TIS Wiki ← Back to Game

Reference

Market Square

Britain's bazaar quarter — a court of four awning stalls on the green northwest of the fountain square, where players run named tables and sell items directly to each other. Walk up to any stall (or use Browse the Market Square on the World Map panel) to open the market: a directory of every open table, grouped under the four awnings — Red, Blue, Green and Gold — searchable by name across the whole square and shuffled into a fresh order on every visit, so no table ever owns the front row. Each stall's counter displays a sample of goods actually listed under its awning, so you can see from across the square where the stock is. Tables are anonymous: browsers see the table's name, never who runs it.

The old standalone Market Place location is gone from the world map — the stalls, and every table that stood there, moved into Britain.

Opening a Table

Economy

Click Open a Table, give it a name (up to 24 characters — you can rename it later), and fund its till with an opening deposit of at least 20 gold, drawn from your carried and bank gold together. One table per character. Your table joins whichever of the four stalls has the fewest tables, and stays under that awning for as long as it stands — the stall is your shop's address in the square.

Rent is charged from the till once every real 24-hour day: 20 gold + 0.2% of the total listed price of everything on your table (a per-each listing counts price × quantity). Pricier inventory means pricier rent — and if you close up early, you're only charged a pro-rata slice of the daily rate for the time you actually used. Top the till up anytime by dropping gold or a bank check onto your table.

Selling

Economy

Your table is a physical surface twice the size of your backpack — drag an item from your pack onto it and it lands exactly where you place it, arrangeable any time by dragging it around the tabletop (or back into your pack to take it off sale). A pricing popup appears on every drop: set a gold price and choose Per Each (buyers pick a quantity, paying price × amount) or Per Stack (one price buys the whole pile). Cancelling leaves the item on the table unpriced — invisible to buyers until you set a price. Up to 40 items per table. Blessed items and containers can't be listed. Listed items don't count toward your carry weight, don't drop on death, and can only come back off the table through Take Back (or a sale).

Want the realm to notice? An Auctioneer's Bell (a Common Special Loot drop) is rung over one priced listing: right-click the bell, pick the listing, and every player online hears the announcement in Global chat. The listing is then featured on the Market Place for the next 24 hours — the Featured panel beside the search, where a browser sees it before anything else. Ringing a second bell over the same listing restarts the clock rather than stacking. The bell is used up either way, and it works from anywhere, not just the square.

Buying

Economy

Find a table in the directory (search it by name), step up, and click any priced item. Purchases spend your carried gold first and then your bank balance — no need to withdraw coin beforehand. You also choose where the goods are delivered: your backpack, your bank box, your house storage, or — for raw materials — straight into your stockpile (the last two only when you own one, and bank/house deliveries still respect their weight caps).

Buy Orders

Economy

The other half of the square. On the Market Place site's Wanted board, a player with a linked Discord account can post a buy order: the item they want, how many, and the gold they will pay for each. An order stands for 7 days, and you can have up to 10 open at once. Nobody is told who posted it — the board is as anonymous as the tables are.

Anyone carrying the item can fill an order from the site, from anywhere — a dungeon floor, a mining run, your phone — or from the Market gump's Wanted board while standing in the square. Choose how many to hand over (any part of what is still wanted), and the gold is paid straight into your bank. The goods reach the buyer as an enclosure in a letter from the Market Steward, waiting in their in-game Mail until they take it out. Only plain copies count: identified, mundane, at full condition, nothing blessed or bound and nothing sitting in an open trade. Bags on your back count as your pack; the bank does not.

No gold is held back when you post. An order is a promise backed by your carried and banked gold together, and it has to be backed in full: if your gold ever drops below what an order still owes, the order is cancelled on the spot — whether or not you are online. A seller who fills an order the buyer can no longer pay for gets their goods straight back.

Where the Gold Goes

Economy

Every sale is paid into the table's till — the same pool rent drains from. A selling table funds its own rent; you collect the accumulated gold when you close up shop. If the till can't cover a day's rent, the table closes itself: every listed item (and any last scraps of the till) is returned to your bank box (even if that pushes it past the bank weight cap; you'll need to clear space before making ordinary deposits again). This happens whether or not you're online.

You can also close your table anytime while standing in Britain: the steward takes the pro-rata rent for the partial day, the rest of the till is deposited into your bank gold, and your unsold items come back to your backpack.