The crimson desert trade goods price list 2026 requires understanding the demand system first. Since patch 1.17, every trade good has a base buy price at its source hub and a variable sell price at destination hubs that fluctuates between 50 and 180 percent of base value. The sell price you see is the demand multiplier applied to the good's base value.
For example, Spiced Tea Leaves have a base value of 320 silver. At 150 percent demand in Wolcau, they sell for 480 silver. At 170 percent, they sell for 544 silver. The 8 percent market tax applies to the sell price, so your actual profit is the sell price minus tax minus the original buy price. Always calculate net profit, not gross sell price.
Demand resets approximately every 2 real-world hours and is influenced by how many players trade the same good to the same hub. High-traffic routes suppress demand quickly. Goods are also categorized by perishability: non-perishable goods like timber and ingots never spoil, while perishables like Fresh Fish and Highland Berries spoil after 30 minutes of wagon time.
The prices below reflect typical ranges observed across multiple servers. Your live prices will vary with demand, so always check the demand percentage at your destination before committing to a run. Treat these as planning baselines, not guarantees.
How Trade Goods Prices Work in 2026
The crimson desert trade goods price list 2026 requires understanding the demand system first. Since patch 1.17, every trade good has a base buy price at its source hub and a variable sell price at destination hubs that fluctuates between 50 and 180 percent of base value. The sell price you see is the demand multiplier applied to the good's base value.
For example, Spiced Tea Leaves have a base value of 320 silver. At 150 percent demand in Wolcau, they sell for 480 silver. At 170 percent, they sell for 544 silver. The 8 percent market tax applies to the sell price, so your actual profit is the sell price minus tax minus the original buy price. Always calculate net profit, not gross sell price.
Demand resets approximately every 2 real-world hours and is influenced by how many players trade the same good to the same hub. High-traffic routes suppress demand quickly. Goods are also categorized by perishability: non-perishable goods like timber and ingots never spoil, while perishables like Fresh Fish and Highland Berries spoil after 30 minutes of wagon time.
The prices below reflect typical ranges observed across multiple servers. Your live prices will vary with demand, so always check the demand percentage at your destination before committing to a run. Treat these as planning baselines, not guarantees.
Spices, Tea, and Consumable Goods
The crimson desert trade goods price list 2026 places consumable goods among the most profitable per slot. Spiced Tea Leaves remain the flagship trade good. Buy in Hernand at 320 silver, sell in Wolcau at 480 to 576 silver depending on demand. Net profit per unit ranges from 122 to 209 silver after tax, and with a 14-slot wagon that is 1,708 to 2,926 silver per run.
Sun-Dried Saffron is a higher-tier spice unlocked at trading rank 3. It costs 680 silver at the Dalbien spice market and sells for 1,020 to 1,224 silver in Frostfall Reach. The per-unit margin is exceptional at 264 to 449 silver, but supply is limited to 6 units per restock, capping your wagon load.
Highland Berry Tart straddles cooking and trading. As a trade good it buys for 240 silver and sells for 360 to 432 silver, but it is perishable. Only transport it on routes under 25 minutes. Honeyed Nuts buy at 180 silver and sell at 270 to 324 silver, with the advantage of being non-perishable and lightweight, letting you stack more per slot.
Consumables are ideal for mid-level traders because they combine good margins with manageable weight. Prioritize Spiced Tea Leaves for volume and Sun-Dried Saffron for margin once you unlock rank 3.
| Good | Buy Price | Sell Range | Perishable |
|---|---|---|---|
| Spiced Tea Leaves | 320 | 480-576 | No |
| Sun-Dried Saffron | 680 | 1,020-1,224 | No |
| Highland Berry Tart | 240 | 360-432 | Yes |
| Honeyed Nuts | 180 | 270-324 | No |
Raw Materials, Timber, and Ingots
Raw materials form the backbone of the crimson desert trade goods price list 2026 for beginners and risk-averse traders. Frostfall Pine Timber is the standout. Buy at the Frostfall Reach lumber camp for 180 silver, sell at the eastern network hub for 410 to 470 silver. Timber is non-perishable and light, so even the starter wagon can carry a full load profitably, netting 1,870 to 2,534 silver per 8-slot run.
Refined Iron Ingots buy for 260 silver at the Welton smelter and sell for 390 to 468 silver across most hubs. The margin is solid at 99 to 169 silver per unit after tax, but the 1.17 market tax increase and the new flux reagent cost compressed the crafting-to-sell margin. Pure trading of pre-made ingots is still profitable; crafting your own is less so than it was in 1.16.
Highland Cotton buys at 140 silver and sells at 210 to 252 silver. Margins are thin at 53 to 92 silver per unit, but cotton is extremely light, letting you fill all slots even on a low-capacity wagon. It is the best good for brand-new traders who cannot yet afford upgraded wagons.
Sunken Relic Fragments are the high-risk high-reward material. They buy for 950 silver at the Library outpost and sell for 1,425 to 1,710 silver, but the route crosses two aggressive mob zones. Only transport these with an escort or an Armored Transport. The margin of 364 to 619 silver per unit makes it the most profitable non-spice good when you can run it safely.
Grain, Fish, and Perishable Goods
The crimson desert trade goods price list 2026 rounds out with grain and perishable goods, which serve specific niches. Wheat is the entry-level good. Buy at 90 silver in Welton, sell at 150 to 170 silver in Dalbien. Margins are thin at 48 to 66 silver per unit after tax, but the route is 6 minutes, bandit-free, and ideal for learning demand mechanics. A full 8-slot run nets 384 to 528 silver, which scales to 3,200 to 4,800 silver per hour.
Fresh Fish has the highest perishable margin but the tightest time constraint. Buy at coastal hubs for 110 silver, sell inland for 198 to 238 silver. The catch is the 30-minute spoilage timer. Any route longer than 25 minutes risks total loss. Fresh Fish is only viable on short coastal-to-inland hops, and even then you must sprint the wagon without stopping.
Aged Cheese is the hidden gem of perishables. It buys at 300 silver and sells at 450 to 540 silver, but uniquely among perishables it has a 90-minute spoilage timer, making it viable on nearly any route. Stock up whenever the dairy market restocks, because supply is limited and demand stays consistently above 130 percent in most hubs.
Perishables reward planning and punish carelessness. Use them to diversify when your staple non-perishable route has crashed demand, but never rely on them as your sole income. The spoilage risk is too high for new players to manage reliably, so graduate to perishables only after you have mastered the demand-timing mechanics on safe routes.