Trading: Difference between revisions
Jump to navigation
Jump to search
Added who can trade and where, the 8-slot offer, tradeable Gold and chests, and soulbound exclusions (accuracy audit 3) |
Candy Corn cannot be traded. |
||
| (2 intermediate revisions by the same user not shown) | |||
| Line 5: | Line 5: | ||
* '''Both''' players must have held 1,000 [[$KINS]] for 24 hours, finished the tutorial, and have every core skill ([[Combat]], [[Woodcutting]], [[Mining]], [[Fishing]] and [[Cooking]]) at level 5 or higher. | * '''Both''' players must have held 1,000 [[$KINS]] for 24 hours, finished the tutorial, and have every core skill ([[Combat]], [[Woodcutting]], [[Mining]], [[Fishing]] and [[Cooking]]) at level 5 or higher. | ||
* The two players must be in the same area and near each other — you can only invite someone you can see on screen. | * The two players must be in the same area and near each other — you can only invite someone you can see on screen. | ||
* Trading works on the [[Mainland]], in [[Whisperwood]], [[Frostmere]], [[The Pond]] and [[The | * Trading works on the [[Mainland]], in [[Whisperwood]], [[Frostmere]], [[The Pond]], [[The Shores]] and out at sea in [[The Sunken Isles]], inside owned [[Mansion]]s, [[House]]s, [[Trailer]]s and [[Shack]]s, and in [[Navigator]] rooms. It is not available in the [[Wilderness]] (or its caves), [[Emberstone]] or [[The Dunes]]. | ||
* A Navigator room owner can switch off trading for guests in their room. | * A Navigator room owner can switch off trading for guests in their room. | ||
* Anyone can refuse all incoming trade requests with the '''Trade Requests''' switch (Settings → Social). | * Anyone can refuse all incoming trade requests with the '''Trade Requests''' switch (Settings → Social). | ||
| Line 38: | Line 38: | ||
|} | |} | ||
Scrolls and season trophies are soulbound and can never be traded. | Scrolls and season trophies are soulbound and can never be traded. [[Candy Corn]] can't be traded either; the items [[The Candy Witch]] trades it for can. | ||
== Trade details == | == Trade details == | ||
Latest revision as of 16:03, 23 October 2026
Trading is the direct exchange of items between two players in Kintara. Unlike the Marketplace, trading happens player-to-player with no fee on the exchange. Trading is part of Kintara's value-out system: it unlocks once the account has held at least 1,000 $KINS for 24 hours — the same hold that gates Marketplace listings and wagers.
Who can trade, and where
- Both players must have held 1,000 $KINS for 24 hours, finished the tutorial, and have every core skill (Combat, Woodcutting, Mining, Fishing and Cooking) at level 5 or higher.
- The two players must be in the same area and near each other — you can only invite someone you can see on screen.
- Trading works on the Mainland, in Whisperwood, Frostmere, The Pond, The Shores and out at sea in The Sunken Isles, inside owned Mansions, Houses, Trailers and Shacks, and in Navigator rooms. It is not available in the Wilderness (or its caves), Emberstone or The Dunes.
- A Navigator room owner can switch off trading for guests in their room.
- Anyone can refuse all incoming trade requests with the Trade Requests switch (Settings → Social).
Each side can offer up to 8 item slots.
Tradeable items
The following item types can be exchanged through trading:
| Item type | Notes |
|---|---|
| Cosmetics | Wearable appearance items. |
| Mounts | Speed and cosmetic companions. |
| Pets | Cosmetic companions. |
| Keys | Residence access keys — among the rarest and most valuable items in Kintara. |
| Furniture | Decorative items for player residences. |
| Items | General in-game items and resources, Gold, and unopened chests. Worn gear can be traded and keeps its wear. |
Scrolls and season trophies are soulbound and can never be traded. Candy Corn can't be traded either; the items The Candy Witch trades it for can.
Trade details
The trade window shows key item state so both sides know exactly what is being exchanged:
- Mounts display their trained speed — trained speed is stored on the mount itself and transfers with it.
- Tools and gear display their remaining wear.