Shop prices are set per item, and what you get when you sell can be raised by bonuses or moved by demand. This page explains the rules behind the numbers in the shop menu.
Base prices#
Every shop item has a buy price (what you pay), a sell price (what you receive) or both. On Skyblock and Prison these are fixed numbers. On Lifesteal and Survival the sell price is a base price that demand can raise or lower, see below.
The shop never pays more for an item than it charges for it. When the shop also sells an item, your sell payout, after every bonus and demand change, is capped at the item's buy price, so there is no profit in buying from the shop and selling straight back. On Survival, an item the server does not sell itself can show the cheapest player chest shop price as its buy price, and that price caps the shop's payout in the same way.
Demand pricing#
Demand pricing is on in Lifesteal and Survival and off in Skyblock and Prison.
When it is on, every item's sell price carries a demand modifier:
- The game counts how many of the item players sold to the shop in the last 50 minutes, and in the 50 minutes before that.
- It divides the earlier amount by the recent amount. Selling more than before gives a result below 1, selling less gives a result above 1.
- The sell price moves by 40% of the difference from 1. If sales double, the price drops by 20%. If sales halve, it rises by 40%.
Two cases get a random bonus instead:
- Nothing sold in the last 50 minutes: the price rises by 4% to 20%, so items nobody is selling become worth selling again.
- Sold in the last 50 minutes but not in the 50 minutes before: the price rises by up to 44%.
The modifier is recalculated about every 10 minutes, not after each sale, so a big sale lowers the price for everyone at the next update.
| Gamemode | Demand pricing | Biggest drop | Biggest rise |
|---|---|---|---|
| Skyblock | Off | Fixed price | Fixed price |
| Prison | Off | Fixed price | Fixed price |
| Lifesteal | On | Just under 40% | +200% |
| Survival | On | Just under 40% | +100% |
The biggest rise is reached when the earlier 50 minutes saw at least 6 times (Lifesteal) or 3.5 times (Survival) as many sales as the last 50 minutes.
The item tooltip in the shop shows the calculation:
| Tooltip line | Meaning |
|---|---|
| Base sell price (Lifesteal) / Sell price (Survival) | The item's normal sell price. |
| Demand modifier | The current percentage change, in green when above the base price and red when below. |
| Demand modified price | What one sale pays right now, before any sell bonuses. |
The tooltip also points to the website's market pages, which chart these prices over the last day. See Market Data Pages.
Sell bonuses#
Several things can raise what you earn when you sell. They combine in this order:
- Your best active shop booster, the Skyblock island sell boost and sell-boost effects from items such as suits are added together. For example, a +50% booster and a +10% suit give +60%.
- Other bonuses multiply that result: a sell wand's multiplier, sell bonuses from some enchants, and on Skyblock the mastery perks and dimension boosts. On Lifesteal and Survival the demand modifier is applied in this step too.
- The total is then capped at the item's buy price, as described under Base prices above.
No gamemode has a separate maximum for any single bonus source. The buy-price cap is the only ceiling, and it only applies to items the shop also sells. For the full Skyblock breakdown with a worked example, see Sell Multipliers. For boosters, see Boosters.