Market and Trading Guide
The rules of the player market, floor-price protection and how to manage your gold wisely.
Trading in Kanveay happens through two separate doors: the shop, run by the system, and the market, where players sell to each other. In the shop prices are fixed and the shelves are set; in the market the seller sets the price, one player supplies the goods and another pays for them. This guide explains how the market works, its price rules and the gold economy as a whole. For the wider frame of the economy see the Economy Guide; if you are new to the game, start with the First 7 Days Roadmap.
🏪 What is the difference between the market and the shop?
The shop is the system's store: it sells gear and potions in a window suited to your level, its stock never runs out and its prices are not negotiable. The market is the player trading area: you list an item from your inventory and any player can buy it. The only currency in the market is gold — you cannot trade there with diamonds. So the market is where you can turn the gold you earn into real power and turn loot you do not need into money.
One more detail: you cannot sell an item you are wearing. If you want to list the armour or weapon on your back, you have to take it off first. This is also a safety rule that stops you selling the gear off your own back by accident.
⚖️ Floor-price protection — the market's constitution
In the market the seller sets the price, but cannot drop it as far as they like. There is a two-layer floor-price protection:
- Ordinary items: can be listed at no less than half the shop value. An item worth 2,000 gold in the shop cannot go below 1,000 in the market.
- Premium items: can be listed at no less than ten times the gold equivalent of their diamond value (the official rate is 1 💎 = 1,000 gold). So a premium piece worth 40 💎 cannot fall below 400,000 gold in the market.
| Item type | Floor-price rule | Example |
|---|---|---|
| Ordinary item | At least half the shop value | A 2,000-gold sword → minimum 1,000 gold |
| Premium item | Diamond value × 1,000 gold × 10 | A 40 💎 armour → minimum 400,000 gold |
This protection is not arbitrary. Without a floor price, large accounts could undercut and collapse the market, premium items would change hands for next to nothing, and the goods of a player who earned their gold honestly would lose their worth. The floor price guarantees that every sale in the market is a real exchange of value.
💎 Why is premium gear worth so much?
The high floor on premium items in the market is no accident. The reason is scarcity of supply: premium items never drop in the dungeons. You have a chance of finding ordinary gear in the rooms of the Dark Lair and the floors of the Well, but a premium piece comes out of no loot table anywhere. Premium equipment has one clear door into the game; every premium piece that reaches the market is a rare good some player was willing to part with. And the price of a rare good follows its rarity. For the details of dungeon loot rates, see the Dungeons guide.
The official bridge between diamonds and gold runs one way only: you can exchange your diamonds at a rate of 1 💎 = 1,000 gold, but you cannot turn gold into diamonds. So you can take any price you see in the market, divide it by that rate in your head and work out "what does this really come to" — that is the first reflex of an experienced trader.
💰 Where does gold come from?
A good trader knows their own treasury first. These are the main sources of gold in Kanveay:
- Hunting — low-risk base income that comes back again and again; half your intelligence is added to hunting gold, so a clever hunter earns more.
- The Well and the Dark Lair — dungeon rewards that grow as you go deeper; the Dark Lair has the steepest rising curve per room.
- Raids — creature hunting where you choose the tier; the day's first victories pay extra.
- The mine — the only passive income: you start a shift and collect the gold hours later.
- Arena and duels — the winner plunders a tenth of the gold in the loser's wallet.
- The ritual burst — accumulated ritual power pours out instant gold when fired (though that gold does not count towards the loot ranking).
- The world boss — when your clan's boss falls, the gold pool is split among the members in proportion to the damage they dealt.
- The login calendar — your total login days in the month unlock thresholds that pay out bags of gold.
🕳️ Where does gold go?
Earning is half the job; the real worth of gold is measured by where you bury it. The main expenses:
- Training — the biggest consumer of gold. Stat cost grows exponentially: carrying a stat to level 40 takes around 3,500 gold, level 60 about 13,000, level 100 about 65,500 and level 200 about 558,000. Always compare the price of an item that looks "expensive" in the market against this ruler: 65,000 gold is the money that carries a stat to 100.
