The Witcher 3: Wild Hunt/Beginner & Core Systems

The Witcher 3 Remastered: Beginner Money Guide — Crowns, Weight Limits and Which Merchants to Use

Always broke in The Witcher 3 Remastered? Contracts are your salary, the same sword sells for different prices at different merchants, and your bags have a hard weight limit. The beginner money rules: earning, selling, dismantling, carrying.

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Every new Witcher 3 player is broke, and it is rarely because the game pays badly. It is because the economy runs on rules nobody explains: witcher contracts are your salary, the same sword is worth different money at different merchants, your bags have a hard weight limit, and half of what looks like treasure is worth more taken apart than sold whole. Learn those four rules in your first region and crowns stop being a problem for the rest of the game. This guide covers earning, selling, dismantling and carrying — in that order — with no spoilers and no exploits.

Novigrad's markets are where a witcher's loot turns into crowns — if you sell to the right stall. — CD PROJEKT RED (via Steam)

At a glance

  • Currency: Crowns. Old coins you loot (florens and orens) are worth almost nothing in your pocket — exchange them at the Vivaldi Bank in Novigrad

  • Income spine: Witcher contracts from notice boards; side-quest rewards and loot sales ride on top

  • Selling rule: Match the goods to the merchant — smiths pay properly for weapons and armour, herbalists for ingredients

  • Weight: A hard carry limit, raised by saddlebags on Roach; stashes in major towns hold the overflow

  • Skip the whole weight system if you want: The Bard's Ballad accessibility preset has a "carry weight ignored" toggle

  • Golden rule for beginners: Loot everything, sell often, and never buy gear from a shop in the early game

Every yellow board icon on the map is a job posting. One region's boards hand out more paid work than the main quest does. Gameplay frame: Kanzim (Bilibili)

1. Contracts are your salary

Strip everything else away and the economy is simple: monster contracts pay the rent. Every settlement has a notice board; walk up, take every note, and the board converts into contracts, side quests and map markers. Contracts end with a trophy, a grateful (or grudging) client, and a cash payment — and you can haggle the fee upward before you accept, pushing the slider until the client starts to get annoyed. One push too far and they walk away from the deal, so haggle in small steps and stop while they're merely grumbling.

On top of the salary, money trickles in from everywhere: bandit camps and deserters drop weapons worth selling, treasure hunts pay in gear, ordinary quests throw in coin rewards, and horse races and fist-fighting circuits pay small purses to winners. One false economy to unlearn early: killing monsters in the wild pays almost nothing — the game's rewards are attached to contracts and quests — in money exactly as in experience.

2. Loot discipline: pick it up, sort it later

The Remastered makes looting painless — turn on loot grouping in the settings and nearby drops merge into one window, with everything logged in the feed at the left of the screen. With that on, the beginner rule is simply take everything that isn't nailed down:

  • Weapons and armour from fallen enemies are your main resale stock. Even mediocre swords sell for real crowns once you reach a city.

  • Junk — hides, broken tools, tableware — sells for little per piece, but it weighs little too, and it adds up across a region.

  • Herbs and monster parts are ingredients, not trash. Some of every stack is future potions, oils and bombs; the herbalist Tomira's first quest exists to teach you exactly this.

  • Diagrams and books are never sold. A diagram is a permanent crafting unlock (one mid-White-Orchard hunt hands you a silver sword diagram, for example), and quest items take care of themselves.

The discipline shows its value at the merchant, which is where the next rule lives.

The most valuable loot rarely glitters: diagrams like this Viper silver sword are permanent unlocks hiding in caves and ruins. Gameplay frame: Kanzim (Bilibili)
Ingredients stack quietly in your bags. Sell the surplus to herbalists — keep enough for the alchemy you actually brew. Gameplay frame: Kanzim (Bilibili)

3. The same sword has four prices: sell to the right merchant

Merchants are not interchangeable vending machines. Each trade pays properly for its own category and poorly for everything else:

  • Blacksmiths pay the serious prices for weapons; armourers for armour. Sell your looted blades and breastplates to them, not to the general trader in the village you just left.

  • Herbalists and alchemists pay best for herbs and monster ingredients — and they are also who you buy rare ingredients from.

  • General merchants and innkeeps buy a bit of everything at middling-to-poor rates. Convenient, rarely optimal.

  • Big-city merchants pay better than village traders, and every merchant has a coin purse: buy enough from you and they run dry until their funds recover over the following days. If your favourite smith is broke, sell the rest in the next town or come back later.

Two habits follow from this. First, do your heavy selling on city trips — Novigrad concentrates smiths, armourers, herbalists and the bank within a few streets. Second, manage your expectations about the numbers on screen: an item's listed "value" in your inventory is a ceiling from the game's internal pricing, and merchants buy well below it, always. That gap is normal, not a bug, and it is exactly why choosing which merchant matters more than hunting for a mythical honest one.

Novigrad is the first place the economy opens up: multiple smiths and armourers, herbalists, and the Vivaldi Bank, all inside one set of walls. — CD PROJEKT RED (via Steam)

4. Sell, dismantle, or keep?

Your third option at a craftsman is dismantling: pay a modest fee, and an item comes apart into its crafting components. The beginner's decision tree is short:

  • Sell ordinary weapons, armour and junk you have no plan for. This is 90% of what you pick up.

  • Dismantle when the components are worth more to you than the sale price — some cheap-looking junk comes apart into valuable materials, and the dismantle screen shows you exactly what an item yields before you commit. Checking it, rather than guessing, is the whole skill.

