
Farm in-game, profit at work: tutorial to master the Marketplace Web
The logic behind asynchronous flow
The traditional in-game sales model requires presence: you farm, go to the city, stay in the trade channel waiting for buyers, negotiate in real time. Gold is dependent on time available in the game.
Marketplace Web reverses this. You farm when you're online, publish when convenient — even without being in the game — and the gold comes in automatically. The return per hour of play increases because no time is spent waiting for sales to happen.
Beta: Marketplace Web available for free during beta. After launch, it will be an exclusive feature of the VIP plan.
Optimal flow from farm to sale
Step 1 — out-of-game planning
Before logging in to farm, define what you are going to farm. Check the Marketplace to see what is out of stock or overpriced. This takes 5 minutes on your cell phone and avoids farming items that already have high stock and low prices.
What to check:
- Items with few active ads
- Items priced above the historical average
- Consumables close to raid reset (Wednesday or Thursday are usually in high demand)
Step 2 — targeted farm
With the target defined, the farm has a clear objective. You stop collecting everything and focus on the item with the highest expected return. Herb and ore routes fit well into this model — fixed route, predictable volume, item with guaranteed output.
Step 3 — publishing to Dashboard
After farming, before closing the game, access the Dashboard and publish the items. With the flow running, this takes less than 3 minutes per session.
Efficient order:
- Separate what you are going to sell from what you are going to use
- Assemble the stacks (20, 50, 100 units depending on the item)
- Set price based on current Marketplace benchmark
- Publish and close the game
Step 4 — offline tracking
During the day, using your cell phone or browser, check whether the items have sold. If any remain unavailable, adjust the price. This doesn't require game time — it's inventory management as a web dashboard.
Step 5 — reinvestment
Gold in your wallet stays put if it is not used. Define clear cycles: gold from the week's sale goes to what? Consumables from the next raid, enchant from the next upgrade, reserve for auction?
How to choose items with the best spin
Criterion 1: predictable demand
Items with a repeat buyer have better turnover than situational items. Flask herbs are guaranteed weekly demand. A rare recipe has sporadic demand — it sells well when it sells, but can sit idle for weeks.
Criterion 2: low competition on the Marketplace
Even a less valuable item sells faster if you are one of the few selling it. Checking the number of active ads before farming is more useful than focusing solely on the unit price.
Criterion 3: viable farm volume
An item that you can farm in a reasonable quantity per session has more total return than a rare item that appears twice in 1 hour of farming. Volume consistency matters for routine.
Criterion 4: compatibility with your professions
Herb + Alchemy delivers materials AND consumables. Mining + Blacksmithing or Engineering delivers both raw material and processed item. Exploring the full chain of your professions doubles your publishing options without increasing your farming time.
Pricing and replacement strategies
Initial pricing
For the first listing of an item, use the average of the last 3-5 days as a reference. Not the current lowest price (there could be someone selling below the market) and not the highest (it could be an advertisement that has been stopped for days).
Dynamic adjustment
If the item has not sold within 48 hours, the price is high for the current market. Reduce 5-10% and re-advertise. If it sold in less than 2 hours, it was low — in the next round, go up slightly.
Stock replenishment
For high-turnover items, have a farm reserved to replenish when stock sells. Not having an active advertisement for a popular item for days is a missed opportunity.
Strategic stacking
Instead of advertising 100 units at once, test advertising in blocks of 20. Crafting buyers prefer smaller stacks that fit the exact quantity they need. Big stacks stay put if the buyer wants less.
Operating errors that reduce margin
1. Farm without checking the market first
Farm targeting an item that is saturated in the Marketplace results in a sale at a low price or an item that is stopped. 5 minutes of research before logging in will do the trick.
2. Publish single instead of stack for crafting materials
Herb buyers who need 200 units will not buy 200 ads of 1 unit. Stack the item before publishing.
3. Ignore raid reset timing
Consumables sell more expensive and faster in the 24-48 hours before reset. Announcing on Monday morning when the reset was last Wednesday is bad timing.
4. Leaving gold sitting in your wallet without a destination
Gold that doesn't circulate doesn't grow. Define where each sales cycle goes — consumable, enchant, auction reserve — and execute.
5. Sell an item you will still use
Accidentally publishing an item of gear or consumables that you still need generates rework to repurchase, usually at a higher price.
Routine checklist for constant profit
Before logging in (survey, 5 min)
- [ ] Did you check what’s out of stock or at a high price on the Marketplace?
- [ ] Have you defined the target item for the session farm?
- [ ] Checked if your active ads are still competitive?
After the farm (publication, 3 min)
- [ ] Have you separated what you are going to sell from what you are going to use?
- [ ] Did you assemble stacks in the appropriate size for the item?
- [ ] Did you publish with a price based on the current reference?
Offline monitoring (review, 5 min/day)
- [ ] Items sold? Gold in wallet confirmed?
- [ ] Any ads stopped that need price adjustment?
- [ ] Stock of popular items needs replenishment?
Weekly cycle
- [ ] Gold accumulated for the week has a defined destination?
- [ ] Next week's farm planned based on current demand?
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