Restocker NPC
A regional shop has finite stock, so a shop that sells well goes empty. The Restocker is the village worker that fills it back up. It is a librarian villager, hired like any other worker, and tied to exactly one shop.
It needs two assignments to do anything:
| Command | What you point it at | Role |
|---|---|---|
/npc assign <id> shop | The regional shop's container | The destination. It is validated as a real shop you own or manage. |
/npc assign <id> chest | Any chest or barrel you can access | The supply source it draws from |
With both set, it walks a two-leg ferry. It works out which leg it is on from what it is carrying: if its arms can top up a listing it walks to the shop, otherwise it walks to the source. It must actually arrive at the container on both legs; there is no remote grab at range.
The constraints are worth reading before you build a supply chain around it:
- It never touches money. It moves items into the shop's stock counter and nothing else. Buyers still pay you exactly as before.
- Items are conserved. The source loses what the shop gains. Nothing is created.
- Plain items only. Custom items are never restocked. A plain material in the source can never be turned into stock for a custom listing.
- It works only while somebody is nearby. Like every worker, it is presence-gated; an unwatched worksite does not tick.
- It is capped at 9,216 items per day. A busy shop can out-sell it.
- It idles rather than errors when the shop is full, when the daily cap is reached, or when no shop is linked.
It also re-checks, at the moment it works and not merely when you assigned it, that you still have build rights where it is standing and that you still own or manage the shop. Losing the land stops the ferry.
One limit that catches people out: restocking tops up existing listings. It does not create new ones. Each good still needs its own /rshop addlisting before the Restocker has anything to fill.
What sets a price
Player-set prices are whatever a player types. Server-set prices go through a price engine, and it is worth knowing what that engine looks at.
The whole of it reduces to one multiplier applied to a base value:
price factor = zone price level x scarcity for this item in this zone
The result is clamped to the range 0.4 to 3.0, so no combination of inputs can make a good cost less than 40 percent or more than three times its base.
Zone price level is a macro figure per zone. It is the part that makes the same good cost different amounts in different territories, and it is what applies when a purchase has no single item behind it, such as an aggregate materials order.
Scarcity is per item, per zone, and sits near 1.0 when a good is neither tight nor glutted. It is derived from pressure, which is demand measured against supply, where supply counts regional-shop stock in the zone plus recent output and imports. Pressure is then raised to an exponent that differs by category, so the same imbalance moves different goods by different amounts:
| Category | Elasticity | Effect of the same supply shock |
|---|---|---|
| Food, blocks | 0.4 | Barely moves. Bulk staples stay cheap. |
| Ore, herbs | 0.8 | Moves noticeably but not violently |
| Tools, weapons, armour | 1.0 | Moves in direct proportion to pressure |
| Miscellaneous | 1.4 | Moves hardest. Odd goods swing. |
Scarcity itself is clamped to the range 0.5 to 2.0 and smoothed rather than snapped, so one large trade nudges a price instead of relocating it.
Thin markets
A market with almost no trade in it has almost no information in it. Rather than switch pricing off below some threshold, the engine ramps the signal toward neutral as volume falls. A thin market is therefore damped, not frozen: every trade moves the price a little, and there is no step change when a market crosses an arbitrary sample count. Volume is measured two-sided, so you cannot manufacture a price signal by trading with yourself in one direction.
Honest scope: the economic simulation ships switched off. While it is off the price factor returns exactly 1.0 for every material in every zone, and every server price is its plain base value. The machinery above is built and reviewed, but it is code-written and not server-verified, and it currently binds nothing.
Two further carve-outs are worth knowing. Metals traded through the banks are exempt from zone pricing entirely and arbitrage to a single world price, because a metal that costs less in one territory than another is a free trip and not a market. And the Event Shop's Company Sales shelf is priced at the world zone rather than locally, for the same reason: a bid that varied by where the seller stood would be an invitation to walk.
Cosmetics and unlocks at /shop
The rest of /shop sells things that are not items: appearance, convenience, and a handful of tangible tokens. All of it is player-funded and runs through the same taxed funnel as the Event Shop, so the price on the card already includes your faction's tax.
| Purchase | Price | What you get |
|---|---|---|
| Chunk Reveal Token | 1,500 | A one-use token that draws a 3 by 3 chunk minimap of the Explorer zones around you |
| Cooldown Pass | 3,000 | Halves job ability cooldowns while active. Survives a restart. |
| Trait Boost | 7,500 | Doubles secondary trait gain while active. Survives a restart. |
| Faction Home Scroll | 10,000 | Recalls you to your faction home. Cooldown-free, and consumed only if the warmup actually starts. |
| Particle effect | 12,000 | One of five personal particle trails |
| Chat tag | 12,000 to 60,000 | A prefix in front of your name in global chat. Seven are offered. |
| Nametag colour | 25,000 | Colours your name in chat, above your head and in the tab list. Seven are offered. |
| Custom death message | 25,000 | Your own death line. Must contain the literal placeholder and pass a profanity check. |
| Faction Rename Voucher | 75,000 | Renames your faction. There is no rename button anywhere else; the voucher is the only route. |
| Third job slot | 150,000 | A third job you can hold at once |
| Faction chunk upgrade | 15,000 / 35,000 / 70,000 | Three tiers of extra claim capacity |
Two notes on the tangible items. The Home Scroll validates before it is consumed: with no faction, no faction home set, in combat, or already warming up, you keep the scroll and get told why. And the death message is validated before you are charged, so a rejected message does not cost you 25,000 coins to retype.
The nametag colour has a known limitation. Faction members share one scoreboard team, so the colour shown above a member's head and in the tab list is the team's, which is the last-updated member's. Your colour in chat is always per-player and always correct.
Faction timed buffs are the exception to all of the above: those are paid out of the faction treasury rather than your wallet, so they are not part of this funnel.
Selling straight to the server
A few goods have a standing server bid and need no shelf, no listing and no buyer. You hold the item and use it where you stand.
| Item | Gesture | Value | Source |
|---|---|---|---|
| Relic Coin | Right-click | 150 each, and the item's own lore states the current figure | Ancient Ruins, dungeon loot, and the Archaeologist's Curator mastery |
| Hemp leaf | Sneak plus right-click | 8 | Farming |
| Cannabis bud | Sneak plus right-click | 55 | Farming |
Right-clicking a Relic Coin sells the whole stack at once. Sales of 10,000 or more are written to the audit log, which is worth knowing if you have been hoarding.
The herb sales go through the taxed payout path rather than a raw deposit, so your faction's tax on income applies to them exactly as it does to job earnings. Both herbs can also be listed on the Market Board or in a regional shop; the standing bid is a floor, not the only buyer.
Gesture collision worth remembering: sneak plus right-click with a Rift Shard is both the Rift Hunter ability trigger and the shard's sell gesture, and the ability wins. If you carry Rift Hunter in a job slot you cannot sneak-sell shards. A plain right-click still consumes one normally.
Ancient Ruins deserve one clarification here, because it is a common misreading. There are 60 sites and they are live, but they pay no passive income. Everything you get out of a ruin is something you carried out and sold.