Tier Comparator
AvailablePick an item, its quality and its tier. The comparator shows the cheapest equivalent tier in the selected market, so you can buy a usable replacement without paying extra during a PvP, guild, ZvZ or zerg regroup. Check the city and order age before you travel.
Market Prices
AvailableOne item, every city, live
What it is: the lookup. Search any of the 11k items and get its sell/buy prices and daily volume in all 8 markets, fetched from the public API at that moment (same lag as the in-game data, minutes to hours).
Use it for
- Sanity-checking a deal before committing: click any item name in the Sniper/Order Flip to open it here in a new tab.
- Reading depth: sell vs buy gap per city, the avg line, and the volume window (avg days, up to 30).
- Freshness dots: green under 6h, red over 48h - old prices are opinions, not facts.
Customize the comparison
- server / avg days choose the market cluster and a 1-30 day history window.
- tier / enchant chips choose the full matrices. Compare Tiers has separate effective-tier and quality controls, so you can compare equivalent steps without hiding the city-by-quality matrix.
What the captured proof establishes
In the 28 August 2026 Europe snapshot, Elder's Shield at the T8 step and Excellent quality ranked T7.1 first: 109,000 in Martlock, against 111,111 for T5.3, 119,984 for T6.2 and 149,949 for T8. This is a source snapshot, not a guaranteed fill or evidence of profit. Order depth and prices must still be checked before committing.
Server and language live in Settings (top right). This tab is the only one that queries the public API directly per lookup. Open the full evidence-led Market Prices guide.
Craft Planner
AvailableOne item, the full craft in depth
What it is: the cold microscope (works offline, baseline data). Pick ANY craftable item - gear, refined bar, food, potion - and get its recipe, the real cost to craft, the cheapest city to source materials, the margin at every exit, demand, and the best tier to craft. The live sibling is Craft Radar. Reach here from any tab's calculator icon, or search at the top.
Reading the plan
- Craft cost/unit: materials at your buy city/source, minus the resource return, plus the station fee. n/a = a material has no price or the fee is unknowable - never a guess.
- Sell options: every exit (BM now, BM 7/30d, best city avg, cheapest city sell) with its net AND its sold/day and net/day. The best exit is the highest net/day, not the highest margin - a fat margin at a venue that moves 5/day loses to a smaller one moving 500.
- sold/day + ARTEFACT flag: the demand guard. A great margin on an artefact nobody buys at the BM is a mirage; the flag and the low volume warn you.
- Recipe: per-unit and batch quantities, each ingredient's traded/day (sourcing liquidity), and an editable unit price - type your real bulk price to override the market. Refined resources (↺) get the return rate.
- Journals: crafting fills your branch journal (Blacksmith / Imbuer / Fletcher / Tinker) with the craft's BASE fame - the premium fame bonus does NOT fill journals, and overflow carries into the next journal. The journals KPI shows the books a batch fills, the fame it generates, and the silver they are worth (sell the FULL journal, minus the EMPTY journal cost - market price capped at the laborer price). With the journals toggle on, that silver is counted inside every margin; an unpriced journal counts as nothing, never a guess. Royal/faction gear fills no journal.
- Margin by tier & enchant: the whole family from 4.0 to 8.4 in one table - cost, margin, net/day, sold/day, investment, books, fame and focus per cell. The gold row is the most profitable cell right now; click a tier to open it.
Focus - where the discount comes from
The focus cost is your Destiny Board: item spec (this item's specialization) plus every OTHER node on the same mastery card - 30 efficiency points per normal level (branch norm), 15 per artifact level (branch art) - and the cost halves every 10,000 points. The whole branch counts, not just the item. Fill the mastery card panel at the bottom of the plan (one spec level per item, plus the mastery node) and all three fields are derived automatically for whichever item you open; the focus KPI shows the resulting points, the cost multiplier and the silver/focus.
Controls
- buy city / mat price / city bonus ★ / focus / daily / fee /100n / return: same craft model as Craft Radar, shared - set it once. sell tax % is applied to the net.
- amount: the batch. Quantities, line costs, investment, books, fame and focus scale with it.
- journals: fold the journal silver into the margins (see above). On by default.
- PLAN: logs this batch to the Journal (buy the materials, craft, sell) so you can track it.
- back (header): returns to the previous item you were on - a deeper ingredient, or the tab you came from.
What the captured proof establishes
In the 28 August 2026 plan, 16 Runite Steel Bars at 3,117, a 47.9167% return and a 288 station fee give round(16 x 3,117 x (1 - 92/192) + 288) = 26,263 craft cost. The 36,017 BM 7d exit then gives 8,313 margin after 4% tax. This calculated plan is not evidence that the batch was crafted or sold.
Ingredient prices for raw resources, crops and herbs come from the Routes dataset (refreshed 2x/day) when the material list has no price for them. Open the full evidence-led Craft Planner guide.
Top Traded
AvailableWhat moves + a cold demand signal
What it is: the highest daily-silver items at the Black Market or in any single city (baseline, works offline). The accumulation shortlist: what to stock up on, and where the BM is overpaying right now. Confirm any live price in the Sniper before a big dump. Click an item name to open Market Prices, or the calculator icon to open it in Craft Planner.
Reading a BM row
- daily amount / daily silver: the raw flow - the BM's buy orders are finite, so spread purchases across many high-volume items rather than dumping one stack.
- BM buy (base): what the BM pays you selling direct (its highest buy order). The age tag next to it is when that price was last seen - a 2x/day snapshot, so it can be a day or two old (red). It is a tendency, not a live quote. Visit the Black Market this session and rows you saw switch to the captured LIVE price (green + LIVE tag), and the premium recomputes against it.
