Welcome to Elderfield Shops and Money Guide

Last updated: 2026-09-26 · 13 min read

Almost everything in Elderfield is priced off one number, and once you know it you can read any counter in the game from a single glance at the shelf. The trap is the other direction: selling is the slowest way to turn a harvest into gold, and the game hides its best buyer behind a weekend schedule it never announces. This page lists every vendor, what each one charges and pays, and the order in which the money loops actually pay out.

Quick answer

Shops pay half of what they charge — that is the whole economy. The best price in the game does not come from a shop at all: the Travelling Merchant sets up in Town Outskirts every Saturday and Sunday and pays above shop rates for crops and animal products, though what he wants and what he pays change week to week. So hold your produce for the weekend instead of dumping it at a shop counter, and process or cook the rest before it goes anywhere.

The One Economy Rule

Look down any price list in the game and the same ratio appears. A shop's buy-back price is half its sale price, rounded down where the number does not divide cleanly.

ItemShop sells it forShop buys it for
Dough50g25g
Salt40g20g
Secret Sauce75g37g
Copper Ore45g23g
Iron Ore60g30g
Perfect Opal200g100g
Whetstone500g250g

Two rules fall straight out of that table. First, anything you would have to buy back later costs you double to correct, so do not sell materials a recipe is going to ask for — the Copper and Iron bars you dump at 30g and 40g come back at twice that. Second, the shop counter is the floor price of price of everything you own, not the market price. Elderfield has exactly one buyer who beats it, and he only works weekends — no shop in the game will do better for you.

Shop Directory by Area

Every shop in Elderfield, grouped by where you will find it.

AreaShops
TownGeneral Store, Saloon Shop, Pet Shop, Nursery, Lemonade Stand, Decoration Shop
Town OutskirtsForge Shop, Seed Shop, the Travelling Merchant on weekends
Farm and RanchFarming Shop (Old Man Crawford), Recipe Shop (Chef Elroy), Odd Merchant, Construction Shop (Klaus), Ranch Shop (Henrietta), Ranch Animals
The MallVending Machine, Mall Rat
SewersThe Garbage Man
Old WoodsBait Shop, the giant Cat
The CatacombsSkeleton Merchant, Void Seed Shop

Town Shops

ShopWhat it sellsNotable prices
General StoreTools, cooking staples, inventory upgradesShovel 100g · Dough 50g · Salt 40g · Secret Sauce 75g · Basic Bait Pack 50g · Equipment Pack 25g · Extra Pouch 50g (+1 inventory slot, 5 in stock) · Crab Pot 800g
Saloon ShopCooked food that restores HP and MPVegetable Soup 30g · Hotdog 40g · Cup of Tea 50g · Pizza 75g · Special Burger 100g · Recipe: Blood Soup 25g
Pet ShopDecorative animals for the farmCat, Dog, Bat and Worm 500g each · Tentacle, Eyeball, Brain and Slime 1,000g each. None of them can be sold back
NurseryFlower and tree seedsFlowers from 50g (Voidbloom) to 500g (Headswarm) · Fruit tree seeds from 1,400g (Fingerfruit) to 2,000g (Tentacle Tree)
Lemonade StandLemonade, five per stock25g buys HP and MP back, plus one random outcome — a blessing, a curse, or rocks
Decoration ShopSeasonal house decorationsWednesday stock 50–100g (Candy Corn 50g up to Pumpkin and Witch 100g) · Harvest Festival stock 75–100g

The General Store is the one shop in town you should visit before you need it. The Extra Pouch is 50g for a permanent inventory slot and there are only five in stock, and the Shovel is the only way to dig up buried treasure at all. Nothing in this section rotates: these six shops keep the same stock every day, and the only seasonal one among them is the Decoration Shop.

The Decoration Shop is the easiest shop in the game to miss, because it is seasonal rather than permanent: it stocks Halloween decorations on Wednesdays and a separate Harvest Festival set during the festival. If you have been looking for a way to spend gold on the house and found nothing, the stock had already rotated out. It is the one shop in town that will not sell you its full list on demand.

An outdoor vendor stall with a SEEDS sign in Welcome to Elderfield

FIG. 01 — A roadside stall with a SEEDS sign. Several of the game's vendors work a rotation rather than a fixed shopfront, so the stock you want is often not there on the day you look.

