Mount And Blade Warband Troop Tree

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Trading goods is a great way to make money in Mount & Blade: Warband. In this post, you learn example price ranges and thresholds (to buy under X, to sell over Y) for the most profitable goods. You also learn an example trade route that goes around all Calradia in Warband.(All information is for the game without any mods, as mods might change the trade/economy/map in the game. UPDATE: This information is valid for game version 1.143. It might work for newer versions too, but newer versions might change the trade routes and economy.)You can learn all this info in game, by doing trading, using the asses good deals option in the marketplace of the towns, talking to the guild master about trade and production of the different cities, so consider the information below SPOILERS.Also, there are a lot of trading opportunities in the game I do not list here, because these are the ones I've found working for me. Feel free to experiment and take on the opportunities you see:)Note: I didn't come up with any of this (although I have 'tested' all of this in-game).

The hard work has been done by the awesome people and gamers at the. I just put it here on my blog as it's sometimes hard to find stuff from forums.General TipsTravel fast:. Avg secure vpn crack. give riding skill and horses to all companions,. invest in pathfinding skill (e.g. Increase the skill with one companion and have two points on your own),.

prefer cavalry over infantry (for trading journeys),. keep the army size small (but high enough to 'scare' bandits away),.

keep the morale of the army high,. have 6 horses in your inventory (as 'pack' horses) - the cheapest you can find (quality of the horse doesn't matter).

Visit the villages near the towns for cheap goods.If you increase trading skill with one of the companions, put 2 points in it for your character to get the +1 extra.Get some experience and levels before you start 'heavy trading', as you will run into robbing attempts when entering marketplaces and you'll have a better chance dealing with the robbers if you have some combat skills (and good weaponry, it's good to have a bow/crossbow).(optional) Do quests for the towns to improve your relations. You'll get better prices this way. To get the quests, talk to the guild master.

You get experience while at it, and it's a welcome change to the trading as well. Be careful with bandit quests thou if your low level.Price RangesHere are the price ranges I use in the game.If I see goods under the threshold I buy. And I only sell if the price is high enough.If you need to empty inventory, any price over the buying threshold is profit, so it's OK to 'dump' inventory if you know that the next cities in your route don't pay well for those goods.BUY under X means buy when the buying price is below XSELL over Y means sell when the selling price is over YMost Profitable Goods.

Iron. BUY under 150, SELL over 300. Salt. BUY under 150, SELL over 270. Oil. BUY under 320, SELL over 450.

Tools. BUY under 380, SELL over 450. Velvet. BUY under 700, SELL over 950-1000. Wine. BUY under 200, SELL over 300. Spice.

BUY under 600, SELL over 800. Flax. BUY under 100, SELL over 150. Linen.

BUY under 220, SELL over 350. Wool Cloth. BUY under 200, SELL over 270'Filler' Goods. For buying, avoid buying for higher than the threshold. Just move on to another city.The Trade RouteI learned this route from at Taleworlds forum, from his 'after action reports'.

It's a complete route around Calradia, focusing on the most profitable (small) routes and most profitable goods (only buying 'filler' goods in between to avoid travelling empty).If some goods are not available or not available below threshold price, wait for a day or just move on (I usually just move on). Sell to the other merchants if the goods merchant runs out of money and the price is still high enough (the arms/armor/horse merchant).1.

Mount and blade custom troops

Ruvar, a village near Wercheg: BUY UNDER: Salt 1502. Wercheg: BUY UNDER: Salt 150, Hides 90 (although not too much of them)3. Curaw: BUY UNDER: Iron 150, Tools 380, Sell: Salt 2704. Ismarala, a village near Curaw: BUY UNDER: Iron 1505. Fenada, a village near Sargoth: BUY UNDER: Flax 1006.

