KCD2 Groschen Farming Guide — 8 Fastest Money Methods in Bohemia

Why you need groschen — and how much
KCD2's economy is brutal compared to most modern RPGs. Plate armor sets run 3000-8000 groschen, a quality longsword is 1500-3500, a decent horse from Trosky stables is 600-1500g, and a top-tier Kuttenberg horse can hit 5000+. Add saves (Savior Schnapps at 30g each), repair costs, and lockpicks, and a serious Act 2 player burns through 500-1000 groschen per real-world hour.
Quest rewards alone won't keep up. By mid-Act 1 you'll need a sustainable income method. The good news: KCD2 has more legitimate farming methods than KCD1 did, and the best ones scale with skills you'd train anyway.
Below is a ranked comparison of the 8 methods that actually work, tested across a Standard difficulty playthrough. Numbers are approximate gph (groschen per hour) — your skills, perks, and patch version will shift them by 20-30%.
8 money methods ranked by hourly yield
| Method | Gph estimate | Best by act | Risk | |
|---|---|---|---|---|
| Blacksmith forging | Blacksmith forging | 3000-5000 | Act 2 onward (Craft 10+) | Low (legal income) |
| Alchemy potion brewing | Alchemy potion brewing | 2500-4000 | Mid Act 1 onward | Low (legal) |
| Bandit camp loot loop | Bandit camp loot loop | 2000-3500 | Late Act 1 (need combat) | Medium (combat death) |
| Kuttenberg dice tables | Kuttenberg dice tables | 1500-3000 | Act 2 (Speech 10+) | High (caught cheating) |
| Herb gathering loops | Herb gathering loops | 1200-2000 | Early Act 1 | Low (peaceful) |
| Tournaments | Tournaments | 500-2000 per event | Act 2 onward | Medium (combat) |
| Hunting pelts | Hunting pelts | 800-1500 | Anytime | Low (illegal in some forests) |
| Theft + fence sale | Theft + fence sale | Variable, 600-2000 | Mid game | High (reputation loss) |
Verdict: Forging is the gold standard once Craftsmanship is high enough. Until then, herbs into alchemy is the smoothest legal income — and trains skills you want anyway.
Method 1 — Blacksmith forging (the endgame money printer)
Forging is KCD2's most reliable high-yield income, but it requires investment. You need access to a forge (Trosky's main smithy, Kuttenberg's blacksmith district, or — best — your own quest-unlocked forge), Craftsmanship skill 10+, and starting capital for iron ingots and coal (roughly 200-400g per crafting session).
The profit loop: buy raw iron + coal, forge mid-tier swords (Sword pattern, requires Craftsmanship 8+), sell to the same blacksmith who sold you the materials. A successful forge produces a sword worth 600-900g for 200-300g of materials. Net per sword: 300-600g. A focused 1-hour session typically yields 6-10 successful forges depending on minigame skill.
Quality-tier perks compound this. Master Smith (Craftsmanship 15) lets you forge 'masterwork' tier weapons that sell for 1200-1800g each. Diminishing returns kick in when a single blacksmith's purse drains — split your sales across multiple smiths or wait for shop inventories to refresh (in-game day rollover).
Forging profit per sword tier
| Pattern | Materials cost | Sale price | Net profit | Craftsmanship required | |
|---|---|---|---|---|---|
| Basic dagger | Basic dagger | 60g | 180g | 120g | 3+ |
| Short sword | Short sword | 150g | 400g | 250g | 6+ |
| Standard longsword | Standard longsword | 250g | 700g | 450g | 10+ |
| Masterwork longsword | Masterwork longsword | 400g | 1500g | 1100g | 15+ |
| Legendary longsword | Legendary longsword | 650g | 2800g | 2150g | 18+ + perk |
Method 2 — Alchemy brewing (early-game sweet spot)
Alchemy works from the very first cauldron you encounter. Buy a recipe book once (50-100g), brew Marigold Decoction (heals), Bardo (stamina), or Embrocation (combat buff). Each potion takes ~3 minutes of brewing time and costs ~5-10g of herbs (collected free in the wild).
