Prices differ between cities, and hauling earns the gap. Every haul is a bet that the gap survives the fees, the time you spend riding and the chance that someone takes the load on the way. You can check most of that bet at the bank before you leave.
The sum
You buy in city A, carry the goods to city B and sell. What you keep:
sale − purchase − tax − setup fees − trip costs − expected losses
With Premium the sales tax is 4% (8% without), and listing on a sell order adds a 2.5% setup fee; selling into a buy order skips the setup fee. That puts the minimum gap at about 4.2% for an instant sale and 7% for a listing with Premium, before trips and risk. How to flip items has the full break-even table.
What usually moves
- Raw resources toward their refining city. Refiners get a +40 production bonus at home, so Martlock buys hide, Lymhurst fiber, Fort Sterling wood, Bridgewatch stone and Thetford ore.
- Refined materials toward crafters. Bars, planks, leather and cloth flow to the city that crafts the items using them: Lymhurst for swords and bows, Bridgewatch for crossbows and plate armor, Martlock for axes and off-hands, Thetford for maces and fire staffs, Fort Sterling for hammers and holy staffs. The focus and RRR guide lists every city's specialties.



