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Merchants and contracts

Five travelling merchants visit the Overworld, each buying the goods of one trade. Talk to one and his screen offers Buy (his shop) and Sell (his sale window); each also brings a stall of his trade's goods and three contracts. Anyone can trade with them; a Merchant gets better prices and more.

Where the Overworld: villages, where they set up at the stalls of the market square, and the wild under the open sky
How often each merchant gets a try every 5 minutes (by default)
Currency Belly

A sixth merchant comes by sea: the Ship Merchant, aboard the merchant ship that drops anchor near a player every few days, with the best of every stall and big orders. See Events at sea.

The merchants are civilians: no mob harms them (Marines, pirates and bandits included), nor do stray arrows or creeper blasts. Only players, falls, lava and drowning can hurt them. A merchant leaves once no player is within 200 blocks.

The five merchants

Merchant Holds Buys Always sells Stall
Fishmonger a Forked-Tail Killifish fish; Sea King Scales, Fins and Head Crests; Mine Mine no Mi's Sea King Meat 3-4 of: String 5-10, Fishing Rod 100-150, Bucket 60-90, Bucket of Cod 80-120, Bucket of Salmon 90-130 fish
Hunting Merchant a Bug Catcher Net caught creatures (not their saps, nectars and so on) Bug Catcher Net 60-100, String 5-10 creatures
Travelling Cook a Sandwich every cooked dish Bread 15-25 the basic dishes (Cook recipes up to level 15)
Prospector an iron pickaxe what a mine gives (see below); never emeralds, ancient debris or ingots Torches, 8 for 8-15 the same minerals
Materials Trader a jar of Sweet Sap Farmer crops and fruits, rare harvests, what a capture leaves behind (see below); no vanilla goods Flour 6-10 the same materials

All prices on this page are in Belly.

When and where they come

  • Every 5 minutes (by default), each of the five merchants gets one try. For each, a random player in the Overworld is picked.
  • If that player is in a village, the merchant comes 35 % of the time; if the player is in the wild under the open sky (at or above the highest solid block of their column, leaves aside), 15 % of the time. A player underground or in a cave gets nobody.
  • A village gets at most one of each kind (none while another of the same kind is within 64 blocks). The wild gets one merchant at a time (none while any Cruise merchant is within 64 blocks).
  • He appears on solid ground, 12-31 blocks from the player (on each axis) in a village, 16-32 blocks away in the wild.
  • In one of Cruise's own villages he sets up at a stall of the market square and stays there; the Fishmonger takes the quay when the village has a port, and whoever finds every stall taken stands in the open by the well. He does not come to a dead village, and does not trade with a player the village is closed to.

In the merchants section, a server can change how often they try (tryEveryTicks) and, for each merchant, whether he comes to villages and to the wild, and how likely (inVillages, villageChance, inTheWild, wildChance). See Configuration.

His purse

Each merchant arrives with a purse of 5 000 to 100 000 Belly (the Travelling Cook 20 000 to 250 000). He does not buy what he cannot pay for. The purse refills all at once at the start of the next in-game day (sleeping through the night counts), not bit by bit. From Merchant level 40 his purse no longer limits what he buys from you.

Selling

Open the Sell window. Its nine slots take only what he buys, and the window shows his offer and what is left in his purse; press Sell. You have to stay within 8 blocks of him. Whatever he does not buy goes back to your inventory when you close the window.

Items are priced one by one: the deal stops at the first one that his purse, or your Belly cap, cannot cover.

The market fills up

Every item of one kind you sell lowers the price of the next one of that kind: after 16 sold it fetches half, after 48 a quarter. This is counted on you, not on the merchant, so neither finding another merchant nor dying resets it. It fades by half every in-game day.

A Merchant of level 10 fills the market half as fast (32 sold before the price halves), and a Merchant's price bonus (+0.5 % per level, up to +25 % at level 50) applies on top.

The stall

Besides his fixed goods, each merchant brings a stall of his trade's goods, drawn once when he arrives:

  • the commonest good is there 85 % of the time, the rarest 4 %, the rest in between;
  • a common good comes several at once (up to 8), a rare one alone;
  • stall prices are 3 times what he would pay, give or take 10 %;
  • the stall does not restock.

Something bought from a stall is a plain item: a fish has no size (it sells back at the average price), a dish has no quality.

Every merchant may also bring torn treasure maps: a Torn Rumor Map 35 % of the time (600), a Torn Old Map 12 % (3 000), a Torn Legendary Map 3 % (15 000). See Treasure hunts.

A Merchant of level 25 pays 15 % less for everything they buy from a Cruise merchant (the Buy screen still shows the full price, but they are charged less).

What they pay

These are the prices for one item, before the market fills up and before a Merchant's bonus. "On stall" is how often the good is on his stall.

Fishmonger

A fish's price depends on its size: the table gives the price of a fish of average size; the smallest of its kind fetches ×0.75, the biggest ×1.5. See the Fisher.

