Guides/Making gold
Crafting: what to level, what it costs, who needs it
Nine disciplines, a cap of 500, two active per character. When crafting saves you money, when it eats money, and why you should price the finished item before you make it.
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Crafting in Guild Wars 2 is not an income stream. Or rather it is, but not the one beginners expect: most items are cheaper to buy than to make, and the prices show it plainly.
So let us work out when it earns its place.
How it works
Nine disciplines: Armorsmith, Artificer, Chef, Huntsman, Jeweler, Leatherworker, Scribe, Tailor, Weaponsmith. Plus the newer Handiworker.
The cap is 500. Exceptions: Jeweler and Scribe stop at 400.
Two active at a time. Expandable to four with an Additional Crafting License from the gem store.
Swapping costs money. Returning to a discipline you levelled before runs 10 copper per level already attained, which makes a return to a maxed 500 cost 50 silver. Survivable, but not free, so hopping back and forth daily is a bad habit.
Roughly every 75 levels a new tier of recipes opens up.
The nine disciplines, and the two ceilings
Nine disciplines, and the level cap is not the same for all of them.
| Discipline | Cap | Makes |
|---|---|---|
| Armorsmith | 500 | heavy armour, runes |
| Leatherworker | 500 | medium armour, runes |
| Tailor | 500 | light armour, runes |
| Weaponsmith | 500 | melee weapons, sigils |
| Huntsman | 500 | projectile weapons, sigils |
| Artificer | 500 | magical weapons, sigils |
| Chef | 500 | food and dyes |
| Jeweler | 400 | trinkets and jewels |
| Scribe | 400 | guild decorations, sigils |
| Handiworker | 500 | homestead decorations |
Two things in that table catch people out. Jeweler and Scribe stop at 400, so the “level everything to 500” advice is wrong twice over. And Handiworker does not count against your discipline limit, which means it is effectively free to keep.
You can hold two disciplines active at once, or four with Additional Crafting Licenses from the store.
Swapping is cheaper than everybody thinks.
This is the part that changes how you use the whole system.
You do not lose a discipline by switching away from it. A master craftsman will swap you back for 10 copper per level already attained in the discipline you are returning to, which means a full level-500 discipline costs 50 silver to resume.
Fifty silver. Not fifty gold, not a fresh grind, not a decision you have to live with.
So the standard anxiety over “which two should I pick” is misplaced. Level whatever you need for the thing in front of you, swap when the next project asks for something else, and treat the two active slots as a workbench rather than a career. The only real cost is the materials, and those were going to be spent anyway.
Discovery is the other half of the system nobody uses properly: mixing components at the station to find recipes you were never given. It pays bonus experience on every success, which makes it the cheapest levelling route in most disciplines, and it is the reason two players can level the same craft at wildly different costs.
What it costs to level
Plainly: expensive for a new player. Taking one discipline to 500 runs into tens of gold of materials, and most of it gets bought rather than gathered, since your own stash will not cover it.
Hence the rule: do not level crafting “just in case”. Work out why you want it first.
When crafting is the right call
1. Ascended gear. The main reason. Items at that tier barely drop, and the most predictable route to them is making your own. If you are aiming at fractals or serious endgame, one or two disciplines matching your armour weight and weapon will pay for themselves.
2. Legendaries. A long story, and crafting sits on the road.
3. Cooking as cheap experience. Chef levels noticeably cheaper than the others, while crafting pays the same character experience. A known way to gain a few levels if the materials are already sitting in storage.
4. A specific item nobody is selling. Sometimes you want exactly that stat combination and nobody has listed one.
When it is not
To make money from crafting. In most cases the materials cost more than the finished item on the Trading Post. The reason is structural: thousands of players level crafting and dump the output on the market while buying the inputs. Demand sits on materials, not on results.
To gear up before 80. Equipment on the way is disposable, and making it yourself means spending gold on something eight levels will retire.
Price it before you make it.
The habit that saves the most: before crafting anything, check what it sells for finished. Add up the materials at buy-order prices, compare against the sell listing of the result, and remember the 15% cut if you planned to sell (how that arithmetic works).
Below are current prices for the materials that show up most in high-tier recipes. Live numbers, updated on their own.
Look at Glob of Ectoplasm and Mystic Coin in particular. Those two are less materials than currency at the top end of the market. A lot of the game is priced in them, and their movement is a decent read on the economy as a whole.
An order that works
- Level nothing for the first few weeks. Deposit materials
(
Deposit All Materials) and leave them alone. - Get to 80 and work out what you want to do: fractals, raids, open world, PvP.
- Then pick one discipline matching your armour or weapon, and take it to 500 on purpose.
- Chef separately, if you want cheap character levels.
Do not try to close all nine. That instinct comes from other games, and here it costs hundreds of gold for no practical return.
A word on why crafting loses money
The arithmetic above has a cause worth naming, because it explains more than crafting.
Thousands of players level a discipline every week. On the way they produce hundreds of items they do not want, and those items land on the trading post. Meanwhile the same players are buying materials to keep levelling.
So demand piles onto the ingredients and supply piles onto the results. The market is not being irrational; it is showing you what players do.
This is the useful habit to take away from an article about crafting: the price of a thing here is a record of behaviour. When something is unexpectedly cheap, ask who is producing it and why. Usually the answer is that they were producing something else and this fell out along the way.
What this costs right now
live Trading Post prices| Item | Buy order | Sell listing |
|---|---|---|
| 3121 | 3185 | |
| 199 | 209 | |
| 1725 | 1813 | |
| 2216 | 2554 | |
| 160 | 162 | |
| 69 | 70 | |
| Everything above | 287 |
Questions people ask
Is crafting profitable in Guild Wars 2?
Usually not. Thousands of players level disciplines and dump the results on the market while buying the ingredients, so materials cost more than the items made from them.
Which crafting discipline should I level?
The one matching your armour weight or weapon type, and only after 80 when you know what you want to do. Levelling a discipline to 500 costs tens of gold.
How many disciplines can one character have?
Two active at a time, expandable to four with a gem store licence. Switching back to a learned discipline costs 10 copper per level already gained.
What is crafting for?
Ascended gear, legendaries, and specific stat combinations nobody has listed on the market. Chef is also the cheapest source of character levels if you already hold the materials.