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Graveyard Keeper 2 Who Buys What — Every Vendor's Buy List

Who buys what in Graveyard Keeper 2: all 19 traders with their purse, stock count and the exact items each one refuses to buy.

9/28/2026 10 min read

How many traders are there, and what does each one buy?

Nineteen traders, and every one keeps a restock list that doubles as the list of items they take off you. The nineteen lists cover 208 distinct items between them. Subtract each trader’s refusal lists and you get what that trader actually accepts: the Alchemist takes 48, Jack takes none, and Iron Ingot is on nobody’s list.

Vendor Start purse Stock lines Never buys Net buyable
Januarius 1000 8 1 3
Herm 1500 28 0 21
Trademaster 5000 19 0 16
Gunter 1000 6 0 3
Jack 100 0 0 0
Bishop 100 2 0 2
Harold 100 2 0 2
Apothecary 100 33 1 32
Alchemist 100 49 1 48
Vegetable Stand 100 33 4 29
Tailor 100 7 2 5
Furniture Maker 100 17 1 15
Baker 100 13 5 7
Fish Stand 100 25 4 18
Jeweler 100 17 7 8
Builder 100 22 1 18
Smithy 100 38 4 21
Tavern 100 13 6 7
Brewery 100 23 1 14

Source: gamebalance_full.json → vendorDefs[] (21 rows, minus two debug rows = 19), three tierDataList[] entries each; purse from startMoney, build 25509347.

Jack runs an empty stock list at every tier and exists only to issue Town orders. The Bishop and Harold stock two items each, and only at tier one. Rebuild order decides which buyers unlock first — see town shops and economy and town restoration.

Which items do the most traders buy?

One. Bronze Scrap is the only item six traders take, and 162 of the 208 buyable items have exactly one buyer. Spreading a haul across several traders only works for a thin band of shared staples, and everything above that band is a monopoly.

Buyers Items Which
6 1 Bronze Scrap
3 11 Bronze Nails, Iron Nails, Steel Screws, Polished Bronze, Iron Ore, Lacquer, Paint, Simple Incense, Flax Seed, Hop Seeds, Grape Seeds
2 34 Wooden Plank, Oiled Plank, Iron Detail, Bronze Gear, Lace, Beer, Chicken Egg, Jug of Milk, and every seed Herm shares with the Vegetable Stand
1 162 Everything else, from Steel Sword to Philosopher Stone

Source: gamebalance_full.json → vendorDefs[].tierDataList[].vendorProducts[] minus notBuying[] and notSelling[], build 25509347.

Bronze Scrap is shared because every metalworker needs it: the Bishop, Herm, the Trademaster, Harold, the Smithy and the Jeweler. The three-buyer band is where routing decisions live — Steel Screws go to the Smithy, the Builder and the Furniture Maker. Above that band the monopolies hold the money: Steel Sword and Steel Armor at a 25000 base price are Smithy exclusives, and Golden ingot at 10000 is a Jeweler exclusive.

What does each merchant stall refuse to buy?

Every stall refuses its own containers, its own tools and its own finished produce. The pattern holds across all twelve stalls without exception, and it is the most useful block in the vendor data: read it before you plan a delivery route.

Vendor Never buys
Apothecary Alchemist’s bag
Alchemist Potion bag
Vegetable Stand Bronze Shovel, Iron Shovel, Steel Shovel, Farmer’s bag
Tailor Universal bag, Big universal bag
Furniture Maker Builder’s bag
Builder Builder’s bag
Baker Bread, Croissant, Muffin, Berry Pie, Food bag
Fish Stand Amateur Rod, Advanced Rod, Pro Rod, Fisherman’s bag
Jeweler Bronze tools, Iron tools, Steel tools, Bronze Talisman, Silver Talisman, Golden Talisman, Tool bag
Smithy Bronze Hammer, Iron Hammer, Steel Hammer, Tool bag
Tavern Carrot soup, Cabbage soup, Vegetable soup, Soldier’s stew, Fish soup, Food bag
Brewery Food bag
Januarius Town Gratitude

Source: gamebalance_full.json → vendorDefs[].tierDataList[].notBuying[], build 25509347. The Jeweler, Smithy and Vegetable Stand rows union all three tiers.

The Tavern is the sharpest case: it carries beer, four ciders and nothing else, yet refuses all five of its own soups. The same logic stops the Smithy buying the three hammers it sells. Holding a stack of what a stall itself produces means that stall is the wrong counter — the Trademaster takes Lace, Paint and Lacquer instead. Only six traders have an empty refusal list: Herm, the Trademaster, Gunter, Jack, the Bishop and Harold.

