The number that decides your income
Ask a player what limits their trading and they will say prices, or demand, or the market being slow. The actual hard limit is simpler and nobody mentions it: you can make one trade per Mastery Rank per day.
MR2 unlocks trading at all. MR10 gives ten transactions. MR20 gives twenty, resetting at 00:00 GMT.
That turns Mastery Rank into an income stat. Two players with identical inventories and identical prices earn different amounts because one can execute twice as many sales per day. If you have ever had a buyer lined up and hit the limit, that is the mechanic you hit.
It is also the cleanest argument for levelling gear you do not need. The mastery rank guide covers the point values; this page covers what those points actually buy you in the market.
What trading costs, in credits
Platinum is taxed at 500 credits per unit. The tax is charged in credits, not platinum, which means a successful trade can bankrupt a player who has never thought about credits.
| Sale price | Credit tax |
|---|---|
| 10 platinum | 5,000 credits |
| 50 platinum | 25,000 credits |
| 100 platinum | 50,000 credits |
| 300 platinum | 150,000 credits |
A 300-platinum sale — a full Prime set, or a good Riven — costs 150,000 credits to execute. Players who sell their credits away or spend them on crafting discover this at the moment of their biggest sale.
Keep a credit buffer of at least a few hundred thousand before you start trading seriously. The farming guide covers the credit-efficient nodes, and Dark Sectors pay double.
Hub tax, and why location matters
Two taxes stack on top of the base rate:
- Maroo’s Bazaar adds a fixed 10 percent.
- A Clan Dojo can add anywhere from 0 to 100 percent, set by whoever has Treasurer privileges.
That 0-100 range is the practical trap. A Dojo trading post can be free or it can double your tax, and the setting can be changed at any time by any clan member with the privilege. If a trade feels unexpectedly expensive, check the Dojo’s tax rate before assuming the wiki is wrong.
For a buyer or seller doing many trades, Maroo’s fixed 10 percent is at least predictable. For a clan with its tax set to zero, the Dojo is strictly better. Ask before you trade big.
The prerequisites people skip
Mastery Rank 2 is the gate, which is low. Two-factor authentication is the gate that stops people, because it is an account setting, not something you achieve in game, and enabling it can take a session of fumbling through the website.
You also need a Dojo with a trading post, or you can use Maroo’s Bazaar on Mars without a clan. Inviting non-clan members to your Dojo to trade is allowed, which is how most clan-based trading works in practice.
What is actually tradable
Broadly: platinum, Prime parts and blueprints, mods including Rivens, arcanes, converted adversaries, and a long tail of miscellaneous items.
Three restrictions worth knowing:
- Free platinum is not tradable. The starting amount and gift rewards can only be spent. This exists to stop alt-account farming, and it means a new account cannot launder its starter platinum into the market.
- Switch platinum is platform-locked. Nintendo’s policy segregate Platinum, so Switch accounts cannot trade it with other platforms even with cross-save on.
- Converted adversaries are the one repeat-limited item. Everything else can change hands indefinitely.
Twelve items fit in a single trade window, which matters for bulk sales of cheap mods — you cannot clear a hundred duplicates in one transaction.
Pricing without underselling
The single biggest mistake is pricing off what you paid rather than what the market pays. The second biggest is listing at the lowest visible price because you want the sale to happen today.
Three habits that fix both:
Sell sets, not parts. A full Prime set sells for more than the sum its parts would fetch individually, because you are selling the absence of a grind rather than a component. The relics and prime guide covers assembling one.
Check what the item is for, not what it is. A mod that is mandatory in a popular build holds value even if it drops frequently, because demand is constant. A rarer mod nobody slots is worth less than its rarity suggests.
Do not chase the last 15 percent. Holding an item for weeks to get a marginally better price costs you trade slots, and trade slots are the scarce resource. A sale at 85 percent of peak today beats a sale at 100 percent in three weeks when you could have made eleven other sales in between.
Where the buyers are
Trade chat, filtered by what you are selling, is the volume channel. It runs on shorthand you need to read fluently: WTS (want to sell), WTB (want to buy), WTT (want to trade), with platinum written as p — WTS [item] 20p. A message that does not lead with WTS or WTB gets ignored, because nobody scans the channel looking for ambiguity.
Maroo’s Bazaar and Dojo trading are where transactions happen rather than where they are arranged; most deals are negotiated in chat and executed at a hub.
The realistic pattern: list in chat, expect a lowball, negotiate once, accept a reasonable offer. Players who hold out for their exact price in chat spend hours typing for a marginal gain on a single item.