Advanced Money-Making Strategies
November 21, 2025
Late-game profit tactics.
Advanced Money-Making Strategies in Bannerlord
Making your first million denars in Mount & Blade II: Bannerlord changes the game. You stop worrying about party wages and start buying towns, bribing lords, and crafting legendary weapons.
This guide covers high-end strategies to maximize your income, from the infamous "smithing print press" to optimizing fief taxes.
The Smithing Economy (The "Javelin" Mint)
Smithing is, without a doubt, the most broken money-making method in the game if you know what to craft. While it requires an initial investment in hardwood and hardwood-producing companions, the returns are exponential.
The Javelin Method
Javelins are incredibly resource-efficient. A high-tier javelin often only requires 1 iron and 1 wood but can sell for 15,000 to 100,000 denars depending on your perks and parts unlocked.
Unlock Parts: Smelt every throwing dagger and javelin you find.
Craft: Use the highest tier head and shaft you have.
Profit: Sell to towns. If the town runs out of money, buy their high-value goods (armor, horses) and sell the javelins.
Two-Handed Swords
If you prefer swords, Two-Handed Swords with Tier 4/5 blades also sell for massive amounts. They consume more materials than javelins but also level your Smithing skill faster.
For a full breakdown, check our Smithing for Profit guide.
War Profiteering
War is profitable if you know how to liquidate your assets.
Prisoners: Ransom vs. Influence
After a big battle, you'll have dozens of prisoners.
Ransom: Go to a Tavern and sell them to a Ransom Broker for immediate cash. This is best in the early-to-mid game.
Donate: Donating prisoners to a friendly dungeon gives you Influence. In the late game, Influence is more valuable than gold for maintaining armies and passing policies.
See Prisoner Management for more details on handling lords and regular troops.
Loot to Materials
Don't just sell the loot! Smelt down high-tier weapons (Tier 3+) to get Fine Steel and Thamaskene Steel. These materials are rare and expensive to buy. Smelting them feeds your Smithing loops.
Passive Income Engines
You can't be everywhere at once. You need passive income to cover your daily wages.
Workshops
Buying workshops in prosperous towns is a safe long-term investment.
Location Matters: Check the "bound villages" of a town. If a town's villages produce Grapes, build a Wine Press. If they produce Silver, build a Silversmith.
Stability: Only buy workshops in towns safely deep within your kingdom's territory (e.g., Sanala for Aserai, Ortysia for Empire).
Check out Workshops Explained for a tier list of best workshops.
Caravans
Caravans make more money than workshops but carry higher risk.
High Risk: They can be destroyed by bandits or enemy lords.
The "Spicevendor": Hire companions with the "Spicevendor" or "Swift" suffix to lead caravans for better returns.
Learn more in Caravans & Trade Routes.
Fief Management
Owning a town is the ultimate goal. A well-managed town can generate 5,000+ denars per day.
Prosperity is Key: High prosperity = high taxes. Protect your villages from raids!
Garrison Wages: Don't stuff your garrison with Tier 5 troops unless it's a frontline city. It eats your profits. Use a smaller garrison of militia and mid-tier archers.
Read Fief Management and Prosperity to master town building.
Summary
Smithing: The fastest active money maker.
War: Good for mid-game bursts of cash and influence.
Fiefs: The goal for sustainable late-game empire building.
For more illicit ways to make money, see our Crime & Roguery Playstyle guide.