- over avg: BM buy over the item's own average = how much the BM overpays now. over avg/day = over avg x daily volume, the honest prioritizer (a small % on huge volume beats a fat % on nothing).
- trend: 7d average vs 30d - the item's BM price direction this month (rising = demand outrunning supply).
The signal gear
- The signal ⚙ pins + highlights the high-volume items the BM overpays for (premium % and vol/day floors, editable). Sort by premium/day to rank the real opportunities; raise the % floor to tighten the shortlist.
- window 7d/30d switches the average basis (BM volume is always 7d - the baseline does not track BM 30d volume).
What the captured proof establishes
In the 28 August 2026 Black Market snapshot, Grandmaster's Light Crossbow showed 200,870 BM buy against 146,065 selected-quality average: 200,870 - 146,065 = 54,805. At 183.3 daily volume, this is 54,805 x 183.3 = 10,045,757 gross over-average/day after rounding. It is a source signal, not profit, order depth or a guaranteed fill.
City views (location selector) show each market's daily flow instead - pairs with Routes for hauling. Open the full evidence-led Top Traded guide.
Routes
AvailableCity-to-city hauling planner
What it is: every profitable buy-here-sell-there pair across the royal cities, Caerleon and Brecilien, priced from the public API (refreshed 2x/day, age tags on every price). The Black Market is a different game - that is the Sniper.
The workflow that works
- Pick your view with the two bases. Snipe view = buy "sell order" x sell "sell order": real standing orders on both sides, freshest but exposed to outliers. Steady haul view = avg 7/30d on both sides: the classic reliable route list. Crossing them works too (buy live, exit at average = conservative).
- Sort by profit/day (default): profit per unit times the destination's daily flow - it naturally favors routes that absorb real volume, like mounts to Brecilien or resources between royal cities.
- Check the row's honesty signals: age tags on both prices, the ! flags, and the vol/day tooltip (sold last day / week / month at the destination).
- Buy and haul in game, click PLACE: the route greys out for 48h and logs to the Journal.
Settings
- buy as: sell order = buy it now; buy order = patient accumulation (adds the 2.5% fee); avg 7/30d = accumulate around the traded price.
- sell as: sell order = undercut the current cheapest (fee applies); instant = fill a standing buy order (no fee, thin outside Caerleon); avg 7/30d = the realistic steady exit.
- realistic exits only (keep it on): hides ghost exits - a lowest sell far above the destination's own average with no depth behind it. In testing, EVERY top row by profit/day was a ghost until this filter existed; several were negative at the real exit.
- the +39% badge on the exit price: how far it sits above what the item actually SOLD for in that city over 7 days. The exit is only what someone is asking; the average is what people paid. On a thin item the two drift far apart and the profit figure inherits the whole difference - the badge tells you how much of the margin rests on a price nobody is taking. Shown from +15%, red past +30%. Below that the exit is close enough to the going rate to be worth pricing against.
- max profit % (500): kills price-error outliers. max price age h: drops a row when either side - buy or exit - was last uploaded too long ago.
- max exit frozen d: a different question from age. Age says when a player last scanned that market; this says when the exit price itself last moved. A price can be 20 minutes old and eight days unchanged - that is a sell order nobody is filling, and undercutting it is the play, not pricing against it. Every row carries the count (3d flat) whether or not you set a floor here. On the live dataset 70% of all prices have not moved in 24h, so this is normal market texture, not a fault - it is only a trap when you read a frozen exit as a real one.
- min profit/kg: sort or floor by transport efficiency when carry weight is the constraint.
- safe only (no red zone): currently hides Caerleon legs, the route type marked as a black-zone transport leg. Brecilien remains visible; choose your own risk rule before travelling.
- mount + carry kg + profit/trip: pick your mount to fill carry kg from the wiki base load (or type the free capacity the game shows), and the profit/trip column shows what one full mount trip nets = profit/unit x floor(carry / item kg), with the unit count. It stops the list overselling big cheap-per-kg volumes you can't actually haul: a 60kg item on a 100kg mount is 1 unit a trip, not the 1.67 that profit/kg implies. Capacity-bounded only - it does not cap by market depth (routes.json has no order depth), so cross-check the vol/day exit before hauling.
- sales tax / setup fee: applied per the basis (instant skips the fee).
Traps
- The ! on a buy price = far under its own city average: often bait or a stale upload.
- On avg x avg the numbers aggregate all qualities - the quality label is dropped on purpose.
- Caerleon legs are marked as black-zone transport; Brecilien remains visible in safe-only mode. Price your own risk and haul in batches.
Captured 28 August: 476 × 156,357 = 74,425,932 projected/day; 476 × 6,620 = 3,151,120 projected/trip. This is not order depth or realised profit. Open the full evidence-led Routes guide.
Station
AvailableIs running a crafting station worth it
What it is: the owner-side economics. You own a station, feed it food, and charge crafters a usage fee per 100 nutrition. This ranks every food by how profitable it is to feed. Baseline data (food nutrition from the game files, food prices from the public API).
Reading a row
- nutrition: what the food restores (base), and in brackets with the favourite x bonus applied - a station restores extra from its own favourite dish.
- cost /100n: silver to supply 100 nutrition via this food = food price / (nutrition x favourite) x 100. Lower = cheaper to run. profit /food = fee x (nutrition x favourite) / 100 - food price. margin /100n = your fee minus the cost.
Controls
- usage fee /100n: the number you set on your station sign. favourite x: the favourite-food bonus (default 2). food price: direct / 7d / 30d source.
HYPOTHESE: the favourite multiplier (x2) and any laborer reward are not yet confirmed in game - treat the numbers as directional until verified. Few players own city stations, so this tab is a bonus, not the core tool.
Ready to run it?
One bundle, Windows, no account, free in full. The tabs above are the whole toolkit for flipping.