Trading
Two players, two lists, and a licence that decides how far apart they may be.
In short
A trade is not a gift. The game does not look at what you hand over, it looks at the gap between the two lists, and your trading licence says how wide that gap may be.
Every item put on the table carries a value: its market value for a resource, a tool, an essence or a dish, a flat 1 000 for a card whatever its rarity, and a single head for a companion. The two lists are weighed apart, and only the difference counts.
The licence is bought at the village counter. thirteen tiers are on sale, the last one costing 5 000 endercoins and asking for level 1 100. Climbing a tier unlocks no item: it only widens what you are allowed to leave unbalanced.
The cap is not a transaction counter, it is a balance. It rises when you give more than you receive, falls when the opposite happens, and drains on its own over time. At the last tier sold it tolerates 491 520 000 of common value and 420 cards of gap, and it returns to zero after seven days without a trade.
The licence table reaches further than the shop: it describes tiers up to number fifteen, but only those up to tier twelve are sold. The last ones exist in the code with no way in, kept for later.
The table
The `>trade` screen. Both locks fall together or nothing moves, and the window above caps 491 520 000 in resources and 420 in cards.
A bound item never crosses the table. No licence lifts that refusal: the table hands it back before offering a lock.
What goes on the table
Five families reach the table, and each one is named its own way on the command line.
A companion's number, like a dish's, belongs to it for good: when one leaves, the others keep theirs.
A busy companion stays home. Exploring, equipped, waiting on a prestige or last on your list, no licence lifts that refusal.
The license ladder
The sixteen trading license tiers, up to 5 000 coins for the last one sold.
A license unlocks no item, it widens a window. It goes from 20 000 to 491 520 000 tradable coins.
Past tier twelve the ladder runs on to fifteen: those tiers exist in the code without being sold, they are earned another way.
The trade ceiling
A player trades at most 491 520 000 coins of goods, or 420 cards.
A card counts for 1 000 coins whatever its rarity: that is what keeps the ceiling readable.
The window fills back over seven rolling days, it does not empty at once.
The trade limit
A trade is not measured by what it gives but by the gap it digs. The counter is signed, and the 491 520 000 coin margin holds in either direction.
Open margin491 520 000 coins of goods, 420 cards
What you give −491 520 000 Giving more than you receive digs the counter on the negative side: that is the value leak the licence bounds.
What you receive +491 520 000 Receiving more than you give digs it the other way, and the same bound applies: the limit has no favourable direction.
The refused trade 491 520 000 A trade that would cross the bound is refused whole, never trimmed to the share that would fit.
Every hour the counter walks back toward zero by 3 413 334 coins: the tier value divided by twenty-four, whichever way it leans.
After seven days without a trade the counter is not regenerated but reset to zero, goods and cards alike.
A balanced trade costs nothing: what comes in cancels what goes out, and the counter does not move.
The absolute cap
Cards and companions carry a second counter, not a window but a lifetime total: it climbs, it never drops, and several sources feed it.
The four card sources add up, and at the last tier the licence alone is already worth 600 cards.
The companion counter fills the same way, in heads: the licence alone is worth 60 heads at the last tier sold.
What blocks a trade
The refusals a trade can meet, exactly as the code raises them.
- set by moderation
- on both sides
- checked at trade time
- checked on the unique item
- bound, or held by an NPC
- checked on the companion
A refusal always names one of the two sides or one precise item, never the trade as a whole.
The commands
Trade resources or unique items with other players · servers only
<your-items>The resources or unique items you want to give.<target>The user you want to trade with<their-items>The resources or unique items you want to receive.
Open the shops in the player's current area
[item]Item to buy[amount]Quantity[confirm]Type 'confirm' to buy immediately
affinityordersellviewDisplay your inventory
[page]The page of your inventory you want to display[detailed]Display the full inventory with detailed full numbers.