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JUJUTSU ZERO
Tradeable items

Trading values

Every item the game will actually let you put in a trade window, grouped the way the game groups them. The catalog, grades, and stack limits come straight from the game, so nothing here is guessed at. Values, demand, and trends are the community’s - hover any card and hit the pencil to set one.
Placeholder values

These values are placeholders and haven't been finalized yet. Treat them as rough guides, not settled prices.

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How trading works
You need Level 100 to trade at all and Level 300 to enter the Trading Hub. Each account gets 20 trades a day, with 10 item slots per side and 50 of an item per slot unless that item overrides the cap. A trade request expires after 15 seconds, and the final confirmation holds for 5 seconds before it commits.

What you can’t trade

These are absent from the trade whitelist on purpose - most of them sit in the file as commented-out entries, which means they were considered and then switched off rather than simply forgotten.

Techniques
Every cursed technique is commented out too. You can trade a technique's Extra copies, never the technique itself.
Lumen, Yen, Player XP
The three core currencies are commented out; only event currencies and Cursed Crystal move between players.
Stat Points
Commented out - stat points stay with the account that earned them.
Awakening XP materials
AwakeningXP items never appear on the whitelist. (Clans and Clan XP became tradeable in October 2026.)
Perfected gear variants
Ids like CursedEmblem1Perfect and SiegeEmblemPerfect are absent from the whitelist while their base versions are present.
Executioner's Sword
The whitelist still names its id, but the inventory entry behind that id is commented out - the sword is summoned by Judgeman's domain rather than held, so there is nothing to put in a trade window.