Quick Answer: Every listing screen in the Auction House shows you three numbers, and reading them right is the whole game: the current lowest listing, your projected earnings after taxes and the listing fee, and the "Value" box β which is the instant vendor price. In the launch-week economy, players systematically comparing the two found that almost every green item (Hops excepted) and most blues and epics pay more at the vendor than on the market β undercutting a rock-bottom listing means literally earning less than vendoring. The other two traps this page covers: the warehouse number is an item-value estimate, not withdrawable currency, and the Collection Pedestal apparently doesn't give items back. The filterable sell-or-keep table is below.
Everything between raids runs through this menu β Warehouse, Talents, City Building, and the market. (Screenshot: Bellring Games)
Version note: Item-level advice on this page describes the launch-week economy (July 30 build, checked August 4) and is community-tested unless marked official. Extraction-game economies move fast β especially around the Soul Harvest content drop expected mid-August β and we'll re-check this page as patches land.
How a Listing Actually Pays Out
The community's most useful market lesson came from a much-discussed breakdown of the listing UI:
- The lowest current listing is marked on the listing screen β this is what undercutters race to beat.
- Your projected earnings are shown after the sales tax and listing fee are deducted (players put the combined cut around 10%; exact rates aren't officially published). This is the number you'll actually receive.
- The "Value" box is the vendor's instant price for the same item β no fee, no waiting, no risk of not selling.
The launch-week finding that surprised everyone: for nearly all green items (Hops being the notable exception) and most blue and even epic items, the post-fee market payout had fallen below vendor value. Undercutting the lowest listing on those items doesn't sell faster for slightly less β it sells for less than the NPC would've paid instantly.
So the rule is one comparison: before listing anything, check projected earnings against the Value box. If Value wins, vendor it and move on. (Quality-of-life note players appreciate: both numbers are on the same screen, and the market NPC β Pip β suggests an auto-price when you list.)
The Sell-or-Keep Table
Filter by verdict or search an item type. "Community-tested" rows reflect launch-week player reports, not official data:
| Item / type | Verdict | Why |
|---|---|---|
| Grey / white gearGear Β· community-tested | Vendor | Market listings for common gear sit at rock bottom; after the listing fee and sales tax you earn less than the instant vendor price shown in the Value box. |
| Green gear & materials (almost all)Gear Β· community-tested | Vendor | A widely-shared launch-week market breakdown found every green item except Hops pays better at the vendor than on the Auction House after fees. |
| HopsMaterials Β· community-tested | Market | The one green-tier exception in that same launch-week breakdown β demand keeps its Auction House price above vendor value. |
| Blue (rare) gear, average rollsGear Β· community-tested | Vendor | "Most blue items are just vendor trash" is the launch-week consensus β market prices for ordinary blues fell under vendor value fast. |
| Blue / epic gear with good affixesGear Β· community-tested | Keep or Market | "If you have good shit, use the good shit" β wear real upgrades instead of hoarding them. If it doesn't fit your build, compare the market payout (after fees) against the Value box before listing. |
| Holy weapons & Holy forging materialsGear Β· official source | Keep or Market | Top-tier endgame items β officially they come from Cataclysm-difficulty Mist Lords, which solo players can't farm, so demand is real. Use them if you can; otherwise they're premium listings. |
| Camp / base upgrade materialsMaterials Β· community-tested | Keep | Camp upgrades eat these constantly, and some only drop on Brandrgarde (the trio map) β solo players end up buying them off the Auction House at a markup. Never vendor what your next upgrade needs. |
| GemsGems Β· community-tested | Keep or Market | Gem affixes are a core power system, so well-rolled gems hold value on the market; keep anything that fits your build. A dedicated gem warehouse is planned for Season 1. |
| Valuables / treasure piecesValuables Β· community-tested | Market | Pure sell items with big Value numbers (players report 50k-class statues). List at or near the going rate β and don't put one on the Collection Pedestal unless you accept it's stuck there; players report displayed items can't be taken back. |
| Beverages & consumablesConsumables Β· official source | Keep | Buff drinks and tactical consumables are cheap insurance on every raid, and loadout support for saving them is on the official roadmap for this season. |
| Keys & quest itemsQuest Β· community-tested | Keep | Keychain items survive death along with your safe pocket, so there's no risk argument for selling them β and quest chains will ask for them. |
| Dried Flower KnotQuest Β· official source | Keep | New Season 1 drop arriving with the early-August update; it's tied to the Einherjar-mode Mist Lord challenge that gates late main-quest steps, per the announcement and player reports. |
| Gyldenblood (currency)Valuables Β· community-tested | Keep | It's the money itself. One warehouse trap to know: the big number on the warehouse screen is the estimated value of stored items, not withdrawable currency. |
Launch-week economy, July 30 build β checked August 4, 2026. βCommunity-testedβ rows come from player reports, not official data β prices move with every patch, so always compare the listing payout against the vendor Value box in-game.