Sargoth: SELL OVER: Salt 2707. Tihr: SELL OVER: Iron 300, Tools 4508. Kwynn, a village near Sargoth: BUY UNDER: Flax 1009. Sargoth: BUY UNDER: All of the Flax 100 and Linen 220, Wool 7010. Uxkhal: SELL OVER: Hides 100, Wool 12011. Suno: BUY UNDER: Oil 320, Wine 20012. Shariz: BUY UNDER: Date Fruits 70, SELL OVER: Linen 350, Wine 30013.

Durquba: SELL OVER: Flax 15014. Ahmerrad: BUY UNDER: Iron 150, Wool 70, SELL OVER: Wine 30015. Bariyye: BUY UNDER: Date Fruit 70, Iron 150, Salt 150, Tools 380, SELL OVER: Linen 350, Wine 300, Wool 12016.

Iqbal, a village near Bariyye: BUY UNDER: Salt 150, Date Fruit 7017. Fishara, a village near Bariyye: BUY UNDER: Salt 150, Date Fruit 7018. Uzgha, a village near Ahmerrad: BUY UNDER: Iron 15019. Tulga: BUY UNDER: Spice 600, Salt 150, SELL OVER: Iron 300, Date Fruits 12020. Ahmerrad: BUY UNDER: Iron 150, SELL OVER: Spice 80021.

Durquba: SELL OVER: Spice 80022. Jelkala: BUY UNDER: Velvet 700, Fish 30, Hides 90, SELL OVER: Iron 300, Salt 270, Tools 45023. Veluca: BUY UNDER: Grain 30, Hides 90, SELL OVER: Fish 90, Velvet 95024. Uxkhal: SELL OVER: Grain 50, Hides 100, Salt 27025. Suno: BUY UNDER: Oil 320, Wine 150, SELL OVER: Grain 50, Hides 100, Salt 27026. Praven: BUY UNDER: Wool 70, SELL OVER: Oil 450, Salt 27027.

Yalen: BUY UNDER: Wine 200, Wool 70, SELL OVER: Salt 27028. Jelkala: BUY UNDER: Fish 30, Velvet 70029. Shariz: BUY UNDER: Date Fruit 70, SELL OVER: Fish 100, Wine 30030. Dhirim: BUY UNDER: Iron 150, SELL OVER: Velvet 1000(Optional: Visit Narra and Ichamur. Sell according to thresholds.)31. Tulga: BUY UNDER: Spice 600, SELL OVER: Iron 300, Wool 12032.

Bariyye: BUY UNDER: Iron 150, SELL OVER: Velvet 100033. Ahmerrad: BUY UNDER: Iron 150, Wool Cloth 200, SELL OVER: Spice 80034. Durquba: SELL OVER: Spice 80035. Halmar: BUY UNDER: Salt 15036.

Dhirim: BUY UNDER: Iron 150, SELL OVER: Wool Cloth 27037. Reyvadin: SELL OVER: Iron 30038. Khudan: SELL OVER: Iron 30039. Rivacheg: SELL OVER: Iron 300If you have inventory space between towns (could not get enough cheap goods), stop in villages on the route (don't go off it too much thou) and buy cheap items. Also, buy variety of food from those villages (to keep) army fed and morale high).

This money will help the economy of the town as well.Mount and Blade: Warband Trade RouteIMAGE CREDIT: map modified from the original. The Warband Trade Route VideoHere's the on video. It's an hour long and it's a part of my let's play series, and there's some other stuff in it but trading, but it shows the whole route.Watch HD/720p in YouTube:References and Links.

Sarranid SultanateFaction InformationRulerClaimantThe Sarranid Sultanate is a new introduced in, located in the southern deserts of. It is led by, while the to the throne is. Sarranid are called emirs, an Arab title for a ruler.Their national animal appears to be the desert eagle, as it is depicted on their emblem. However, Hakim's banner is one of the two monarch banners that does not match up with the emblem, and the only one that does does not contain a heraldic eagle. Interestingly, Arwa has an eagle's head on her banner (and so does one of the most powerful lords of the Sultanate, initial lord of, for that matter), which could be related to her claim hinging on Sultan Ayzar's, while Hakim's hinges on Baybak's. Contents HistoryThe Sarranids are possibly descendants of the, hinted by their dwelling place and troop composition.The Sarranids were ruled by prior to the events of Warband.

