Quick answer: Price from recent sales, not the lowest listing — the cheapest listing is often a troll or a panic dump. Undercut only by a meaningful step when you're truly competing, never by one gil, and don't list your whole stock (you become the wall that suppresses your own price). Consumables reward speed; glamour and furnishings reward patience.
Most guides stop at "buy low, sell high" and leave the second half unexplained. But sourcing is the easy part — a tool can tell you what to buy. What separates people who make gil from people who own a lot of inventory is what happens at the listing window.
It's the first thing the board shows you and the least informative thing on the screen, because it's the number most easily distorted:
Price from what has recently sold instead. Sales history is the only number that represents a transaction two people agreed to. We learned this the hard way building the duty rankings: sorting by lowest listing put a dungeon at the top of the list because someone had listed a glamour piece for nearly a billion gil.
Undercutting works when you're genuinely competing for the next buyer and the gap is small. It stops working the moment it becomes a reflex.
Every market-board sale is taxed on the seller side — it comes straight out of what you receive, so it's part of your real margin. The rate is 0–5% and depends on which city your retainer is stationed in:
Two percent sounds trivial, but across hundreds of sales it's real gil — and it stacks on top of every pricing decision below. That said, the price you list at matters far more than the tax: don't relocate retainers constantly chasing a rotating 2%. Park your selling retainers in the low-tax city when it's convenient, and otherwise just factor ~5% into your margin (which the site's profit numbers already do).
Listing your whole stock. Twenty of an item across twenty slots means that when you get undercut you have to relist twenty times, and worse, you are the supply wall that keeps the price down. You end up competing with yourself and calling it a bad market.
List a few, restock as they sell. Your remaining stock is worth more sitting in your inventory than it is sitting on the board suppressing your own price.
For materials, how you split a stack changes who buys it. Small stacks catch the player who needs a few right now and doesn't want to overpay for volume; large stacks catch the crafter doing a production run who values one click over the last few hundred gil. Listing some of each covers both, and the per-unit price you can hold is often higher on the large stack, not lower.
Consumables and materials reward speed and volume — thin margins, constant turnover, undercutting is part of the job. Glamour, furnishings, minions and collectibles reward patience — wide margins, slow sales, and undercutting mostly just donates your margin to the next buyer. Trying to play one the way you'd play the other is the most common reason a profitable-looking item loses money.
Put this into practice with live market-board prices for your world:
Check an item's price and velocity → Market board basics →
XIV Profitability is a free, fan-made tool. Not affiliated with Square Enix. Prices via Universalis. FINAL FANTASY XIV © SQUARE ENIX CO., LTD.