Sale prices: Marigold Decoction sells for 30-50g each. A focused brewing session of 1 hour produces 15-20 potions = 450-900g, less the herbs which you gathered free. After Alchemy skill 10 and the Greedy Alchemist perk, prices jump 20% and brewing time drops.
The hidden multiplier: Henry can brew Savior Schnapps once you have the recipe (Father Godwin sells it for ~150g). Schnapps sell at 30-50g each but more importantly save you from buying them. Self-sufficient Schnapps brewing is a permanent income leak plug.
Top potion profit per brew
| Potion | Herb cost | Sale price | Per-brew profit | Brew time | |
|---|---|---|---|---|---|
| Marigold Decoction | Marigold Decoction | 5g (1 marigold) | 40g | 35g | 2 min |
| Bardo | Bardo | 12g (belladonna + chamomile) | 75g | 63g | 3 min |
| Savior Schnapps | Savior Schnapps | 20g (nettle + belladonna) | 50g (or save = 30g) | 30g | 3 min |
| Embrocation | Embrocation | 30g (thistle + marigold) | 120g | 90g | 4 min |
| Aqua vitalis | Aqua vitalis | 8g (any 2 herbs) | 55g | 47g | 2 min |
Method 3 — Bandit camp loot routes
Once your combat skills are reasonable (Defense 7+, master-strike trained), bandit camps become walking treasure chests. A typical camp has 3-5 bandits each carrying 50-150g, plus a chest with 200-500g, plus lootable armor and weapons worth 800-1500g if you can carry them out.
The trick is the route loop. Bandit camps respawn every 5-7 in-game days. Map out 4-5 camps in the Trosky-Suchdol corridor, hit them in sequence, then sell the loot, then sleep 5 days. Each loop nets 1500-3000g in 30-40 real minutes once you know the routes. Carry weight is the bottleneck — bring Mutt (he can hold limited items via the Houndmaster perk) or a packhorse.
Selling bandit gear is a separate skill. Most blacksmiths and traders will refuse 'bloody' items if your local reputation is low. Wash bloody armor at a bathhouse first, or sell to the Sasau monastery dealer who doesn't ask questions but pays 30% below market.
Method 4 — Dice tables in Kuttenberg
Dice (Farkle) is KCD2's gambling minigame and a serious income source once you understand the math. Kuttenberg has high-stakes tables in the lower district where stakes start at 50g per round and scale to 500g. Speech skill 10+ unlocks taunt and bluff options that nudge opponents into bad calls.
Cheating dice (loaded dice from shady traders) shifts the odds in your favor by ~15-20%, taking expected gph from 600 to 2500-3000. But cheating is a crime if discovered — opponents at the high-stakes tables specifically check for loaded dice every 2-3 rolls. Combine cheating dice with the Sleight of Hand perk (Stealth tree) to mask the swap.
Pure-skill dice (no cheating) is slower but legal and trains Speech. Expected gph: 1000-1800 once you understand which 3-of-a-kind to bank versus reroll. Worth a session whenever you're already in Kuttenberg for quests.
Method 5 — Herb gathering (Act 1 default)
Before combat skills are high enough for bandits and before Craftsmanship enables forging, herbs are your default income. Walk known herb routes, gather everything, sell to alchemists OR brew it yourself for the alchemy bonus.
Best Act 1 route: Trosky riverbank → Suchdol fields → forest edge near the bandit ruins. Roughly 30-40 minutes for a full bag of 80-120 herbs. Direct sale: 1200-1800g. Brewed into potions first: 2000-3500g.
Time-of-day matters. Some herbs (belladonna, valerian) only spawn at night. Others (marigold, chamomile) are dawn-to-dusk. Sleep-cycle your herb route to grab the night herbs during a single midnight loop — they're the highest value per unit.
Herb sale value reference
| Herb | Where | Time | Sale value (raw) | Brewed-into-potion value | |
|---|---|---|---|---|---|
| Marigold | Marigold | Fields, sunny meadows | Day | 5g | 40g (Marigold Decoction) |
| Belladonna | Belladonna | Forest edges | Night | 10g | 50g (Schnapps) |
| Nettle | Nettle | Everywhere, paths | Any | 3g | 30g (Schnapps base) |
| Valerian | Valerian | Mountain slopes | Night | 12g | 70g (sleep potions) |
| Thistle | Thistle | Rocky outcrops | Day | 8g | 120g (Embrocation) |
| Chamomile | Chamomile | Open fields | Day | 6g | 75g (Bardo base) |
Universal money-leak fixes
- Stop drinking Savior Schnapps for routine saves. Sleep in beds (free) when not in the middle of dangerous content.
