Guide: Best Gold-Producing Tasks in Workshops

The Module 15 Workshops made Gold a pretty important part of the game. In this guide I’d like to look at the best Gold-producing tasks, because you can indeed use Workshops themselves to “craft” Gold. That way it is possible to use alternate characters as Gold suppliers and keep tasks running on mains. To start off the mod, Supplements had their five minutes of glory because some tasks were able to net hundreds of Gold per day. But that got fixed fairly fast. So we have to settle for less profitable tasks.

Potions of Healing

Assuming that you might have started doing Alchemy cause of the Supplement farm, here’s good news for you. Because you don’t need to level another profession. The next best tasks are those for the basic Potions of Healing. The listed costs (hopefully) include all tasks from the corresponding production chain. But make sure to double check!

TasksSell ValueProduction CostNet Gain% Gain
Potion of Minor Healing600147453308%
Potion of Lesser Healing1,200311889285%
Potion of Healing2,2567441,512203%
Potion of Grand Healing3,3002,2371,06347%
Potion of Major Healing4,5003,73976119%

As you can see the % gain decreases for higher-level potions. The reason is that the production chain gets longer and more of your profit has to be spent on Commission. We’re more interested in net gain anyway however, and that’s where the Potion of Healing comes out on top. It’s relatively easy to get Alchemy and Gathering up to the required levels. Additionally, since Commission is a big factor in the costs, Artisans with nice stats, and the “Passion Project” skill, can massively impact your gain. With your normal daily Morale you can run the task 80 times, resulting in a basic profit of 12-15 Gold per toon depending on the size of your Delivery Box. A second skill that makes sense is “Miracle Worker” that adds to your daily completions.

Basic Gear Recipes

A second option are very basic gear recipes in the level 1-20 range. Leatherworking, Tailoring, and Armorsmithing offer the best net gain, but Artificing, Blacksmithing, and Jewelcrafting also have gear pieces that sell for more than their production cost.

TasksSell ValueProduction CostNet Gain% Gain
Leather Shoes (Leatherworking)1,1871451,042718%
Leather Armguards (Leatherworking)2,5704212,149510%
Cotton Sleeves (Tailoring)2,5706641,906287%
Bronze Greaves (Armorsmithing)2,5705931,977333%
Iron Bracers (Armorsmithing)3,4181,1652,069177%

The basic low-level gear features nice profit margins. Like Alchemy Potions the higher-level tasks are not as profitable, mostly because the added Commission costs of the production chain exceeds the sell value. You might be able to get some more profit by using Commission bonuses and crafting the required mats yourself. Where possible I just took the Gold vendor values and crafting is most certainly cheaper. But it’s also a lot more effort that you might not want to go through on every farm alt. Given the above values, the recipes should be able to generate 16 – 20 Gold per day. Using “Passion Project” or “Miracle Worker” adds to your profit.


I also checked the Gathering tasks, but there indeed seems to be only one task where the initial net gain surpasses the production costs (“Beehive Chip”). There might be more when using Commission Artisans, but overall Gathering isn’t a decent source of Gold. So I would use it to supply at least some of the mats you need for your main Gold-producing tasks.

Why Not Dab Hand?

You might wonder why I’m not recommending Artisans with the Dab Hand skill for Gold farming. Theoretically they should have a chance to double the products and with it your Gold gain. As it turns out however, Dab Hand only doubles Gathering tasks and those of other professions that produce materials. Since potions and equipment are “end products”, the skill doesn’t proc for them. That’s why reducing commissions with “Passion Project” or generating more instant daily completions with “Miracle Worker” makes more sense. You can check out the best Artisans for all professions in this guide.

You have to decide for yourself whether the daily gain is worth it for you, but overall it’s possible to “craft” Gold. If you want to avoid farming Gold in the open world or buying up Treasures from the Auction House, it’s currently your only shot to keep your Workshops running. Which is why it can’t hurt to set up a few farm alts using the recipes above. Even if you don’t plan to use Gold yourself, you can sell or trade it. Gold will become more of an economic factor and using the Workshop is free and relatively easy. The only downside is that you have to login daily to really profit. A key part of this method is to spend your daily Morale.

What’s your take on generating Gold using the Workshop? Have you found other profitable recipes? Share your thoughts and experience on our social channels, in the comments below, or visit our message board!

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j0Shi plays the Neverwinter MMORPG since the open BETA in 2013 and is a regular contributor to the blog and the whole UN:Project. Originally a Guardian Fighter, he has built up ALTs of all classes and plays on BIS/near-BIS level.