- Potions — in the shop, energy potions (300 gold for +50, 550 for +100) can be bought once a day each; health and quest-point potions, along with 30-minute +10 stat potions, are also sold for gold.
- Daily refills — once a day you can refill your energy fully for gold; restoring your health with gold also has a daily limit.
- Clan — founding a clan costs 5,000 gold; donations to the clan treasury grow the clan's level and member limit. For details, the Clans guide.
- Market purchases — the way to close a gap in your gear with gold instead of effort.
⚔️ The gold in your wallet is at risk in PvP
The rule every trader must memorise: in the arena and the duel hall, the loser forfeits a tenth of the gold sitting in their wallet at that moment — and there is no upper limit on that plunder. Walk around with a hundred thousand gold and a defeat costs you ten thousand. Your items, on the other hand, can never be taken from you in any battle.
The trading lesson is clear: if you have made a big sale, do not sit on the money. Put the gold in the treasury into training, turn it into gear, or make the purchase you were planning right away. A rich wallet is reputation in the market and a target in the arena. For all the PvP rules see the Arena and PvP guide.
📈 How do you price correctly?
- Take the shop value as your reference. With ordinary items the buyer knows the shop price; a price clearly below the shop but above the floor (half) leaves both sides better off.
- Think about who the buyer is. Shop gear is windowed by level; know which level range your piece appeals to and set the price by that group's purse.
- Do not rush with premium items. A buyer for a scarce good arrives sooner or later; throwing it up just above the floor price and running usually leaves part of the money on the table.
- Use the stat ruler. Compare the power the item gives against the cost of buying that same power through training; that is the real "value" for the buyer, and it should be the language of your bargaining.
- The patient seller waits for the panicked buyer. In a hard boss week the demand for potions and gear naturally rises; the market stirs before the weekly dungeon gates refresh on Monday.
🛡️ Safe trading and the red line
The market exists for real trade between real players. Transferring gold or items through the market between two accounts belonging to the same person is forbidden, and the system detects it automatically; penalties escalate on repetition, up to permanent closure of the account. The idea of "I will list it cheap and grab it with my other account" neither works — thanks to floor-price protection and transfer monitoring — nor comes free: it costs you your account. If anything else about the rules puzzles you, make the Frequently Asked Questions your first stop.
🧪 The trader's potion cabinet
The unseen side of trading is consumables. The once-a-day limit on energy potions stops them being an "infinite energy tap": buying and using one every day is a small but steady advantage. Thanks to overflow protection you never pay for a potion that would exceed your cap — the system does not let you waste it. Do not drink 30-minute stat potions at random, though: right before a hard dungeon run or an important arena attack is where those 30 minutes are really worth something. The diamond-powered witch's cauldron is a world of its own and sits outside the gold economy.
🎒 What to sell and what to keep: inventory sense
The first condition of making good money in the market is knowing what you will not count as sellable. Here is the sorting order I would suggest:
- Equip first. Put the best pieces in your inventory on your back; the "Equip the strongest" shortcut does it in one tap. Since equipped items cannot be listed, your real power will not land on the stall by accident.
- Set aside a spare. Shop shelves change as you level; the "mediocre" piece you sell today may be sought tomorrow as transitional gear. Do not hastily part with the pieces that bridge you to the next level window.
- Sell the surplus on the market and the scraps for their value. Dungeon runs fill your inventory with pieces of the same type; keep the best of the copies and turn the rest into money in the market. Remember that even the floor price is half the shop value — no ordinary item goes for nothing.
- Think about premium pieces last. They are the hardest goods to replace; before selling, always run the calculation "could I buy this same power through training with that gold?"
One last reminder: the gold you earn in the market also enters your wallet and is subject to the PvP plunder rule described above. If you are going to pile up sale proceeds and wait for a "big purchase", the cleanest way to spend that wait is away from the arena.
A player who uses the market well makes the same effort pay twice: once when gathering the loot and once when selling it. To plan where to invest your gold see the Economy Guide, and for the content that will fill your treasury see Dungeons and the General Game Guide.