Market

Market

Players buy from and sell to each other without meeting: the seller lists and leaves, the buyer pays later. Beside them, the Exchange posts trades of its own.

Room Rare, one tile like every other room
Where to stand The market floor; a doorway is outside and refused
Stock Per market; proceeds are collected where the ticket says
Combat Allowed, as in every room (PvP)

Prices

A price is a list of up to sixteen terms, never combined: two kinetic at 5 and one kinetic at 8 stay two terms.

Term Names Paid with
Essence An affinity, a direction, a minimum strength Essence shards
Chit An affinity only Chits (Items)
Goods An item and a count; the Exchange's listings only Plain items of that kind

Direction is part of the term (cold or hot, diffuse or dense). Only caloric and density run both ways; a listing asking for negative kinetic or cohesion is refused.

Buying

The listing view orders items by what the shards you carry can pay for, and shows how many shards would be spent, across how many stacks, and how many the market destroys, before you confirm.

Rule
Reversal None
Payment All or nothing across the whole price
Shards spent The weakest that satisfy each term
Carry capacity Checked first; a buyer who cannot lift it does not pay
Payment Drawn from at most 64 of your shard and chit stacks; more is refused as a shortfall

Selling

Listing takes the item out of your inventory and gives you a market ticket in its place. Listings never expire; one stands until it sells or its ticket is redeemed. A market shows only its 100 newest listings; older ones are still for sale but hidden until newer ones go.

Market tickets

A ticket is the only claim on a listing, and it belongs to whoever holds it, not to the seller. Redeeming it at the market it names retrieves the item or collects the payment, and consumes it.

Event Result
Ticket dropped Whoever picks it up can collect
Holder killed Passes to the killer with the rest of the inventory
Ticket destroyed Nobody can claim the goods

Collecting

Collection pays the actual shards the buyer spent, which can be heavy (twelve essence shards weigh close to 5 kg). If your carry capacity cannot take all of it, the collection is refused and the ticket kept.

The cut

A tenth of every sale, across the whole price and rounded down, is destroyed rather than paid; a price under ten shards pays none. The buyer sees it before confirming. See Reference: Costs. A trade with the Exchange has no cut: everything it asks for is destroyed.

The Exchange

Every 15 minutes the market reads what each sector visited in the last day is short of and has too much of, and puts up to 3 trades on each of its markets, listed by The Exchange. Each offers one find the sector's storage rooms lack and asks for goods the sector holds too many of.

Rule
Offer A find the sector lacks: under the target the storage rooms aim for (Stash), and not yet paid out today
Price One kind of goods lying in the sector at more than twice its target, and at least as common a find as the offer; as many as the offer is rarer, at most 16
Never a price Essence shards, whose worth is their affinity, and pattern books
Paying Only plain items: nothing forged, socketed or holding anything; all of it is destroyed and paid to nobody
A sale Counts as one of the sector's room finds, so the rooms and the Exchange share one day's share
Withdrawn After 6 hours, or once that find lies in the sector at twice its target
Ticket None you can hold; only the Exchange takes a trade down

The goods are measured where they lie (storage rooms, the ground, the market), not in packs, so a trade drains the world rather than emptying the sector: somebody still has to take the goods out of the rooms. An Exchange trade counts toward what lies at its market while it stands. Example at the origin: a flask pattern book for 2 Binding Salt; a Cloth Cap for 13.

Generated from market.md.