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Guide - time against gold

When Buying a Quest Drop Beats Farming It

A collection quest is a bill paid in time. Some of those objectives can be bought instead, some cannot be bought at any price, and the difference is mechanical rather than economic. This is how to tell them apart and how to work out whether the listing is cheaper than your evening.

First check whether the item can be bought at all

Before any comparison is worth making, look at what the quest actually asks for. A chain that wants a stack of cloth, a pile of meat or a bundle of light leather is asking for ordinary trade goods, and those can be looted by anybody, posted by anybody and mailed to the character that needs them. A chain that wants a named organ, a sigil, a pendant or a sealed letter is usually asking for an item the kill creates for you alone. It binds on pickup, it has no listing, and no amount of gold moves it.

The tooltip settles it faster than the quest text does. A line marking the object as a quest item, no sell value and no stack beyond the required count all point the same way: this one is farmed or it is not had. A trade good shows a vendor price and sits in the same search box as every other stack of its kind. Both types read identically in a quest log, which is why players spend an evening on an objective that was on the shelf the whole time.

Mixed chains are the common case rather than the exception. One step asks for a bound drop and the next asks for a count of something a tailor would buy, so the chain is only partly purchasable. Treat each objective on its own instead of deciding about the quest as a whole, and remember that the gathering professions change the answer too, since a skinner turns half of a hide objective into a by-product of killing rather than a drop to wait for.

Counting the hour before looking at the listing

Do the arithmetic in the order that keeps you honest: time first, coin second. Run the pull once, note how long a full lap takes, count how many of the objective dropped from it, and multiply out to the required total. Add the respawn wait, the walk back from the graveyard if the pulls go badly, and the trip to the turn-in. What comes out is a bracket of laps rather than a clean figure, and that bracket is the half of the comparison you actually control.

The second half is what the same stretch of play earns you doing something else. A gathering loop, a dungeon run or a service sold in trade chat all produce coin per evening, and the staged approach in making gold from 1 to 60 is the baseline most characters measure against. The question is never whether a listing looks cheap. It is whether the listing costs less than the time it hands back, priced at whatever your hour already earns.

That ratio moves as the character levels. Early on the hour is cheap and the purse is empty, so farming the objective is usually the right call even when it is slow. Later the purse grows faster than the clock does, and buying out a collection step stops being extravagant. Quest rewards themselves push in the same direction, since what quest turn-ins pay is weighted toward experience rather than coin at the bottom of the range.

Why the opening weeks are the worst case

Everything above assumes the listing exists. In the first weeks of a fresh realm the low-level shelves are thin, because the players who would normally supply them are levelling through the same zones and keeping what they loot. A search that returns nothing is not a cheap market, it is an absent one, and what reaches the auction house early is mostly whatever a gatherer could not use. Checking twice a day beats deciding once that an item is unbuyable.

Competition on the mob side works against you at the same time. A contested spawn with a queue around it stretches the lap far past what a solo test run suggested, and the choice between waiting it out and bringing somebody is covered in farming alone against farming in a pair. How crowded the camp feels also depends on where the realm puts you, which is the practical side of layers and the farming route.

Then there is the road. A purchased stack arrives in the mailbox at the nearest city; a farmed one is collected at the far end of a zone and carried back. That gap is not a rounding error at low levels with no mount, and the arithmetic behind it sits in hours lost crossing a zone. Count the travel in the lap, not after it, or the comparison flatters the farm every time.

What we cannot tell you

We have no drop rate tables for Forever and we are not going to copy old ones across and call them current. Collection objectives in a reworked levelling path can have different counts, different mobs and different rates from any earlier version, and the only reliable source for a specific quest is a run on the realm you are playing on. Where this guide gives a method rather than a figure, that is the reason.

We also have no confirmation on whether any previously bound objective has been made tradeable, or the reverse. The flag is set per item, it can change between builds, and a tooltip you read during a test weekend is not a promise about the live version. Check the item in your own bag before planning an evening around buying it. If a quest item is bound, no market exists for it and the only question left is how to make the lap shorter.

Questions

How do I tell whether a quest drop can be bought?

Look at the tooltip rather than the quest log. An objective marked as a quest item, with no vendor value and no normal stack size, is bound to the character that looted it and will never appear in a search. An objective that is an ordinary trade good shows a sell price and sits on the auction house with every other stack of its kind.

Is buying the objective ever the wrong call even when it is listed?

Yes, whenever your time is worth less than the coin. A character with an empty purse and no competing way to earn is better off running the lap, because the hour it spends has no other buyer. The trade becomes sensible once there is a reliable alternative use for that hour that pays more than the listing costs.

Why can I not find low-level quest materials on the auction house at all?

On a fresh realm the people who would normally supply those shelves are levelling through the same zones and using what they loot. Supply arrives later, as the first wave moves past the bracket and gatherers start farming it deliberately. An empty search early is a sign of timing rather than of an item that cannot be traded.

Do you publish gold per hour figures for these objectives?

No. Drop rates, spawn density and competition differ by realm and by week, and a single number would be wrong for most readers the day after it was written. The method on this page is designed to be run once by you, on your own realm, with your own lap time.

Sources

  • Blizzard's official site, where the Forever announcements and patch notes are posted — worldofwarcraft.blizzard.com.
  • A quest and item database useful for checking whether an objective is flagged as a bound quest item before planning around buying it — Wowhead Classic database.