GuidesTrading & storage
Trading & storage
Every way an item or a pile of heim moves between players, merchants and your own characters, and the rules that stop some of them moving at all. The short version: trading is safe if you read the window, private shops charge no fee, and storage is shared by your whole account.
10
items a side in a trade
40
listings in a private shop
125
storage slots, account-wide
210
bag slots, fully expanded
Player to player
The trade window
There’s no level requirement. You need to be standing close to the other player, both alive, and neither of you busy with something else — another trade, a shop, a merchant.
- 1
Target them and choose Request Trade
The Trade action does the same thing. If clicking another player does nothing, check that Select Other Players is ticked in the options — it’s on by default. A player can also switch off trade requests entirely in their game options, and then nobody can open a trade with them. - 2
Put in up to ten items and any amount of heim
Drag items from your bag into your half of the window. Items that can’t change hands are refused the moment you try (more on those below). - 3
Press Offer
Your side locks and its status changes to Offer Complete. From now on you can’t add or remove anything. To change your mind, press the same button — it now reads Change Item — and your side opens up again. - 4
Read their side, then press Trade Complete
The button only lights up once both of you have offered. The swap happens when both of you have pressed it; until then nothing has moved. - 5
Stay close
If either of you walks away, the trade cancels. It also fails if either of you lacks a free bag slot for every item coming in.
If your bag is locked with a password, you’ll have to unlock it before you can trade or open a shop. That’s the point of the lock: set one (see Storage below) and nobody who gets onto your account can hand your things away in a hurry.
Selling to players
Private shops
A private shop turns your character into a stall other players can browse while you stand in town. There’s no listing fee and no cut taken from sales — the buyer’s heim goes to you in full.
Opening one
Use the Private Shop action. It only works in towns, and not while you’re mounted, transformed, trading or talking to a merchant. Give the shop a name — up to 64 characters — and nearby players see it over your head. You can list up to 40 items, each with its own price.
Pricing a stack
The price you set is per item. A buyer always takes the whole stack in a slot and pays price × stack size. If you only want to sell part of a stack, split it in your bag before you list it. The same goes the other way: check the count before you buy.
Finding a shop
Every town except Esod has a Private Shop Bulletin — Tringel, Waldchen and Etherain have several. It lists the shops open in that town. The list has a search: type part of an item’s name and it finds that item in every open shop, shows you where each one is, and lets you open the shop straight from the results.
A shop follows the same rules as a trade. If anything in it can’t be traded, the shop won’t open — the game tells you so rather than quietly dropping the item.
Merchants
What a merchant pays you
Every item has a merchant price, and a merchant buys things back at a fixed share of it. Enchant level and rank raise that price, so a +9 weapon sells for more than a +0 one.
| What you sell | What you get |
|---|---|
| Potions, materials and other stackables | One fifth of the merchant price, per item |
| Rings, necklaces and other accessories | One fifth of the merchant price |
| Weapons and armour | One fifth, minus what repairing it would cost — so a fully worn piece fetches about 17% instead of 20% |
| Buying it back | Exactly what you were paid for it |
Sold something by mistake? Merchants keep your last five sales, and you can buy any of them back for the same heim you got. Once you sell a sixth thing, the oldest one is gone for good.
The rules
Items that can’t change hands
Every item carries its own rules for trading, selling to merchants and going into storage. They belong to the item, not to where you got it — a looted copy, a crafted copy and a bought copy all behave the same.
| Kind of item | How much of it is locked |
|---|---|
| Quest items | More than nine in ten can’t be traded |
| Area Conquest items | Almost all of them |
| Token currencies, Bloodstained Tokens included | All of them |
| Event items | About four in five |
| Weapons and armour | About a third can’t be traded — but most of those can still go into storage |
| W Coin shop items | Seven in ten can be traded. Only about one in eight can be sold to a merchant. |
Account or character
Storage is shared by every character on your account. That makes two levels of locked item. Some can’t be traded, but storage takes them — so they stay on your account and any of your characters can use them. Others can’t go into storage either, and those stay with the character that has them.
Personalized if equipped
About 300 weapons, armour pieces and accessories say this on their tooltip. Until you put one on, it follows its normal rules. Wearing it binds it: the tooltip changes to Personal Item, and from then on it can’t be traded, listed in a private shop or put in guild storage.
Timed items and summoned companions
Once a timed item’s clock is running, it can’t be traded or listed in a shop. Seventy-eight W Coin shop items can be traded only until you first use them. A pet or mount that’s currently summoned can’t be traded either — put it away first.
Six shop items stay with one character
Stat Reset, Skill Reset, the Lion Elixir, Wolf Elixir 2, Coyote Elixir 2 and the Wind Key can’t be traded, sold or put in storage. Because the rules belong to the item, that holds however you got one — including a copy bought in the W Coin shop. Buy them on the character that will use them.
Storage
The Storage Keeper
Storage is free to use, opens from level 6, and every character on your account opens the same one. It holds 125 items in five tabs of 25, and you can keep heim in it too.
| Where | Storage Keeper |
|---|---|
| Tringel | Bjorn, Ralph |
| Waldchen | Matti, Dorr |
| Etherain | Bilte, Beeonte, Wahlberg |
| Aukra | Yamil |
| Kortoq | Yuger |
| Esmara Village | Jason |
| Esod | Eyd |
| Kortoq Coastline | Edumen |
Moving things between characters
Put it in on one character, log onto another, take it out. That’s the intended way to pass gear and heim to your own characters — no second player needed, and no trade window.
Storage protection
The lock button on the storage window sets a storage password. Once it’s set, storage locks itself every time you quit the game, and it takes the password to open it again.
Guilds have a storage of their own with its own rules and permissions — see the guild guide.
Your bag
Five tabs, and room for nine more
Every character starts with five bag tabs of 15 slots — 75 in all. The bag always opens in the full view, with every tab on screen at once.
Expeditionary Bag
+15 slotsEach one you use adds another tab of 15 slots to that character, up to nine extra tabs — 14 in total, 210 slots. It’s sold in the W Coin shop.
Master’s Kit
repairs everythingUse it from your bag and everything you’re wearing is fully repaired on the spot, wherever you are, with no heim charged. Also sold in the W Coin shop.
The sort button
The four-square button on the bag’s button row tidies the whole bag in one press. It merges part-stacks of the same item, then packs everything to the front, grouped by type. It works across every tab, so a bag you’ve arranged by hand will be rearranged. You can press it again after three seconds.
Upkeep
Durability and repairs
Weapons and armour wear down as you fight and when you die. Worn gear doesn’t just look worse — its damage or defence falls with it, and gear you keep in good repair is slightly better than its listed numbers.
| Durability left | Weapon damage / armour defence |
|---|---|
| 81 – 100% | 105% |
| 61 – 80% | 103% |
| 41 – 60% | 100% |
| 21 – 40% | 90% |
| 11 – 20% | 60% |
| 6 – 10% | 40% |
| 1 – 5% | 20% |
| 0% | Nothing until it’s repaired |
What a repair costs
Every merchant can repair, one piece at a time or everything you’re wearing with Repair All. A fully worn piece costs 3% of its merchant price to fix, and a half-worn one costs half that. Because enchant level raises the merchant price, high-enchant gear costs more to keep up. No single repair costs more than 15,000,000 heim.
Dying
From level 11, each death takes 10% of the maximum durability off every piece you’re wearing, in the field and in missions. A battlefield death takes 5%, and a death in a PvP room takes nothing. Ten deaths in a row with no repairs will take a piece to zero.
Gear at zero durability is never destroyed here, whatever older in-game tips say. It stays equipped but gives no damage or defence until you repair it.