Two cross-references while you're deciding: keys and quest items live on your keychain and survive death anyway, so selling them buys nothing; and if you're a solo player, camp materials that only drop on Brandrgarde are worth buying off the market rather than farming β context in the Solo Guide.
Launch Economy Timing
Community consensus worth acting on this week (source thread):
- Prices are launch-inflated. Early-rush players pay a premium for progression items. The much-repeated advice on big finds: "sell it now, re-purchase a couple weeks later for half the price."
- The flip side: it's a seller's market for real demand items β gear with good affixes, Brandrgarde-locked materials, endgame consumables. Players report making thousands of Gyldenblood in buy-low-sell-high sessions during peak hours.
- Expect a reset around content drops. The early-August update adds new drops (Dried Flower Knot) and opens the Einherjar Mist Lord with better Holy-weapon odds β officially announced β which historically reprices adjacent items in any extraction economy. Hold your Holy-related materials until demand shows.
High-value finds are exactly what the launch market overpays for β sell into the demand. (Screenshot: Bellring Games)
Warehouse: Two Things Nobody Tells You
- The big number is not money. The warehouse screen shows an estimated total value of stored items β several players (especially on PS5) have burned time hunting for a "withdraw" button that doesn't exist. Only currency on your character spends. (Confirmation thread)
- Space is upgradeable, and more is coming. Warehouse capacity grows via camp upgrades ("upgrade your warehouse" is the stock answer to full-storage complaints), and the developers' AMA officially promises a dedicated gem warehouse with stacking and affix filtering in time for Season 1, with personal warehouse expansion "under consideration" β but material stack limits are explicitly not increasing. Search functions for warehouse and Auction House are also officially planned. Budget your hoarding accordingly.
Related official launch changes worth knowing: the developers increased Auction House slots at launch and removed the automatic restocking mechanic (per the AMA) β so what's listed is what players actually posted.
The Collection Pedestal Warning
The camp's Collection Pedestal (an official launch feature for displaying trophies) has a community-reported trap: players say a displayed item can't be taken back β one report regrets pedestaling a treasure worth ~50k Gyldenblood (thread). Single-sourced but high-cost if true, and there's no official clarification yet: display nothing you'd rather sell. Valuables/treasure pieces are pure market goods β the same thread's top advice is simply to check the Value number and sell into launch demand.
Sources: market mechanics and launch-week price observations from r/MistfallHunter (listing-fee breakdown, sell-or-hold thread, warehouse value confusion, pedestal report) β all community-tested, not officially confirmed; official statements from the developers' AMA (AH slots, restocking removal, gem warehouse, stack limits, search functions) and the August 1 announcement (Einherjar/Dried Flower Knot). No invented rates: where exact numbers aren't published (tax percentages), we say so. Written August 4, 2026, on the July 30 build. Not affiliated with Bellring Games or Skystone Games.