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Classic (1999)
- Alchemy: Profitable for Shaman players with potions like Spirit of Wolf (SoW) and Resist Poison, which are essential for dungeon survival.
- Baking: Moderately profitable with items like Muffins and Stat-Buffing Foods.
- Blacksmithing: Highly profitable with Banded Armor and Fine Plate armor for players needing affordable protection.
- Brewing: Limited profitability, mainly for quest items like Heady Kiola.
- Fletching: Low profitability as bow and arrow demand is limited outside Rangers.
- Jewelcraft: Very profitable due to resistance jewelry like Enchanted Platinum Fire Wedding Rings for high-end zones.
- Poison Making: Niche use for Rogues; poisons like Bite of the Shissar are costly and have limited applications.
- Pottery: Some demand for Ceramic Lined Vials, though mostly used for quests.
- Tailoring: Moderate demand with items like Wu’s Fighting Armor for Monks.
The Ruins of Kunark (2000)
- Alchemy: Continues high demand with new resistance potions, essential for Sebilis and Chardok.
- Baking: Gains value with new Stat-Boosting Foods.
- Blacksmithing: Velium Weapons and Armor see high demand due to better AC.
- Brewing: Limited increase in value; niche utility.
- Fletching: Somewhat more in demand; however, limited to specific classes.
- Jewelcraft: Essential for resistance jewelry in Kunark’s poison-heavy dungeons.
- Poison Making: Remains niche with limited Rogue use.
- Pottery: Some use for specific quests, maintaining niche demand.
- Tailoring: Profitable due to items like Acrylia Reinforced Armor, useful for various classes.
The Scars of Velious (2000)
- Alchemy: Increased demand for Cold Resistance Potions due to icy zones.
- Baking: Minor profitability increase with new recipes.
- Blacksmithing: Velium Armor becomes popular for high AC.
- Brewing: Remains niche with moderate value.
- Fletching: Useful for Rangers with higher-end arrows.
- Jewelcraft: Crucial for Velium Jewelry, essential for high-resistance requirements.
- Poison Making: Limited demand outside Rogues.
- Pottery: Limited profitability; mainly for quest items.
- Tailoring: Velious Fur Armors like Panther Skin gear provide resistances, increasing demand.
The Shadows of Luclin (2001)
- Alchemy: High demand with new potions like Enduring Breath for underwater zones.
- Baking: Modest demand for new stat foods.
- Blacksmithing: Cultural armor adds profitability as race-specific options emerge.
- Brewing: Slightly more useful for stat-enhancing drinks.
- Fletching: Increased demand with items like Acrylia Arrows.
- Jewelcraft: High demand for Black Sapphire Platinum Necklaces in endgame.
- Poison Making: Remains niche for Rogues.
- Pottery: Moderate demand with new caster focus items.
- Tailoring: Acrylia Studded Armor becomes valuable for players prepping for raids.
Planes of Power (2002)
- Alchemy: High demand as resistance potions become essential in raid content.
- Baking: Increased demand for new stat-enhancing foods.
- Blacksmithing: Cultural molds add value, providing raid-alternative gear.
- Brewing: Still niche, but some use for buffs.
- Fletching: Moderate demand increase, mainly for Rangers.
- Jewelcraft: Continues to be essential for resistance jewelry, especially for high-level raids.
- Poison Making: Niche application with limited use.
- Pottery: Focus items for casters become moderately popular.
- Tailoring: Elemental Silk Armor provides valuable AC and resistance boosts.
Legacy of Ykesha (2003)
- Alchemy: Remains high demand with new resist potions.
- Baking: Moderate demand continues.
- Blacksmithing: Small boost with cultural armor options.
- Brewing: Limited changes in profitability.
- Fletching: Slight demand increase with new materials.
- Jewelcraft: Continues strong with augmentable jewelry.
- Poison Making: Maintains limited Rogue use.
- Pottery: Some moderate demand for quest items.
- Tailoring: Cultural patterns add profitability slightly.
Lost Dungeons of Norrath (2003)
- Alchemy: Steady demand for resist potions.
- Baking: Remains steady with moderate demand for new recipes.
- Blacksmithing: Cultural armor molds peak in demand.
- Brewing: Continues niche with moderate profitability.
- Fletching: Steady demand increase due to dungeon crawls.
- Jewelcraft: High demand with augments.
- Poison Making: Minor increase for Rogues.
- Pottery: Focus items remain popular for casters.
- Tailoring: Cultural armor augments increase profitability.
Gates of Discord (2004)
- Alchemy: High demand for strong resistance potions.
- Baking: Minor increase with additional recipes.
- Blacksmithing: Profitable with new cultural armor patterns.
- Brewing: Maintains niche profitability.
- Fletching: Small increase with specialized arrows.
- Jewelcraft: Essential for high-resist items.
- Poison Making: Limited use for Rogues only.
- Pottery: Focus effects items remain moderately profitable.
- Tailoring: High demand for GoD Cultural Armor with resistances.
Omens of War (2004)
- Alchemy: Demand for health and resist potions continues.
- Baking: Minor increase in value for new recipes.
- Blacksmithing: Popular with Epic 2.0 Armor Patterns.
- Brewing: Niche market continues.
- Fletching: Useful for high-end arrows.
- Jewelcraft: Essential for Epic augments and resistance jewelry.
- Poison Making: Niche use, remains low demand.
- Pottery: Demand for idols and focus effects remains moderate.
- Tailoring: Popular with Omens of War High-Resist Gear.
Dragons of Norrath (2005)
- Alchemy: Potions for solo players are highly popular.
- Blacksmithing: Cultural armor molds increase demand.
- Jewelcraft: Continues strong with high-end augment jewelry.
- Tailoring: Cultural armor patterns make it one of the most profitable skills.
The Serpent’s Spine (2006)
- Alchemy: High demand remains for health and resist potions.
- Blacksmithing: Cultural armor, especially for Drakkin, adds profitability.
- Jewelcraft: Essential for augments, boosting profitability.
- Tailoring: Cultural armor with high customization keeps demand strong.
The Buried Sea (2007)
- Alchemy: Continues high demand for combat potions and resist potions.
- Blacksmithing: Cultural armor with augmentable components peaks in profitability.
- Jewelcraft: High-value augments are in demand for late-game setups.
- Tailoring: Final era for cultural armor, maintaining high demand for custom resist gear.