- Repair your own armor — Craftsmanship lets you repair at any forge for ~10% of the smith's price.
- Never sell unique quest items. Some look like generic gear but unlock late-game quest branches.
- Don't fast-travel through inn towns. The travel cost (food, water consumption) is offset by passing more spawn-table loot piles than fast-travel skips.
- Buy from Kuttenberg's main market in bulk, sell at Trosky's smaller market for 8-12% markup — there's a real geographic price difference.
- Use the haggle system (Speech 5+). Every transaction can move 5-15% in your favor.
Frequently asked questions
What's the single fastest money method in KCD2?
Blacksmith forging once Craftsmanship is 15+. A masterwork longsword nets 1100g per ~6-minute forge cycle. That's roughly 5000+ gph with no combat risk. The investment cost is the Craftsmanship grind to get there — until then, alchemy is the smoother early-game option.
How do I grind Craftsmanship fast for forging?
Henry's father's forge in the prologue introduces you, then use any Trosky smith's anvil during off-hours. Forge basic horseshoes and daggers in bulk — each successful forge gives skill XP regardless of profit. Expect 4-6 hours of dedicated forging to go from skill 5 to 15.
Is dice cheating worth the risk?
Yes if your Stealth skill is 10+ and you have Sleight of Hand. The cheating-dice swap is checked by opponents but rarely succeeds against a high-stealth player. Lose the dice once and lose 200-500g stake; win 5 times and net 1500-2500g. Net positive at high skill. Avoid below Stealth 8.
Can I sell loot to any merchant?
No — merchants have personal purses (typically 800-2000g) that drain as you sell. Once empty, you can't sell more to that merchant until in-game time refreshes them (1-2 days). Split sales across 3-4 merchants per region, or sleep a day at an inn to reset purses.
Do I need a horse for groschen farming?
Strongly recommended by mid-Act 1. Carry weight is the bottleneck on bandit-loop and herb-loop farming. A horse adds ~80-120 carry capacity (varies by breed) and lets you transport full loot bags back to towns. Get even a basic 600g horse before serious farming.
What's the worst money method I should avoid?
Selling bandit weapons directly without washing bloody clothes first. Bloody-item merchant penalties stack with low reputation and you'll get 50-70% below market. Bathe (10g at any bathhouse) to clean blood before selling. Also: never sell rare flowers or quest-related books, even if their auto-tooltip says they're 'junk'.
How do tournaments compare to bandit camps for income?
Tournaments pay 500-2000g per win but are time-gated (one tournament per region per ~7 in-game days). Bandit camps are unlimited and respawn faster. Use tournaments as supplemental income alongside your main grind — they also give unique gear rewards.
Sources & verification
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Continue this guide path
- ›Kingdom Come: Deliverance 2 Beginner Guide — Combat, Skills, and Your First DaysKCD2 throws you in with minimal hand-holding. This guide covers what to learn in your first hours, the skill priorities that compound fastest, and the survival basics the tutorial barely explains.
- ›KCD2 Alchemy Recipes Guide — Best Potions, Brewing Steps, and Selling TipsAlchemy is the most profitable non-quest activity in KCD2. This guide covers the 10 best potion recipes, exact brewing steps, ingredient locations, and how to make 2000+ groschen per hour brewing.
- ›Best Early-Game Build in KCD2 — Defense + Speech Hybrid for Act 1Most KCD2 builds collapse in Act 1 because they specialize too hard. This Defense + Speech hybrid build keeps you alive AND keeps quest options open through the entire Trosky/Kuttenberg arc.
- ›KCD2 Lockpicking Guide — New Minigame, Sweet Spot Timing & Perk OrderKCD2 rebuilt the lockpicking minigame from scratch — old KCD1 muscle memory will fail you. This guide explains the new sweet-spot system, controller vs keyboard differences, and the perk order that opens Hard chests before Kuttenberg.