Making money
This page shows which activities earn the most coins. Use it when you need coins for bank slots, for walking on the map, or for the Market.
How to get coins
- Make or gather something.
- Open Bank, click the item, choose how many, and press Sell.
- Complete quests. Every quest pays coins.
- Rebuild places. Some pay coins once when you rebuild them.
- Later, train Town for tax income: a small amount of coins from the places you rebuilt.
Best choices
The three best earners in each level range, at the level they unlock, in coins per hour. Gathering needs nothing, so its number is what an hour really earns. For making things, the number is the profit on top of what the materials sell for, and you also need time to gather those materials. Fights are left out, because they also use healing items.
| Unlocks at | Gathering: coins per hour | Making things: profit per hour |
|---|---|---|
| Level 1 to 10 | Settle disputes in the capital (Town 6) 9,962 Keep the market accounts (Town 1) 6,188 Trap hares (Fishing & Hunting 1) 5,824 | Make a crucible (Smithing 8) 23,442 Forge a bronze dagger (Smithing 8) 16,800 Cut a mortar and pestle (Masonry 5) 13,729 |
| Level 11 to 30 | Mine silver (Mining 30) 23,874 Gather foxglove (Foraging 30) 19,913 Harvest hemp (Farming 30) 18,377 | Forge a garnet ring (Smithing 30) 76,645 Make a map maker's compass (Carpentry 30) 54,371 Sew a kingdom banner (Tailoring 18) 43,465 |
| Level 31 to 60 | Chop yew (Woodcutting 55) 43,205 Mine cobalt (Mining 55) 39,210 Gather mandrake (Foraging 55) 36,762 | Carve a yew bow (Carpentry 58) 150,349 Forge the sapphire circlet (Smithing 60) 134,400 Forge silver pen (Smithing 36) 127,543 |
| Level 61 to 99 | Search the mountain slopes for gems (Scouting 95) 96,000 Chop whitebeam (Woodcutting 95) 76,380 Mine star (Mining 95) 71,400 | Forge star sword (Smithing 95) 315,000 Forge an orichalcum war hammer (Smithing 82) 267,623 Forge star gauntlets (Smithing 97) 196,714 |
Every activity
"Profit" is what the items sell for, minus what the materials (and arrows) would have sold for. "Sale value" leaves the materials out.
These numbers use the game's own formulas at base prices, with no gear, no mastery and no bonuses from rebuilt places. Where luck is involved they are averages. Your own numbers only get better from here; each skill's Boosts page shows how.
High-quality items, a rebuilt market and a trained activity's mastery all raise these numbers.