In Project 1999, Tradeskills represent a massive investment of time, inventory space, and platinum. Because the classic engine strictly limits your character to maximizing only a single general tradeskill past 200, choosing your path carefully is critical for your long term endgame success.
This guide will break down the best tradeskills in Project 1999 for money making, and why it’s an S-Tier choice for each one.
The Best Tradeskills
Alchemy (Shaman Only)
Alchemy is a class exclusive tradeskill restricted entirely to the Shaman Class. It allows you to craft powerful utility and stat-boosting potions that function like clicky spells, making them universally desired by every class for soloing, raiding, and leveling alts.
Skill Mechanics & Caps
- Level Requirement: You can technically learn Alchemy at level 25.
- The Formula Cap: Your Alchemy Skill maxes out at a formula of (Character Level – 24) x 5. At level 25, your skill is capped too low to easily succeed on profitable combines.
Top Money-Making & Utility Potions
Unlike high-end armor or jewelry, potions are consumables. Players use them, burn through them, and constantly need to buy more, ensuring a permanent market in the East Commonlands (EC) tunnel.
Blood of the Wolf (SoW Potion):- Trivial Skill: 37
- Provides the critical Spirit of Wolf movement speed buff. It is the absolute bread-and-butter of low-to-mid tier wealth generation because players buy them in bulk for their alternative characters (alts).
Ant’s Potion (Shrink Potion):- Trivial Skill: 70
- Shrinks the user’s character model. This is an absolute mandatory requirement for large races (Ogres, Trolls) raiding inside cramped dungeons like Temple of Veeshan so they can fit through doors and see past model clipping.
Kilva’s Skin of Flame: Grants a strong Damage Shield (DS). Highly sought after by power-levelers and soloing melee classes.
Why it Holds S-Tier Status
Alchemy is universally ranked as an S-Tier tradeskill because it is the only profession that creates high-demand, consistently consumed utility items that can change the way non-caster classes play the game. While gear from Blacksmithing or Tailoring is a one-time purchase, potions are constantly burned through during raiding, soloing, and leveling alts.
Jewelcrafting (Enchanter Best Fit)
Jewelcrafting is the best money making tradeskill. While any class can physically pick up a jeweler’s kit, it is heavily considered an Enchanter exclusive profession to optimize. The core loop involves combining a precious metal bar with a gemstone to create stat-boosting rings, earrings, bracelets, and necklaces.
The Enchanter Synergy
You should never master Jewelcrafting on a non-Enchanter character unless you have an Enchanter alternate account or a highly dedicated guild partner.
- The Enchant Spells: Unenchanted jewelry provides zero combat statistics and sells poorly. Only metal bars that have been explicitly enchanted by an Enchanter‘s line of spells (e.g., Enchant Silver, Enchant Platinum) will produce stat-yielding jewelry.
- The Mana Cost: Enchanting high-tier bars costs massive chunks of mana. Doing massive trade sessions requires an Enchanter’s own clarity buffs to minimize downtime between batches.
Highly Profitable Items
Because classic EverQuest features limited gear slots with native Magic Resistance (MR), Hit Points (HP), and Mana, your inventory will always be in high demand.
| Crafted Item Name | Base Key Stats | Target Market |
|---|---|---|
Platinum Jasper Ring | +6 WIS | Druids, Clerics, Shamans |
Golden Sapphire Earring | +4 INT, +2 STR | Wizards, Necromancers, Magicians |
Platinum Diamond Wedding Ring | SV FIRE: +7 SV DISEASE: +7 SV COLD: +7 SV MAGIC: +7 SV POISON: +7 | Every class |
Why it Holds S-Tier Status
Jewelcrafting achieves absolute S-Tier status in Project 1999 because it is the premier raw wealth-generation engine that any class can use to buy high-end items, combined with an unparalleled quality-of-life leveling process. While other crafting paths are frustrating and complex, Jewelcrafting offers direct advantages that make it universally recommended.
Spell Research
Spell Research is a class-restricted tradeskill dedicated entirely to the four pure Intelligence-based casting classes: Necromancer, Magician, Enchanter, and Wizard.
Its primary purpose is to allow these classes to manually craft critical, highly coveted spells that cannot be purchased from any merchant vendor in the game world. Pure casters automatically gain the capability to start researching spells at level 16.
High-Value Target Spells
While many researchable spells are niche or low utility, a select few are game-defining and drive a high-profit economy in the East Commonlands tunnel:
- Magician (Pet Spells): Magicians absolutely rely on research for their highest-damage elemental pet summon spells across multiple leveling brackets.
- Necromancer (Lich / Pet): Pet and Lifesteal spells like Invoke Death or the Bond of Death are heavily locked behind Word research.
- Wizard (Ice Comet): Crafting the iconic Ice Comet spell stands out as a highly lucrative and popular endgame goal.
Why it Holds S-Tier Status
Spell Research achieves S-Tier status because it is a zero-penalty gateway to class viability. While other professions demand immense financial sacrifice or block your ability to learn other skills, Research serves as an essential, high-utility progression tool tailored perfectly for pure Intelligence casters.
Final Thoughts
Your choice of an tradeskill should align directly with your class identity and long-term gameplay goals. If you play a Shaman, Alchemy is an absolute mandatory choice for generating endless consumables; if you are an Enchanter or want a stress-free, vendor-only path to massive platinum wealth, Jewelcrafting is unmatched. Meanwhile, Spell Research remains a universal, penalty-free requirement for any pure caster seeking to unlock their full spellbook potential.