Fish Pays (average) Smallest Biggest Stall price On stall
Forked-Tail Killifish 30 23 45 81-99 85 %
Striped Clam 30 23 45 81-99 85 %
Fist Crayfish 44 33 66 119-145 62 %
Cutie Piranha 53 40 80 143-175 55 %
Glistening Saury 59 44 89 159-195 52 %
Scissor Shrimp 66 50 99 178-218 48 %
Autumn Leaves Salmon 73 55 110 197-241 46 %
Butterflyfish 82 62 123 221-271 43 %
Pumpkin Octopus 103 77 155 278-340 38 %
Adventure Fish 132 99 198 356-436 33 %
Treasure Pargai 169 127 254 456-558 29 %
Bone Fish 219 164 329 591-723 26 %
Smiley Jellyfish 219 164 329 591-723 26 %
Balloon Catfish 286 215 429 772-944 23 %
Lantern Trilobite 286 215 429 772-944 23 %
Guidance Monkfish 375 281 563 1 013-1 238 20 %
Caltrop Starfish 431 323 647 1 164-1 422 19 %
Lovely Angel 495 371 743 1 337-1 634 18 %
Icefish 570 428 855 1 539-1 881 17 %
Ice Sunfish 657 493 986 1 774-2 168 16 %
Shark 877 658 1 316 2 368-2 894 14 %
Missile Manta Ray 1 176 882 1 764 3 175-3 881 12 %
Hydramandrake 1 585 1 189 2 378 4 280-5 231 11 %
Salamandrake 2 145 1 609 3 218 5 792-7 079 10 %
Sky Fish 2 916 2 187 4 374 7 873-9 623 8 %
Lava Flounder 3 982 2 987 5 973 10 751-13 141 7 %
Great Terigius 5 458 4 094 8 187 14 737-18 011 7 %
Giant Sky Fish 7 510 5 633 11 265 20 277-24 783 6 %
Skull Knight 8 822 6 617 13 233 23 819-29 113 5 %
Beat Alligator 10 372 7 779 15 558 28 004-34 228 5 %
Burning Dragon 12 207 9 155 18 311 32 959-40 283 5 %
Aurora Sunfish 16 950 12 713 25 425 45 765-55 935 4 %
Golden Whale 20 000 15 000 30 000 54 000-66 000 4 %

He also buys the Sea King parts at fixed prices (never on his stall): Sea King Scale 1 500, Sea King Fin 4 000, Sea King Head Crest 15 000, and Mine Mine no Mi's Sea King Meat 1 000.

Hunting Merchant

Creature Pays Stall price On stall
Hercules Beetle, Mole, Seagull, Swallowtail Butterfly, Tempest Mouse, Doctor Hornet 40 108-132 85 %
Tree Frog 63 170-208 57 %
Clawed Scorpion, Rock Lizard, Umbrella Frog 80 216-264 49 %
Jungle Lizard, Lantern Firefly 103 278-340 42 %
Oil Stain Frog, Red-Eyed Spotted Frog 135 365-446 36 %
Hidden Forest Bee, Horned Icicle Lizard, Lightbulb Firefly 179 483-591 31 %
Fire Hercules, Golden Hercules, Invisible Swallowtail 208 562-686 28 %
Atlas Beetle, Ice Miyama Stag Beetle, Purple Poison Frog 241 651-795 26 %
Crossbone Butterfly, Doze Evil Eye Butterfly 326 880-1 076 22 %
Flying Penguin, Giant Devil Hand Moth 446 1 204-1 472 19 %
A Class Toad, Thunder Spider 616 1 663-2 033 16 %
Antlion Lacewing 856 2 311-2 825 14 %
Lightning Beetle 1 012 2 732-3 340 13 %
Spirit Firefly 2 396 6 469-7 907 9 %
Rainbow Phoenix 15 000 40 500-49 500 4 %

A creature bought and released gives no Hunter XP or capture loot when caught again. See the Hunter.

Prospector

Good Pays Stall price On stall
Coal, Raw Copper, Nether Quartz 5 14-17 85 %
Diamond Fragment, Kairoseki, Raw Iron, Redstone Dust 7 19-23 65 %
Explosive Rock Fragment, Raw Gold, Lapis Lazuli, Marble 11 30-36 50 %
Iron Scrap, Pure Iron Ore 19 51-63 38 %
Dial Fragment 33 89-109 29 %
Diamond 61 165-201 23 %
Dense Kairoseki 28 (held to the price of the four Kairoseki that craft one) 76-92 8 %
Mysterious Parts 226 610-746 13 %
Netherite Scrap 6 000 16 200-19 800 4 %

