Earning gold

Making Money
Everyone needs money in the Guild wars World and it is impressive just how many ways there are to go about doing it.

General Tips

 * A fantastic and often overlooked way of making money, is by going outside of towns and outposts, and killing enemies. These enemies will often drop money and/or loot (which can be sold for money at merchants). This is a radically different approach from begging people for free money because it requires more than just spamming "free monies plx", but it's quite rewarding in the long run.


 * Other Players in Guild Wars pay high sums of money for Green items because they are unique and a symbol of status. It pays to keep an eye out on the trade-chat to see just which items are popular, and which ones aren't; you may spend some time chasing after items that other people may just not be interested in.


 * Also it is worth considering what people may pay for bulk lots of crafting materials, especially if the price is lower than the cost of 10 at a Material Trader, but higher than the price you recieve from selling 10 to a Material Trader. For example 400 iron ingots are requred for a full set of 15k Kurzick Warrior Armor, it is time consuming to gather that amount of material and expensive to buy it from the trader, this is where people start asking the community for material.


 * Use a build for Farming. On this wiki, there are several builds: look at the.


 * Consider doing the missions and quests on your own rather then getting runners for them. You will earn a lot more money and experience. Runners are for people that did it before and can afford it.


 * If you can, don't spend too much money on your armor or weapons. When you need new armor, upgrade the most essential parts instead of everything. For example, upgrade chest and legs in Ascalon, the rest in Yak's Bend and so on. Before spending all the money you have on a gold max-damage weapon with interesting mods, consider using a crafted/collector-weapon with the same or similar stats. It won't increase your personal bling-factor, but they have the same functionality and won't drain your wallet as fast.


 * Be friendly to people, they might give you something for a lower price, or help you out some time. At least don't spam the chat with something like "free please".


 * Travel with smaller groups if you can. Smaller party size results in more drops per player and more gold split on gold drops. Many quests can be accomplished with a small experienced group. Beware, however, that a smaller group will usually take longer to kill enemies and runs a greater risk of being killed. This may reduce the amount of gold gained over a given period of time if not careful.


 * Make as much room in your inventory as you can. If you fill your inventory, each item you leave on the ground is one less item you can sell to a merchant later. Salvaging items may help mitigate this but requires space for the resulting crafting materials. It also pays to give priority to collector-drops over other loot, these stack and only take up a single slot in your inventory per stack of 250.


 * Identify items before vending them. An unidentified item will have a lower value to a merchant than an identified one, and more often then not, the extra value will make up for the cost of the identification kit, especially if identified as Precious. Gold and purple items have a high intrinsic value, shown especially after identifying (and will also very often have mods that your fellow players might be interested in buying); blue weapons are often overlooked but have the highest chance to be either precious (sell to merchant) or precious (salvage, sell for parts), both of which are mods that'll put money in your pocket.
 * Note however, that there are other players out there who will gladly pay multiple platina for undidentified gold items, in order to increase their Wisdom Rank, and yet other players might be very interested in buying unidentified pieces of gold monster-armor for the sake of unlocking runes. It pays to be discriminating in your approach.