  • Keep crafting components themselves, monster mutagens (they brew decoctions now and feed the late-game mutation system later), witcher gear you are levelling into, and anything tied to a diagram you intend to forge.

Do not dismantle in bulk to "save weight" — components weigh less than finished gear, but the fees add up, and gold in hand beats theoretical materials for a beginner. Dismantle deliberately, item by item, when the yield on screen justifies it.

Craftsmen are a service, not just a shop: forging, repairs, dismantling — and in the Remastered, the master smith and armorer also run Reforge, the appearance-only transmog. Every service costs crowns, which is why the selling habits above come first. — CD PROJEKT RED (official announcement trailer)

5. Weight: the limit, the saddlebags and your stash

Everything you carry — armour, weapons, junk, a small library of mutagens — adds up against a carry weight limit, and crossing it is miserable: Geralt can no longer run, and the world gets very large on foot. Three tools manage it:

  • Saddlebags. Roach can wear saddlebags that raise your limit, and better bags exist as race prizes, merchant stock and quest rewards through the game. Your first upgrade here is one of the best early purchases you can make — it pays for itself in loot you would otherwise have left behind.

  • Your stash. A personal chest waits in major towns and inns (the map filter shows stash locations). Anything you might want "someday" — spare witcher gear, crafting stockpiles, sentimental swords — belongs there, not on your back. The stash is shared between its locations, so deposit in one city and withdraw in another.

  • Sell before you delve. Treasure hunts and monster nests fill bags fast. Clear your inventory at a smith before a long excursion and the limit rarely bites mid-quest.

And the honest footnote: if inventory management is the part of RPGs you hate, the Remastered's Bard's Ballad accessibility preset includes a carry weight ignored toggle that removes this entire system. It is an official option, not a cheat — this collection's beginner's guide covers the preset in full.

See the bags behind the saddle? That's your carry limit, wearing a costume. Bigger saddlebags are the single best early investment in the game. Gameplay frame: Kanzim (Bilibili)

6. Early-game money mistakes

Most beginner poverty is self-inflicted. The five classics:

  • Buying gear from shops. Shop weapons and armour are priced for rich witchers and outclassed by loot within a level or two. Craft from diagrams instead, and let shops sell you only ingredients, Gwent cards and the occasional saddlebag.

  • Hoarding foreign coins. Florens and orens you loot are near-worthless decoration until the Vivaldi Bank in Novigrad converts them into crowns. Players sit on a fortune in the wrong currency for entire regions.

  • Selling everything to the nearest pair of hands. The village merchant who watched you kill the griffin pays village prices for its loot. The sword run to a city smith is the raise you give yourself.

  • Paying for repairs on everything, constantly. Repairs are a real early drain; on the lower difficulties and with Bard's Ballad available, gear durability is a system you can manage loosely early — prioritise repairing your two swords over a full armour set you're about to replace.

  • Spending the late game early. Witcher gear climbs through crafting tiers up to grandmaster quality in Blood and Wine, and the top tiers cost serious crowns. The player who arrives in Toussaint with a reserve buys their grandmaster set; the player who bought every shiny shop sword in Velen does not.

A healthy beginner wallet has a recognisable shape: contracts done in board-sized batches, bags emptied at city smiths, a growing stash of components you never quite need yet, and a reserve you refuse to spend because Toussaint is coming. If your crowns climb steadily between regions, your economy is working — perfection was never the point.

Battlefields and abandoned camps are Velen's second economy: nobody owns this loot any more, and it all sells. Come with empty bags. — CD PROJEKT RED (via Steam)
The countryside pays the patient: herbs gather free, respawn, and sell to every herbalist on the map. A slow ride to a contract is rarely an unpaid one. — CD PROJEKT RED (via Steam)
Toussaint, much later: where the grandmaster diagrams live and the repair bills match the scenery. Arrive with savings. — CD PROJEKT RED (via Steam)

FAQ

What is the fastest way to make money early? Contracts, in a loop: clear a notice board, do the contracts, loot everything on the way, then sell the haul to the matching merchants in the nearest city. There is no single rich spot to farm — the system is the loop.

Should I sell or dismantle the swords I loot? Sell almost all of them, to a blacksmith. Dismantle only when the dismantle screen shows a component you specifically need — gems and rare metals justify it; another iron bar does not.

Where do I exchange florens and orens? At the Vivaldi Bank in Novigrad. Foreign coins convert into crowns there; carrying them unconverted is carrying nothing.

The merchant says he can't afford my loot. Now what? His purse is empty, not broken — merchant funds recover over in-game days. Sell the rest elsewhere, or buy something you need from him (his purse refills with your money), or wait and return.

Do merchants pay the same everywhere? No — category and location both matter. Smiths pay for blades, armourers for armour, herbalists for ingredients, and big-city merchants generally outpay village traders. The listed inventory "value" of an item is never the cash price.

Can I just turn weight off? Yes. The Bard's Ballad accessibility preset (Remastered) includes a carry-weight-ignored toggle, alongside unbreakable gear and other assists. Everything else in this guide — contracts, selling, dismantling — still applies.

Related guides

  • The Witcher 3 Remastered Beginner's Guide: Difficulty, Bard's Ballad, Settings and Your First Hours

  • The Witcher 3 Remastered Alchemy Guide: Oils, Potions, Bombs and Toxicity for Beginners

  • The Witcher 3 Remastered: Witcher Gear Schools and the Reforge System Explained

  • The Witcher 3 Remastered: Gwent for Beginners — Rules, Your First Deck and Cards You Can Miss

  • The Witcher 3 Remastered: What's New and Different vs the Original and Next-Gen Versions