Selling is blocked the same way. The Smithy carries 13 items it never hands over, including the entire rusty starter set, and the Brewery blocks eight, among them Empty Bottle, Hops and Wheat. No purse size overrides a refusal; the payout side is in item prices and what sells best.

Why do a few vendor prices sit above an item’s base price?

Thirteen of the 794 stock lines across the 19 traders carry a non-zero price modifier. Every other line on every stock list is priced straight from the item’s base price, and those thirteen cluster on just two traders, Herm and the Trademaster.

Vendor Item Base price Price mod Tier
Herm Flax Seed 4 10 2
Herm Hop Seeds 7 10 2
Herm Grape Seeds 50 10 3
Herm Apple Tree Seedling 100 150 3
Herm Bush Seedling 100 150 3
Herm Rhododendron Seedling 150 200 3
Herm Blueberry Seedling 250 250 3
Herm Flax Thread 15 15 3
Trademaster Gem 100 900 1
Trademaster Lace 125 300 1
Trademaster Simple Incense 150 300 1
Trademaster Paint 200 300 1
Trademaster Lacquer 200 300 1

Source: gamebalance_full.json → vendorDefs[].tierDataList[].vendorProducts[].priceMod, build 25509347. base prices from items.csv → base_price. Tier is the first level the line appears on.

The Trademaster’s five run against the grain: a Gem carries a 100 base price and a 900 modifier, the most heavily marked-up line in the game. Herm’s eight cluster on seeds, seedlings and Flax Thread, and four land exactly on base price. Whether a modifier multiplies or adds is not recorded, so read these as flagged lines, not computed prices.

Which items have no buyer at all?

Iron Ingot and Steel Ingot, at base prices of 160 and 1000. Neither id appears in any of the 19 stock lists, which makes them unsellable rather than merely unprofitable, and 97 items worth 100 bronze or more share that position.

Every steel tool is blocked the same way, because the stall selling each tool tier lists it as never-buy to stop you feeding its own stock back to it. Fine Jewelry at 50000 and Imported Components at 20000 are blocked for reasons the data does not spell out. Bronze Ingot and Golden ingot both sell, to the Smithy and the Jeweler, which is why the iron guide matters for selling and not only for crafting — and the steel chain’s 1000-base-price ingot is the trap flagged in the steel guide.

What are town orders, and which stall sends them?

Town orders are a second channel, separate from selling, and they pay in Likes rather than coins. There are 77 in the shipped data across 22 supply boxes, 73 of them belonging to the twelve town stalls, and each stall rotates its order as you upgrade it.

Stall Tier 1 Tier 2 Tier 3
Apothecary Cutlery I Kitchen Utensils Cutlery II
Vegetable Stand Vegetables Preserves I Preserves II
Tailor Fabric Clothes I Clothes II
Furniture Maker Furniture I Furniture II Appliances I
Baker Flour Sack Iron Tools Appliances I
Fish Stand Preserves I Iron Tools Clothes I
Alchemist Kitchen Utensils Engineering Mechanism Appliances II
Jeweler Iron Tools Steel Tools Engineering Mechanism
Builder Iron Tools Steel Tools Engineering Mechanism
Smithy Building materials I Building materials II Engineering Mechanism
Tavern Preserves I Beer Wine
Brewery Kitchen Utensils Cutlery II Appliances II

Source: vendor_orders.csv → id / item_id / count, build 25509347. Full names carry a Supply: prefix. The four other orders are quest_order_iron and Jack’s tier-two orders for Fabric, Building materials I and Supply: Iron, 5 units each.

Deliveries go out on Pride day, the fifth day of the week, two at a time, and the same rule fires the vendor reset at the first sliver of that day rather than at any clock time — see Graveyard Keeper 2 days and time for why the widely quoted 00:14 reset time is a conversion error. The Likes economy is in town shops and orders, and the schedule is in the weekly day cycle guide.

Does the game store a formula for what a merchant pays?

The constants exist but the arithmetic does not. The game ships a town_buy_k constant at 0.5, three product-group coefficients at 1.0, 0.8 and 0.5, three happiness coefficients at 0.6, 0.3 and 0.1, and a per-item price modifier on every stock line. The shipped game data does not record how those combine into the coin a merchant hands you.

The decompiled source declares all seven constants and never references them again. So no sell-price formula is stored, and any single multiplier you read elsewhere, including the widely repeated three-quarters rule, is a community convention rather than something the game computes. What you can verify per vendor is the buy list, the refusal lists and the purse ceiling, which is how the item prices page frames its figures too.

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