Albion Transport & Arbitrage Calculator

Buy low in one city, sell high in another - the ledger weighs taxes, load capacity and the cost of the road before you load the ox.

Ledger Inputs
Route & Prices
Load & Road
Mount + character; from your mount tooltip
Risk allowance, repairs, lost mounts…

Set capacity to 0 to ignore trip splitting.

Market & Tax
The Reckoning
Net profit
-
Profit per trip
-
Profit / 100 kg
-
Margin on capital
-
Trip accounting - -
Line item Silver
Break-evens. Sell at or above - - or buy at or below - - to keep the route profitable.

How to use the transport calculator

  1. Set the route and prices: buy city and sell city, the price you can actually buy at, and the price you can actually sell at.
  2. Enter quantity and weight (from the item tooltip), plus your mount's carry capacity - trips are computed automatically.
  3. Price the road: a per-trip risk cost if the route is dangerous, and the market toggles - buy orders, sell orders, Premium.
  4. Read the reckoning: total profit, profit per trip, profit per 100 kg, margin, and the break-even sell/buy prices.

Worked example

500× T5 metal bars bought in Martlock at 3,900 and sold in Thetford at 4,800 (instant sell, no Premium), each bar weighing 1.6 kg, ox capacity 110 kg, no road costs:

capital = 500 × 3,900 = 1,950,000 silver
proceeds = 500 × 4,800 × (1 − 0.04) = 2,304,000 silver
weight = 800 kg → ⌈800 ÷ 110⌉ = 8 trips
net profit = +354,000 silver  (44,250 per trip, margin ≈ 18%)

Break-even sell price: 4,062.5 silver - below that, the route pays nothing. The same haul with sell orders (+2.5 % setup fee) needs ~4,171 to break even; flip the toggles to compare.

How the transport math works

City-to-city flipping lives or dies on the spread between the buy price in one city and the sell price in the other - after both sides of the market tax, and after the hauling. This calculator prices the whole round trip:

profit = sell × qty × (1 − tax)
        − buy × qty × (1 + buy setup fee)
        − trips × cost per trip

Trips come from your carrying capacity: total weight divided by capacity, rounded up. Tax structure follows community-verified worked examples and the official wiki (archived) - sales tax on every sale (halved with Premium), setup fee only when you place orders.

What makes a good route

  • Spread > taxes + road. The round trip costs 4–9 % in taxes and fees at worst; look for gaps well beyond that.
  • Value density. Profit per 100 kg beats profit per unit when your ox is the bottleneck - artifacts and high-tier gear travel light.
  • Liquidity on both ends. You need to fill your bags and empty them; check order depth, not just the top price.
  • Risk price. Red/black zone routes can double margins - and delete them. Fill in the cost-per-trip field honestly.

Transport questions, answered

Is flipping items between cities profitable in Albion Online?

It regularly is - each royal city has its own supply and demand (refining cities are flooded with their specialised resource, while gear for the local biome activities sells at a premium).

Profit comes from price gaps that survive market taxes and the risk of the road. The transport calculator prices all of it: buy price, both tax sides, per-trip costs and your carrying capacity. As a rule, gaps under ~9–10 % rarely survive the worst-case round trip of taxes and fees (2.5 % buy-order setup + 4 % sales tax + 2.5 % sell-order setup without Premium).

What taxes apply when transporting between cities?

On the buy side you pay the listed price; if you place buy orders to save silver, the 2.5 % setup fee applies. On the sell side, instant-selling pays the sales tax (4 % - halved to 2 % with Premium), while placing a sell order pays the setup fee as well.

The calculator has a toggle for each of these - see the market tax guide for the full structure.

How do I account for carrying capacity?

Enter the item weight (from its tooltip) and your total carrying capacity - mount plus character. The calculator works out how many trips your quantity needs and reports profit per trip and per 100 weight units, so you can compare heavy bars against light, expensive items like artifacts.

Heavier goods need more trips (or costlier mounts), which eats into the per-trip profit - this is exactly the number that separates good trade routes from great ones.

Keep the ledger going

Maintained by AlbionForge · Numbers last verified October 2026 · Methodology & sources · Calculations run entirely in your browser (privacy note) · Found an error? Tell us.