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Methodology

Last updated: September 27, 2026

This methodology also says what we don't know -- see Known limitations before trusting a number blindly.

Data sources

Price filtering

Community-reported prices can include fake listings. We discard a quote when it sits far above the rest: on ingestion, if a sell price of 100,000 or more exceeds 20 times the median of the item's other quotes; on calculation, with 3 or more quotes, those below 0.4 or above 2.5 times the median are trimmed. Discarded quotes are shown in each row's detail.

Resource return

Return = 1 − 1 / (1 + bonus). The bonus adds 18% base, +15% if the city has the crafting specialty for that category (+40% for refining) and +59% with focus. Artifacts never get a return, and neither does anything the game's own recipe marks as non-returnable: a mount's grown animal or Avalonian tokens.

Hideouts

In the calculator and the rankings you can craft in a hideout instead of a city. A hideout has no 18% base:

The values come from the game dump (hideouts.xml and craftingmodifiers.xml) and match the official wiki and patch notes; that cooking and alchemy get Power Level's general bonus is our assumption, since in the cities the same crafting bonus covers them, but we haven't verified it in game.

Station fee

Nutrition consumed = item value × 0.1125. Cost = (nutrition / 100) × station fee (500 by default, editable). Item value is the sum of the value of the non-artifact materials according to the game data.

Market taxes

A 4% sales tax with premium (8% without premium) plus a 2.5% setup fee is deducted. These percentages were checked against the game.

Gear and qualities

The sell price weights the five qualities using the game's base weights, counting only those with real liquidity (volume and days with sales). We do not model the effect of focus, food or the destiny board on quality, because that formula is not public.

Laborer journals

Crafting gear fills laborer journals, one per item family:

The journal must match the item's tier. By default we add that profit: you buy the empty journal in the cheapest city, fill it and sell it full at the reference price, taxed like the item. A craft's fame is the recipe's refined resources × the tier's fame per resource (22.5 at T4, 90 at T5, 270 at T6, 645 at T7, 1,395 at T8; doubled per enchantment) × the item's own factor for artifact gear (1.1 to 1.4). Artifacts add no fame, the premium bonus doesn't fill journals, and focus and quality don't change fame. Which item fills which journal and how much fame each one holds come from the game data dump. Refining, alchemy and cooking fill no journal.

Focus and specialization

A craft's focus = base focus × 0.5 ^ (efficiency / 10,000): every 10,000 focus cost efficiency halves it. Efficiency comes from your Destiny Board: each mastery level adds 30 to its whole category, each level of an item's specialization adds 250 to that item, and the category's other specializations add 11.25 to 30 per level (depending on the node; crystal specs about 2 to the whole tree). In refining each tier is a node: 250 to its own tier and 30 to every tier of that resource. The per-level values and which items they apply to come from the game data dump (Destiny Board), and the result matches what the game charges. The game's base focus is per unit produced: a 5-potion craft costs 5 times one potion's focus. The game rounds the order's total, not each craft. Mounts have no node that lowers focus.

Raised mounts

For mounts you can choose to raise the base animal instead of buying it fully grown:

Raising takes 44 h (T3) to 284 h (T8), and silver per day doesn't discount that wait. Caring for the animal with focus raises the offspring chance, but we don't model it since we haven't verified it in-game. The Fire-Winged Draco and the Spring Rabbit are left out, since they have no cost we can calculate from real data.

Silver per day

Profit per unit × daily volume × assumed market share (10% by default). It is an estimate, not a guarantee.

Known limitations