12 thoughts on “Guide: Best Gold-Producing Tasks in Workshops

  • November 20, 2018 at 10:13 am

    Cheers, JOShi.

    This is all updated for the latest patch nerfs?

    NOTHING should cost more to craft than it sells for. Even if it sells for only +25% or +50%. There HAS to be a net income gain of gold for what is spent, otherwise no one in the real world would ever do it.

    So we could give a character 200 gold, turn on “repeat forever” until they run out of gold and everything collected should sell for a MINIMUM of 250 gp, preferably 300 gp or more.

    • NWO_Unblogged
      November 20, 2018 at 10:17 am

      Yes that’s post nerf

    • November 22, 2018 at 7:21 am

      To visualize this:
      Your ideal: gold (via treasure / drops) -> professions –> Gold+n

      Devs thinking: gold –> professions –> AD (via AH) / character use.

      In your example, if *everything* was profitable, the game would have a glut of gold in no time. Alt armies would be back in business cranking out coinage in no time flat. With the devs thinking, there is a cost to get into professions. The benefit is that you don’t need to rely on the AH to get pieces you might want (i.e. wholesale pricing). It also helps keep the economy moving – for the first time in years (ever?) gold is actually useful to players. It’s no longer a virtually infinite resource that just sits there. Combined with a (hopefully) healthier AH system for things like potions and it should lead to some interesting fluctuations.

      Now, would it be nice if we could just set it and forget it on any task and walk away with 25-50% more gold than we started with? Sure. But then we are right back where we started – where everyone has sacks of gold, and complaining about how there is nothing to use it on.

  • November 20, 2018 at 10:22 am

    The higher the level and quality of an item, the LESS you make until you start to lose money? Because of the chain of Commission costs?

    Does that happen in the real world with Faberge Eggs, de Beers diamonds, Porche and Ferrari, Gucci, Armani etc? They are all trading at a net loss? Or do they pass their costs on to their customers?

    WAKE UP, Craptrick!


    • November 22, 2018 at 7:35 am

      You can’t just go around killing animals and have them drop money into your lap in the real world, either. So it works both ways.

      The benefit of a lot of the high end crafted stuff is … it’s high end crafted stuff, and in some cases is very close to BiS (new pants come to mind). This isn’t a real world economy, any more than Neverwinter is a place in the real world. The basic rules of supply and demand apply, sure, but being a closed system, where currencies are infinitely generated, it won’t react like a normal economy. If everything was profitable, there’d be massive inflation, and people would compalin that gold was useless (again).

      So, as shown, there *are* things that can be converted for a profit, but not everything can be – and in a system that has no real way for currency to leave circulation beyond being spent, those kind of sinks / forced spending is aboslutely needed.

      • November 23, 2018 at 6:03 am

        But you don’t do that in Neverwinter, either. Rats do not drop money. Rat Men and Wererats do.

      • November 26, 2018 at 6:14 am

        Also, it’s important to remember that Gold, in Neverwinter, is NOT money. It’s NOT a currency. It’s a crafting material, like wood and iron ore and tarantulas.

        AD is currency. Gold is something you consume to create objects

  • November 20, 2018 at 10:59 am

    The core business strategy of PWE and Cryptic is something like this:
    Get players addicted to the game, then try to make them lose wealth, and by that strongarm them into either spending real money or quitting the game. I think PWE and Cryptic do not want established, loyal long term hardcore players, only big spender casuals that spend a lot of real money quickly, and then fuck off.
    This is typical f2p player/consumer hostile “pump and dump” monetization.

    • November 20, 2018 at 3:24 pm

      It’s a fucking Chinese game publisher, what do people expect really? Ask yourself honestly, and I love playing Neverwinter as much as the next person, but do you really trust spending real world cash on a product controlled by corporate owners located in Beijing, China ? With no oversight whatsoever if the RNG in the game is not manipulated in some way….

      Not getting a dime from me anymore.

      • November 20, 2018 at 8:17 pm


      • November 21, 2018 at 12:13 pm

        I really have no problem with where a game publisher comes from. The world is an awesome place, and every time I’ve been to Asia I’ve met awesome people that have more in common with us than things that set us apart. It’s a cool planet.

  • November 29, 2018 at 11:14 am

    Actually lots of producers DO create goods at a loss. There a MANY examples of products that are only profitable after being subsidized. You can also boost profit by outsourcing your raw materials (buy them cheaper) and hiring artisans with cheaper commissions. This is very much like the real world in which a company employs strategies to produce a specific product with the least amount of overhead. Companies that just throw in without a solid plan lose money.


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