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Graveyard Keeper 2 trading: prices and rejected items

Every trader has a short buy list, a daily purse and prices that move with stock. Who buys what, how prices are worked out, and selling a big batch without wasting it.

The short answer

Each trader only buys the few items on their buy list, and only while they have money left. Prices depend on stock: the scarcer an item is in the shop, the more each unit costs, and every unit you sell lowers the price of the next one. You get 75% of the base price when selling. Traders collect income and restock a little every midnight.

The keeper near a boat and colorful town buildings in the Port Area.VIEW IMAGE ↗
Port Area Official promotional screenshot; scene reference.Steam · Lazy Bear Games / tinyBuild ↗

What to check, in order

  1. 01

    Check that this trader actually buys the item; anything else shows as unavailable.

  2. 02

    Look at the trader’s money before offering a big stack.

  3. 03

    Sell a few units and watch the price fall before dumping the whole batch.

  4. 04

    Spread large sales across several days, or across traders who buy the same thing.

  5. 05

    Read the final deal balance; buying and selling are settled together.

  6. 06

    Come back after midnight if the trader is broke.

AT A GLANCE

Three checks before a deal

  1. 01

    Accepted goods

    The trader’s buy list

  2. 02

    Available money

    Can the trader pay?

  3. 03

    Stock & prices

    Review the whole batch

  4. 04

    Final balance

    Confirm the transaction

Field Guide schematic · read alongside the checklist. Not an in-game screen.

Money basics

Graveyard Keeper 2 counts money in copper, silver and gold: 100 copper make a silver and 100 silver make a gold. You start with exactly one silver. Your first real income is Burial Certificates, which Januarius at the tavern buys for a silver each.

Who buys what

This is the table that answers most “why can I not sell this?” questions. Traders sell a lot but buy very little, and each one buys a different short list. If the item is not on that list, it simply does not appear as sellable in your backpack.

Trader buy lists
TraderBuys
Januarius (tavern)Burial Certificates, Printed Money
HermFirewood, Sticks, Boards, Planks, Clay Plates, Bricks
TrademasterWooden, Copper and Precious Trinkets
Fish StandWhole fish of every kind, bait
SmithyRusty items, Copper Trinkets, iron axes and pickaxes
Furniture MakerWooden Trinkets, Lacquer, Paint
BuilderStone Marbles
BakerFabric
BreweryHops, Wheat, empty bottles, fruit juices
JewelerPrecious Trinkets, Fine Jewelry
Apothecary and AlchemistBerserker Potion III

Field note: Herm buying Boards, Planks and Bricks makes early woodworking a decent money maker. A zombie on the sawhorse is quietly earning you silver.

How prices are worked out

Each unit is priced on its own. The formula is base price × √(usual stock ÷ current stock). When you buy and the shelf empties, each next unit costs more. When you sell, you start at 75% of the base price, and every unit you add to the trader’s stock lowers the next unit’s price. The minimum is 1 copper.

So the twentieth plank you sell in one go is worth noticeably less than the first. That is not the trader cheating; it is the stock formula. A few items, such as certificates, have a fixed price and ignore all this.

What stock does to the price
Trader’s stock vs usualPrice multiplier
Quarter of usual× 2
Half of usual× 1.41
Usual× 1
Double usual× 0.71
Four times usual× 0.5

What happens at midnight

Every trader has a starting purse and a daily income, paid at midnight. Stock also drifts back toward its usual level: missing items restock by up to a fifth of the usual amount per day, and surplus items you sold them gradually disappear as they turn into cash in the trader’s purse.

In practice, this means a trader who just bought fifty boards from you will be broke and over-stocked for a few days. Sell to them again later in the week and prices will have recovered.

Shop tiers change stock

Most traders have three tiers. Herm is the first to upgrade, after Planted and Delivered, and his tier II stock adds fish fillets, eggs, milk, seedlings and flax thread. Town shops are upgraded by talking to the trader once you have the materials.

Upgrading is not always a pure win. The Trademaster sells Bronze Scrap, Iron Ore, Golden Nuggets and gems only at tier I. If you rely on him for ore, stock up before you upgrade. Upgrades also reset that trader’s weekly happiness counters.

Selling a big batch well

Split it. Sell part today, part tomorrow, and offer the rest to a second trader with the same item on their list. The first units of every batch are the valuable ones; the tail of a huge stack is close to worthless on the same day.

Watch the deal balance at the bottom of the trade window. Buying and selling in one trade are settled together, so if you are also buying scarce stock, the total can swing more than you expect. Check it before you confirm, especially when stocking up on something the trader has little of.

  • Sell the first units of each item; stop when the price has dropped by a third or so.
  • Check the trader’s purse before offering anything big.
  • Return after midnight for fresh money and recovered prices.

Early ways to make money

In the first weeks, money comes from the graveyard and the woodpile. Burial Certificates are the steady earner: every buried body gives one, and Januarius pays a silver apiece. That alone covers seeds, scrap and your first bags.

Herm is the second outlet. He buys Firewood, Sticks, Boards, Planks, Clay Plates and Bricks, all things you make anyway, so a zombie on the sawhorse or potter’s wheel turns spare hours into coin. Rusty tools you replace can go to the Smithy shop instead of a chest, and every whole fish you catch has a buyer at the Fish Stand.

Organs are the odd one out. They sell for nothing, and Flesh is worth only 35 copper. If you want autopsy work to pay, the Treasure Hunter perk adds 10 copper for every organ or pocket action, which adds up over a few bodies a week.

  • Burial Certificates to Januarius: 1 silver each.
  • Boards, planks, plates and bricks to Herm.
  • Whole fish to the Fish Stand.
  • Replaced rusty tools to the Smithy shop.

Trades that also give happiness

Some sales pay happiness on top of money, up to a weekly limit that resets at 00:14 on Pride. Januarius gives 1 happiness for each of the first five Burial Certificates each week. Herm gives a fraction of a point for fish fillets and, from tier II, for vegetables. Town orders later become the biggest happiness source of all.

Since sermon attendance depends on happiness, these trades are worth doing every week even when you do not need the money.

Common questions

Why can I not sell an item to a trader?+

It is not on their buy list, or they have run out of money. Check the buy-list table above.

Why did the price drop while I was selling?+

Every unit you sell raises the trader’s stock, and prices fall as stock rises. Spread big sales over several days.

How much do I get when selling?+

75% of the base price for the first unit, falling as you add more.

When do traders get money back?+

At midnight, when their daily income arrives.

Can I buy back every item a trader accepts?+

No. Buy lists and sell lists are separate, and some items like certificates are bought but never sold by the same trader.

Will traders buy my bags back?+

No. Bags cannot be sold to any trader.

Is there a reason to keep copper rather than spend it?+

Mercenaries, bags and shop upgrades all ask for silver in the mid game, so a buffer of a few silver before each Sloth keeps battles from stalling.

Sources & further reading

Recipes, costs and timings were cross-checked against the references below and the official patch notes. Numbers can shift with updates, so the in-game recipe window always has the final word.

How we put these guides together