> For the complete documentation index, see [llms.txt](https://cave-of-fates.gitbook.io/cave/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://cave-of-fates.gitbook.io/cave/trading.md).

# 🏪 Trading

Trading connects every progression system in the game.

You can gather everything yourself, or specialize and buy what you need from other players.

### Player roles

The economy is player-driven.

Most value enters the world through gameplay.

Common player roles include:

* **Safe farmers** for stable wood, ore, fish, and crafting loops
* **Risk farmers** for T2, T3, and T4 resources, fragments, and cores
* **Crafters** for ingots, tools, repairs, and convenience value
* **Collectors** for cosmetics, pets, and chest jackpots
* **Traders** for spreads, convenience, and scarcity
* **PvP hunters** for loot pressure in dangerous zones
* **Island builders** for long-term station progression

### Marketplace

The marketplace is the core trading hub.

Players use it to exchange items for gold without needing to farm every material themselves.

Typical marketplace uses:

* sell surplus resources
* buy missing crafting materials
* sell convenience items to other players

#### What players trade

Common trade categories include:

* raw resources such as wood, ore, and fish
* refined goods such as ingots and fish crates
* consumables such as flasks, essences, and potions
* fragments, Module Cores, and modules
* repaired tools and ready-to-use gear
* rare items such as skin parts, full sets, pets, and chest drops

#### Why prices move

Marketplace prices change for simple reasons:

* **Risk**: items from dangerous zones are harder to replace
* **Time**: long farming routes raise item value
* **Convenience**: players pay more to skip farming
* **Rarity**: chest-only cosmetics and rare drops stay expensive
* **Condition**: damaged tools sell for less than repaired ones

In practice, safe-zone materials are more common.

T3 and T4 goods usually carry a premium because supply is lower and losses are higher.

### Gold

Gold is the main trading currency.

You use gold to:

* buy items from other players
* open chests
* purchase cosmetics and shop items
* fund risky runs with replacement gear and consumables
* craft modules and upgrade island stations
* repair tools
* pay Mage enchant fees

Gold enters the game through gameplay.

Main sources include:

* Daily Cards and daily activity loops
* chest gold drops
* casino payouts
* fixed NPC exchange through [Bars](/cave/npc.md)

Gold also leaves the game through sinks.

Examples include:

* chest purchases
* casino losses
* skin shop purchases
* module crafting
* repair demand
* future system fees and progression sinks

This balance between income and spending helps keep the economy active.

Bars also gives players a fixed conversion path for select crafted resources.

Use this when you want guaranteed gold instead of waiting for player demand in the marketplace.

### Listing limits

Your **Market** station determines how many listings you can open.

Until token launch, token listing slots stay locked or show as **coming soon**.

For station unlocks, see [Islands & Stations](/cave/islands-and-stations.md).

### Important note

Trading currently uses **in-game gold**.

The game does not have a live token at this stage.

Future **$CAVE** trading stays future-facing until launch.


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