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Coins and Shops

Valor's money: bronze, silver and gold, where coins come from, what they pay for, how shops work, who sells what, and why weapons and armour are only bought.

Coins

Coins come in bronze, silver and gold. 100 bronze make 1 silver, and 100 silver make 1 gold.

  • Keep them in your purse. Right-click a stack of coins to put it in your purse. Open the purse from its button in your inventory.
  • Paying takes loose coins first, then the purse. Change goes into your purse.
  • Selling pays into your purse, so it needs no room in your inventory.
  • When you die, you drop a tenth of the coins in your purse.

Coins pay for weapons and armour, role changes and relearning, the Smith's upgrades and repairs, inscriptions, potions and supplies.

Where Coins Come From

SourceAbout how much
Errands4 to 16 silver each, or emeralds, which the Provisioner buys
Desert temple chests3 to 12 silver
Spawner room and mineshaft chests5 to 20 silver
Stronghold, outpost, bastion and buried treasure chests15 to 40 silver
Stronghold library chests20 to 60 silver
PillagersAbout 75 bronze each. No other creature drops coins
SellingTo the Provisioner, the Apothecary and villagers
Danse Macabre chests2 silver up to 1.2 gold each

Dungeons pay the most, and better gear costs more, so clearing dungeons is what pays for it.

Errands: a gold ! over a villager's head means they want something. Talk to them to hear what. Bring it back and they pay you. See RPG Errands for what the marks mean.

Shops

Villagers with a trade, the wandering trader, the Provisioner, the Apothecary, the Scribe and the five trainers each run a shop. Right-click a villager and choose to trade in the conversation. In the Keep, right-click the merchant. A trainer's shop is Show me your wares.

The Trade Screen

Your inventory is on the left and the shop's goods on the right. Between them are two baskets: Your items, what you sell, and Their items, what you buy.

  • To buy, click their goods to put them in their basket. Shift-click takes a stack.
  • To sell, click your items. What the shop buys goes into your basket. Items it doesn't buy are shaded. Shift-click puts in all you have.
  • Click an item in a basket to put it back, or drag items from one side to the other.
  • Trade, or Enter, makes the whole deal at once. You pay for what you buy, less what you sell, so selling pays for buying. If anything is short, such as coins or room in your inventory, nothing changes, and the line over Trade says why.
  • Point at an item to see its price, its stats against what you wear or hold, and the role and stats it needs.
  • Lines you can't buy yet are shaded with a padlock and say why, such as Needs the Guardian role or Only in spring and summer.

Stock and Selling

  • Your own stock. Every player has their own stock in every shop. What you buy is not taken from anyone else.
  • Limited stock. Each line shows how many are left. A sold-out line says when it comes back.
  • Restocking. A line refills a set time after you first buy from it: a day for most everyday goods, two days for potions and inscriptions, and two to four days for weapons and armour. A Minecraft day is 20 minutes. Restocks only count time while the world is running.
  • Changing stock. Villagers and the Scribe show a few lines at a time from a longer list, and the lines change every day. The wandering trader's change every half day. Each player sees their own.
  • Selling. A shop buys only what it lists, at the price shown, and pays into your purse. It takes items from your inventory and off hand, never your armour. Items must match exactly, so damaged tools and enchanted items won't sell. Each shop buys only so many, then shows Not buying more until it restocks.

Villagers don't level up.

No shop sells axes, pickaxes, shovels, hoes or flint and steel. The world decides when you get those. See The Stone Age.

Prices

  • Prices are the same for every player. Each price moves a little every day, within its range.
  • Some prices change with the season. Crops, meat and fish cost more in winter, and sell for more. Hides and fur sell for more in winter. Ice is cheaper in winter.
  • Some goods are only sold in some seasons: seeds and flowers in spring and summer, apples in summer and autumn, pumpkin pie in autumn and winter.

Who Sells What

VillagerSellsBuys
ArmorerIron nuggets, chain, iron bars, lanterns, buckets, iron horse armour, blast furnaces, bellsCoal, iron ingots, lava buckets, diamonds
ButcherCooked meat, rabbit stew, campfires, smokers, leadsRaw meat, coal, dried kelp blocks, sweet berries
CartographerMaps, paper, compasses, item frames, banners and patterns, cartography tables, spyglassesPaper, glass panes, compasses
ClericRedstone, lapis, glowstone dust, ender pearls, bottles o' enchanting, glass bottles, candles, brewing standsRotten flesh, gold ingots, rabbit feet, glass bottles, nether wart, bones, spider eyes
FarmerBread, baked potatoes, carrots, potatoes, seeds, apples, pumpkin pie, cookies, cake, golden carrots, glistering melon, hay, bone mealWheat, potatoes, carrots, beetroot, pumpkins, melons
FishermanCooked fish, buckets of fish, fishing rods, boats, campfires, string, kelpFish, ink sacs, string
FletcherArrows, feathers, flint, string, sticks, tripwire hooks, targets, spectral arrows, fletching tablesSticks, flint, feathers, string
LeatherworkerLeather, leather armour, saddles, leather horse armour, item frames, booksLeather, rabbit hide, flint, turtle and armadillo scutes
LibrarianBooks, paper, bookshelves, lanterns, glass, books and quills, compasses, clocks, name tags, ink sacs, lecternsPaper, books, ink sacs, leather
MasonBricks, stone bricks and other stone, terracotta, quartz blocks, stonecuttersClay, stone, andesite, diorite, granite, quartz
ShepherdWool, carpet, beds, shears, paintings, banners, dyes, loomsWool, string
ToolsmithShears, buckets, bellsCoal, iron ingots, flint, sticks
WeaponsmithGrindstones, flint, iron nuggets, leather, coalCoal, iron ingots, flint, diamonds
Wandering traderSaplings, flowers, dyes, sand, plants, coral, ice, glowstone, slime balls, a nautilus shell, buckets of fish and axolotlsNothing

In the Keep:

  • Provisioner: food, torches, lanterns, campfires, buckets, maps, compasses, ladders, beds, arrows, string, leads, shears, rope, canvas, a cooking pot and waterskins. Buys raw ore, ingots, diamonds, emeralds, lapis, redstone, quartz, amethyst, leather, hides, scutes, fur, mob drops, ink, honeycomb and wool.
  • Apothecary: potions, brewing ingredients and a brewing stand. Buys brewing ingredients.
  • Scribe: inscriptions for your role and for every role. See Inscriptions.
  • Trainers: their role's weapons and armour, to players of that role only. See Roles.

The Smith is not a shop. He takes coins for upgrades and repairs. See The Smith.

Weapons and Armour

Weapons and armour are only bought. Nothing else gives them:

  • No chest, fishing catch, archaeology find or trade holds them.
  • Their crafting recipes are off, netherite upgrades included.
  • Monsters may wear gear, but they don't drop it. A monster that picks up your weapon gives it back when it dies.
  • Armour stands and item frames in structures don't hold them.

Your trainer sells your role's gear. The leatherworker sells leather armour. The Smith upgrades and repairs weapons and armour, and only he repairs them. See The Smith.

You can still craft flint tools and the flint sword, leather armour, fur armour and plain ice skates, every tool, knives and ammunition.

Better gear costs more. These are the lowest prices; each one drifts a little above that.

TierA swordA chestplate
Stone4 silver
Iron20 silver30 silver
Diamond90 silver1 gold 25 silver
Netherite3 gold 60 silver4 gold 75 silver

Other weapons cost about the same as a sword of their tier, and class armour about the same as plain armour of its tier.

Player Shops

You can craft a shop block and sell to other players. A piggy bank stores coins.

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