Mount And Blade War Band Troop Tree

Ayzar purchased a slave, Arwa the Pearled One, who would later endear herself to him so much that he eventually let her manage his kingdom and practically adopted her as his daughter. After Ayzar's death, Arwa was allowed to rule on the condition that she marry the realm's general, Emir Baybak, and they ruled together for ten more years. However, after Baybak was killed in a skirmish with the (likely under the rule of at that point). His nephew, Hakim, staged a coup against Arwa, ousting her from power on grounds of her bewitching both the previous Sultan and his uncle.Rulers. TacticsAlso see.Strengths. Good skirmishing ability with overall versatility, thrown weapons and polearms, and high Athletics skill.

Powerful, rivalling the.Weaknesses. Infantry is easily outmatched in direct engagements. Archers are outclassed at long range by those of other factions.SummaryThe starting position for the player is difficult, as many bandits roam the deserts outside of villages and towns.

When you can, leave the area and come back with a large force if you want to attempt to drive out the bandits. Most of their units are relatively weak, excluding some of the higher tier archers and cavalry.The Sarranids use units and tactics that seem to be a blend between those of the Swadians and Vaegirs, giving them more versatility. The top-tier Sarranid cavalry unit, the, is on a par with the as the toughest horsemen in the game while Sarranid infantry and archers are tactically closer to Vaegir military units, although they are generally more heavily armored and bear heavier shields than Vaegir troops. Their weakness lies in a lack of specialization arising from this blending. While their archers are relatively tough in melee, they are not as devastating in their main role as archers.

Similarly, their infantry have throwing weapons, but lack staying power in melee combat, and their horsemen are slightly less well-armored than their Swadian counterparts (but still quite powerful) and carry more blunt weapons to capture prisoners.Used well, the Sarranids are a formidable force, but it is hard to squeeze a significant amount of damage out of the archers during a siege because they quickly exhaust their ammunition. Are a hedged bet.

They are better in melee combat, and thus a good backup when things go awry, but less effective compared to other ranged troops when things go according to plan. Ultimately, Master Archers may not be capable of clinching victory against powerful enemy forces. Mamlukes rule the open desert and their blunt weapons will help them pay their recruitment costs and salaries by capturing prisoners, but their expensive horses are of no use when besieging a town or castle. Sarranid infantry might score a few kills with throwing weapons, but when you need them to hold the line they simply may not be capable of holding their own against other factions' infantry in a direct clash.The Sarranid territory is mostly open desert, making battles very favorable for cavalry and archers.

L'aigle Troop Tree

Unlike the Khergits, their cavalry are melee only and have no bows, making them less versatile. However, their mounted knights (Mamlukes) are some of the strongest in the game, rivaling.Their infantry are considered the weakest in the game when compared to the other factions, and they are not as heavily armed as similar units in other kingdoms. However, they are reliable in large numbers and can be very useful if supported.use bows and jarids rather than crossbows, and while they can out-shoot, they are outclassed. They have a very fast rate of fire, which allows a small number of troops to lay down an impressive volley in a short amount of time. But, Sarranid archers are not always reliable because of their low damage and poor accuracy, made worse when they spawn with jarids instead of bows.Troop Tree. Territory of the Sarranid Sultanate.Note that, over the course of the game, other kingdoms may besiege and take over these lands and the Sultanate may gain more or less land.

However, these places are the only places from which you can recruit Sarranid troops.The Sarranid Sultanate is the only faction in which no castle shares its name with that castle's village.You can buy cheaply which, when sold to the neighboring, can fetch a price of up to 100 denars.Trivia. The Sarranid ruler and vassals, unlike those of the other factions, wear their combat attire all the time, including in the castle halls where the other lords usually wear civilian clothing. Internally, this is because the Sarranids were not given an alternate set of clothes in their inventory and so have nothing else to wear.