The decor subclass is the volume market here — furniture, fixtures, and ornament pieces that furnish player rooms. Because decor value is aesthetic, prices decouple completely from item level: a low-level piece with a sought-after look can outprice recent gear many times over, and two visually similar pieces can trade at very different floors depending on how their sources gate supply.
Housing dyes form a second, commodity-like market. Dyes recolor fixtures, get consumed in use, and repeat-purchase demand keeps them turning over the way trade goods do — rare pigments in particular trade like a crafting material with a fashion premium. Decor works the opposite way: a piece, once owned, can be re-placed freely, so supply accumulates over time and early scarcity premiums tend to erode as more copies enter circulation. Exterior and room customization items round out the class with lower volume but similar appearance-driven pricing.
A young market rewards history more than a settled one. Decor floors are still finding their levels, so the current cheapest listing is a weak signal on its own — the price chart on each item's detail page shows whether a piece has an established range or is still swinging as players discover it. Quantity-listed data matters here too: single-listing markets are common in decor, and the depth number distinguishes a real price from one seller's experiment.
Housing items exist on Retail only, where snapshots land hourly from the Blizzard auction-house API — quick enough to catch the market's reaction when a patch adds new furniture sources. New-source weeks are the volatile ones: affected pieces reprice within days of a patch, so the first weeks of any new decor line are better read as price discovery than as a settled market. The "Browse subcategories" links below separate decor, dyes, and the customization types into their own tables, and the search box on the item database home page narrows by piece name.
