Best buy-low / sell-high spreads across ports right now (latest price per port).
Price spread across ports = risk & opportunity. Wider = more arbitrage.
How this works. WoSB has no official data API, so this tool runs entirely on data you provide — read off a port screenshot, typed in on the Market tab, or imported as CSV. Everything is stored locally in your browser (localStorage); nothing is uploaded. The economy is fully player-driven, so treat every number as a snapshot: prices move with supply/demand and large sales tank the local price.
Log a commodity's buy/sell price at a port. Adding a resource+port that already exists records a newer observation (shown as the latest). To change an existing entry in place, use the ✎ edit button in the table below.
Shows the most recent observation per resource+port. Spread = sell − buy at the same port (crafter margin); click headers to sort, or ✎ to edit a row. Weight is the item's cargo weight per unit and is read-only — a ? means no published figure, so 1 is assumed. Import CSV inserts rows (keeping price history); tick “Replace data” to overwrite existing entries per resource+port instead.
Open a port's info panel in game and screenshot it, then paste it here with Ctrl+V, drop the image on the box below, or pick a file. The trading table and the port name are read for you — check them over, then add them to your prices. The picture never leaves your browser.
Anything the reader was unsure of is marked with ? — correct it here and it will recognise that resource next time. Untick a row to leave it out. Stock is the amount the port holds, useful for trend analysis.
The rows the reader found are outlined, and the title the port was taken from is boxed above them.
Scroll to zoom, drag to pan. Locations, coordinates and the base map are the real World of Sea Battle world data. Pick a commodity in Heatmap to colour every port by its price (green = better) and draw the top trade routes for that good; click a marker for its full price table. Use the type toggles above to show/hide layers.
Finds profitable buy-low → sell-high routes using the latest price at each port. Accounts for your hold capacity, gold budget, market fee, and origin stock.
Units bought are capped by whichever binds first: gold budget, hold capacity, or reported stock at the origin. Hold capacity is spent at each item's cargo weight, so a heavy item fills the hold in fewer units. Weights come from the app's own table of published figures; those marked ? have no published figure and are assumed to be 1. Net revenue applies the market fee to the sale. Real prices drop as you sell in bulk, so treat totals as an optimistic ceiling.
Needs multiple observations with timestamps. Each line is a port.
Decide whether to craft an item or buy it off the market. Enter the recipe inputs and their per-unit market cost; compare against the finished item's market price. Island crafting gives a 20% resource discount — toggle it below.
| Input resource | Qty | Unit cost | Line cost |
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Everything runs in your browser — nothing is uploaded. Your price data is saved locally in this browser (localStorage), so it persists between visits on the same machine but isn't shared with anyone. Use the Market tab's export/import to move data between machines or back it up.
A snapshot of your whole dataset: headline stats, the most profitable trade routes at a glance, and standout prices. Start here to see what your data is telling you. It updates automatically as you add or import prices.
The heart of data entry and browsing. The table shows the most recent buy/sell/stock for each resource+port, with the spread (sell − buy at the same port). You can:
Types the trading table in for you. Open a port's info panel in game, take a screenshot, then paste it here with Ctrl+V, drop the file in, or pick it from disk. The resource names, stock and both prices are read off the picture and shown for checking before anything is saved.
The picture is read in your browser and never uploaded.
The game world with every port and resource node. Click a marker to open a side panel with its details and the latest prices recorded there. Use the Heatmap control to colour ports by a chosen resource's price (spot where it's cheap vs. dear), and toggle Trade routes to draw profitable buy→sell links between ports.
Finds profitable buy-low → sell-high runs from the latest price at each port. Enter your hold capacity (in cargo weight, as shown on your ship), gold budget, and market fee, choose how to sort (total profit, profit per weight, ROI, or margin), and press Calculate. Each item is loaded at its own cargo weight — Wood is 2 and a Bulkhead is 210, so the hold fills far faster with the latter, which is why profit per weight usually picks the better cargo. Weights come from published game data where it exists; a ? means none was published and 1 was assumed. The tab refreshes with current prices whenever you open it. Totals are an optimistic ceiling — bulk selling pushes real prices down.
Plots how a resource's price (or stock) changes over time, one line per port. Pick a resource and a metric (sell price, buy price, or stock). You need at least two timestamped observations for a resource before a line can be drawn — so keep importing/adding data over time to build history.