Outskirts and Farm Shops

ShopWhat it sellsNotable prices
Forge ShopOre, Coal and smithing suppliesCoal 20g · Copper Ore 45g · Iron Ore 60g · Perfect Opal 200g · Whetstone 500g · Small Mine Key 100g
Seed ShopSeasonal crop seedsDread Pepper 10g · Squash 10g · Watermelon 20g · Tomato 35g · Devilberry 60g
Farming Shop
(Old Man Crawford, left of the farmhouse)
Tools, seeds and pest controlBasic Watering Can 2g · Basic Gardening Hoe 2g · Rugged Scarecrow 5g · Wheat, Eyeleaf and Wormsprout seeds 5g · Radish 10g · Rusty Scythe and Rusty Axe 25g · Cleansing Balm 50g (8 in stock, clears Ghost Tentacles) · Workbench 10g
Recipe Shop
(Chef Elroy)
Cooking recipes, unlocked by tasks and house upgradesFrom 50g (Slime Pizza) up to 350g (Vegetable Smoothie, Energy Drink). Most of the list opens through "The Skull Chalice", "A Fast Food Fiend" and house upgrade 1
Odd MerchantUnsettling house furnitureA 20g toilet, industrial fan or dirty mirror up to 200g for a Large Flesh Table or Flesh Couch

The Forge Shop's Coal is priced the same as everywhere else at 20g, which matters more than it looks: every bar you smelt burns Coal, so the Forge Shop is quietly the most expensive shop in the game for anyone running a furnace. Old Man Crawford is the other half of the early game — he sells the 2g tools that make farming possible and the Cleansing Balm that clears Ghost Tentacles off your land. The Seed Shop and the Forge Shop are the two you will walk past most often, and between them they cover every material a young farm needs.

Ranch Shops and Buildings

ShopWhat it sellsNotable prices
Construction Shop (Klaus)Raw material and building contractsWood 100 for 8g each · Stone 100 for 8g each · Contract: Stone Well 250g · Contract: Windmill 2,000g · Contract: Water Wheel 15,000g · Contract: Wind Turbine 25,000g
Ranch BuildingsAnimal housing and house upgradesBasic Coop 500g · Basic Barn 800g · Tall House 2,000g · Trough Upgrade 1,500g · House size 1 3,000g · House size 2 10,000g · Farm Basement 10,000g · House styles 500–10,000g
Ranch Shop (Henrietta)Feed and production blueprintsAnimal Feed 20g · Milk Bucket 100g · Blueprints 200g (processing), 250g (Bat Guano every 4 days) and 500g (Honey every 4 days)
Ranch AnimalsThe animals themselvesGiant Crow 250g (Coop) · Tentacow 400g (Barn) · Black Goat 650g (Barn) · Tall Man 700g (Tall House)

The Ranch is where gold turns into gold, and the Ranch Shop and the Construction Shop are the only shops that sell you daily income rather than supplies. The Basic Coop at 500g is the cheapest building that produces something every single day, and a Giant Crow lays an egg daily as long as it is fed and it is not raining. The Barn chain doubles the entry price and takes longer to mature, which is why the Coop is the usual first build.

Note the shape of the house upgrades: size 1 costs 3,000g and unlocks the Juicer, size 2 costs 10,000g and unlocks the Tinker's Desk, and the Farm Basement costs another 10,000g and unlocks Casks. Those are the gates that turn raw produce into aged, processed goods, so they pay for themselves out of the money loops below rather than out of savings.

The Mall Pair

ShopWhat it sellsNotable prices
Mall RatMining gear, inside the Mall MinesBasic Pickaxe 150g · Perfect Opal 200g · Whetstone 500g · Small Mine Key 100g
Vending MachineTombs that teach rituals and skillsRitual Tome: Lesser Mending 25g · Cosmic Premonition 50g · Torrent of Darkness 100g · Skill Tome: All or Nothing 25g · Heavy Blow 75g · Toy Heart 25g

The two cheapest shop purchases in the Mall are also the two easiest to walk past. The 25g Toy Heart is 25g of nothing in particular. Every tome on that list is a permanent unlock — a skill or ritual you keep — so a 100g Torrent of Darkness is a better purchase than almost anything else in the building.

The Garbage Man

The Garbage Man is the cheapest supplier of processed metal in the game and the only shop that sells a finished bar, and he restocks only occasionally, on Mondays and Thursdays. His Coal comes in stacks of ten, and his bars are the only place you can buy one without touching a furnace.

ItemHe sellsHe pays
Copper Bar (5)60g30g
Iron Bar (2)80g40g
Gold Bar (1)120g60g
Coal (10)20g10g
Rain Gem175g87g
Lesser Holy Water50g25g
Lucky Die50g25g
Harvest Stew90g45g
Bones (5)10g5g
Scrap Metal (3)6g—

Read those bar prices against what a bar is worth at any other counter and the point lands: 60g for a Copper Bar, 80g for an Iron Bar and 120g for a Gold Bar, all without spending a single piece of Coal. If you need metal for a recipe and you do not want to run a furnace, this is the counter. A Gold Bar works out cheaper here than buying Gold Ore and paying five Coal to smelt it.