Materials Trader

Good Pays Stall price On stall Where it comes from
Bitter Grass, Red Fruit, Blue Fruit 3 8-10 85 % crops and fruit (Farmer level 1)
Medicinal Herb, Brown Fruit, Horrific Pear 4 11-13 62 % crops and fruit
Ancient Rice 5 14-17 50 % crop
Coconut 7 19-23 41 % palm fruit
Mystery Egg, Sweet Sap, Nectar 10 27-33 30 % capture of a Seagull, a Hercules Beetle, a Doctor Hornet (in that order)
Rubber Fruit 12 32-40 27 % fruit
Cactus Pulp 14 38-46 24 % crop
Lotus Seed 23 62-76 17 % crop
Mystery Mushroom 38 103-125 13 % crop
Cactus Flower 47 127-155 11 % rare harvest of Cactus Pulp
Flame Powder 52 140-172 10 % capture of a Fire Hercules
Wilted Carrot 54 146-178 10 % crop
Ice Powder 121 327-399 7 % capture of an Ice Miyama Stag Beetle
Sleep Honey 128 346-422 6 % capture of a Hidden Forest Bee
Golden Egg 200 540-660 5 % capture of a Seagull (1 in 20)
Thunder Powder 253 683-835 4 % capture of a Lightning Beetle
Golden Fruit 300 810-990 4 % fruit (Farmer level 30)
Golden Matsutake 380 1 026-1 254 4 % rare harvest of Mystery Mushrooms

Travelling Cook

A dish is worth the higher of two prices: its place on the Cook's scale (from 200 for the first dishes up to 60 000 for the last), or two and a half times what its ingredients fetch raw from the other merchants. A Fine dish pays ×1.25, a Superb one ×1.5. His stall only carries the basic dishes (Cook level 15 and below), always of normal quality. See the Cook.

Dish (Cook level) Normal Fine Superb Stall price
Broiled Killifish (1) 200 250 300 540-660
Hardtack Ration (1) 200 250 300 540-660
Angel Omelette (3) 222 278 333 599-733
Rice Cracker (6) 278 348 417 751-917
Wild Grass Pasta (8) 330 413 495 891-1 089
Special Drink (10) 397 496 596 1 072-1 310
Seagull Bone Soup (12) 723 904 1 085 1 952-2 386
Mock Cherry Pie (15) 658 823 987 1 777-2 171
Special Pirate Soda (15) 658 823 987 1 777-2 171
Fried Scorpion (16) 733 916 1 100 -
Simmered Ecrevisse (18) 913 1 141 1 370 -
Sandwich (20) 1 145 1 431 1 718 -
Cotton Candy (22) 1 445 1 806 2 168 -
Cactus Steak (25) 2 070 2 588 3 105 -
Horrific Pear Tart (25) 2 070 2 588 3 105 -
Fruit Macadonia (30) 3 863 4 829 5 795 -
Shark Sushi (32) 4 997 6 246 7 496 -
Large Mushroom Salad (35) 7 409 9 261 11 114 -
Spicy Miso Shark's Fin (36) 8 466 10 583 12 699 -
Stamina Stew (38) 11 083 13 854 16 625 -
Sashimi Assortment (40) 14 563 18 204 21 845 -
Sky Fish Sautee (40) 14 563 18 204 21 845 -
Lover's Lunch (44) 25 409 31 761 38 114 -
Delicacy Assortment (45) 29 264 36 580 43 896 -
Sky Island Lunch (46) 34 880 43 600 52 320 -
Meat-Lover's Delight (47) 38 909 48 636 58 364 -
Dinosaur Steak (48) 44 918 56 148 67 377 -
Roasted Meat Festival (49) 104 118 130 148 156 177 -
Pirate's Lunch (50) 60 000 75 000 90 000 -

Contracts

Every merchant arrives with three contracts: orders for goods of his own trade. The Fishmonger orders fish, the Prospector minerals, the Travelling Cook any dish (feasts included, not only the basic ones). To see them, open his Sell window and press the Contracts button at the top right.

  • Each contract asks for a number of one good ("3 x Fire Hercules"). The rarer the good, the less often it is ordered and the fewer are asked for (up to 8 of a common good). The three contracts are for three different goods.
  • Reward: 1.5 to 1.8 times what he would pay for the goods, paid in full and not out of his purse, with no drop for a filling market. A Merchant's price bonus raises it (up to +25 %).
  • Treasure maps: a public contract adds a Torn Rumor Map to its reward 20 % of the time ("Pays … Belly + a map").
  • The third contract is kept for Merchants of level 10 and up. It always pays the top premium (×1.8), and adds a Torn Old Map 50 % of the time. Other players see "One more, kept for Merchants (level 10)".

Delivering

The Deliver button is active when you carry enough. The goods are taken from anywhere in your inventory, the least valuable first: a Superb dish or a record fish is kept when a plain one will do. You are paid first; if you cannot hold that much Belly, the delivery fails and you keep your goods.

First come, first served: once a player delivers a contract, it is gone for everyone. A merchant does not post new contracts while he stays; the next merchant brings new ones.

Delivering pays a Merchant 1 XP per 10 Belly of the reward, and unlocks the A Deal Is a Deal advancement.

What you may be told: "Someone got there first", "That contract is for Merchants", "You do not carry enough", "You cannot hold that much Belly", "The payment was refused".