Old Woods and the Catacombs

ShopWhat it sellsNotable prices
Bait Shop (Old Woods Campsite)Fishing bait boxesBait Pack Tier 1 50g · Bait Pack Tier 2 250g
The giant Cat (Old Woods West)Supplies for long trips undergroundCleansing Balm 50g (3 in stock) · Extra Pouch 50g · Crystal Flask 1,000g
Skeleton Merchant (Catacombs)The tools that break the Catacombs openSign of Death 200g · Crystal Flask 1,000g · Small Hammer 1,500g (breaks stone doors) · Large Hammer 2,500g (smashes bone piles) · Wire Cutters 3,500g (cuts metal bars)
Void Seed Shop (Catacombs)Seeds that only grow under a Void RitualDuskberry Seed 110g · Eldersprout Seed 110g · Duskmelon Seed 160g

The Skeleton Merchant is the most expensive till in the game and the only one that is not optional. The three tools on his list — Small Hammer, Large Hammer, Wire Cutters — are what open the Catacombs doors, bone piles and metal grates, and at 1,500g, 2,500g and 3,500g they are the reason a Catacombs run needs planning rather than pocket money.

What Actually Makes Money

Four loops, in the order they pay. None of the four needs a shop at all, which is the point — the ranking is not an opinion about which is fun, it is about how many gold each one returns per unit of time you have to be awake for. The shop counter is the floor of what your work is worth; the weekend is the ceiling.

#LoopWhy it sits here
1Hold produce for the Travelling MerchantHe pays above shop rates for crops and animal products, and he is in Town Outskirts on both Saturday and Sunday. The catch is that his shopping list and his prices change every week, so the play is to stockpile and sell into whatever he wants that weekend
2Process and cook before sellingRaw crops and animal products are worth less than what they become. Cooking is often more valuable than selling the ingredients, especially if you were going to carry them on a mining trip anyway
3Ranch produceEggs arrive daily from a Giant Crow, milk daily from a Tentacow, and Cloudberries daily from a Tall Man — all passive once the building is paid for. The Coop at 500g is the cheapest income in the game
4MiningReliable rather than fast, and it doubles as your gear supply. Ore also loses value if you smelt it carelessly, since every bar burns Coal you paid 20g for

Two calendar events sit on top of those loops and both are easy to miss. The Travelling Merchant is the weekend buyer described above. The Tax Man is the opposite transaction: he comes to your farm every two weeks to collect what you owe, so a windfall you spend instantly is a tax bill you cannot pay.

The Tax Man in Welcome to Elderfield naming himself and saying he has returned to collect his due

FIG. 02 — The game is blunt about it: "I have returned, to collect my due." The Tax Man visits every two weeks, and the money is not optional.

What to Spend On First

Early gold has an obvious order. The Basic Pickaxe at 150g comes first because it opens the Mall Mines and the ore inside them. The Extra Pouch at 50g comes almost as early — five permanent inventory slots for less than the price of a Pizza is the best ratio in any shop. After that, the Basic Coop at 500g is the first purchase that pays you back every morning.

The things to leave alone until later are the decorative ones. Pet Shop animals at 500g and 1,000g cannot be sold back at any price, the Odd Merchant's furniture is pure decoration, and the Nursery's tree seeds start at 1,400g and take 28 days to grow before they produce anything. None of them are traps — they are just not where a young farm's gold should go.

Troubleshooting

ProblemCauseFix
I sold a material and now a recipe wants it backShops buy at half price and sell at full, so every mistake costs doubleStop selling ore, bars and cooking ingredients on sight. Keep a stack of each and sell surplus only
I cannot find the Decoration Shop's stockIt is seasonal rather than permanent — Wednesday stock and Harvest Festival stock rotateCheck the stall on a Wednesday, and again during the Harvest Festival
I keep missing the merchant who pays moreThe Travelling Merchant only sets up on Saturday and SundayWait in Town Outskirts on a weekend with crops and animal products in your bag
The Garbage Man has nothing newHe restocks occasionally rather than dailyCome back on a Monday or a Thursday
I have no gold when the Tax Man arrivesHe collects every two weeks, and a big purchase is easy to make right before he doesKeep a reserve. Buy the Coop or the Pickaxe after he has been, not before
My bars are costing more than they earnCoal is 20g a piece and some bars burn 18 or 24 of itBuy finished bars from the Garbage Man when you only need a few, and smelt in bulk when you need a stack
I cannot grow the Catacombs seedsThe Void Seed Shop's seeds need a Void Ritual before they will grow at allPlan the ritual before you buy the seed — the gold is wasted otherwise

Did this answer your question?

Related Guides