Bannerlord mechanics

Trading guide

Bannerlord v1.4.8 · checked 2026-11-10 · updated 2026-11-12

This guide explains what the green and red trade markers mean, why town prices go up and down, why selling looted gear pays so little, and how to read the "Can buy at" and "Can sell at" lines in item tooltips. Everything here was read out of the game's own code (v1.4.8), so the numbers are the ones the game actually uses. No official module (SandBox, StoryMode, NavalDLC, BirthAndDeath) changes any of it.

Each rule is written in words with a worked example. If you want the exact formulas, every edge case and links to the game code, see the two deep dives: Prices and profit markers and Trade rumors.

What unlocks what

What you see What you need
Green or red markers on your own items the Appraiser or Whole Seller perk (Trade 25)
Green or red markers on the merchant's items the Caravan Master or Market Dealer perk (Trade 50)
"Can buy at / Can sell at" lines in the item tooltip nothing, every player has them
Extra price rumors from your caravans the Traveling Rumors perk (Trade 100)
Extra price rumors from towns where you own a workshop the Toll Gates perk (Trade 100)

Markers only show on the trade screen with a merchant. You will not see them when looting after a battle or when using a stash.

What the colours mean

The game picks a marker by dividing one price by another and checking how far the result is from 1.

Marker ratio = the first price ÷ the second price

The lower the ratio, the better for you. Which two prices are compared depends on whose item it is.

Your own items (Appraiser or Whole Seller)

Ratio = what you paid on average ÷ what it sells for here

Green means selling here earns you at least 5% more than you paid (strong green: at least 20% more). Red means selling here loses you more than 5%.

Worked example. You bought a trade good for 40 each. This merchant pays 44 for it. Ratio = 40 ÷ 44 = 0.91. That is below 0.95, so you get a green marker: selling here is a profit. Had you paid 30, the ratio would be 30 ÷ 44 = 0.68, below 0.80, so strong green.

The game only remembers prices for items you actually bought, and only for items without a quality prefix. Loot, crafted items, quest rewards, and anything "Fine", "Rusty" and so on never get a marker.

The merchant's items (Caravan Master or Market Dealer)

Ratio = this town's price level for the category ÷ the average price level of the category in every other town

Green means this kind of item is at least 5% cheaper here than the world average (strong green: at least 20% cheaper), so it is a good place to buy. Red means it is more than 5% dearer.

Worked example. Wine has a price level of 0.75 here and the world average is 1. Ratio = 0.75 ÷ 1 = 0.75, below 0.80, so strong green: stock up on wine here.

This marker works per category (all wine, all grain), not per individual item, and it ignores your trade penalty and your perks. It only says "this town is cheap or dear for this kind of goods".

Number line from 0.6 to 1.4 split at 0.8, 0.95, 1.05 and 1.2 into strong green, green, no marker and red zones. Your goods: paid 30, 40, 50 and 60 against a sell price of 44 give ratios 0.68, 0.91, 1.14 and 1.36, marked strong green, green, red and red. Merchant: price levels 0.75, 1 and 1.15 against a world average of 1 give strong green, no marker and red.

Marker colors for goods you bought (compared with the price here) and for towns (compared with the world average).

Case Compared with Marker
Paid 30 sells here for 44 Strong green (big profit)
Paid 40 sells here for 44 Green (profit)
Paid 50 sells here for 44 Red (loss)
Paid 60 sells here for 44 Red (loss)
Local price level 0.75 world average 1 Strong green (much cheaper than elsewhere)
Local price level 1 world average 1 None
Local price level 1.15 world average 1 Red (dearer than elsewhere)

There is no "strong red"

The game files contain a strong red marker for a ratio above 1.20, but it never shows up: the game checks "above 1.05" first and stops there. So a red marker can mean you lose 6% or you lose 60%. In the table above, paying 50 and paying 60 both show plain red.

Why prices move

Every town keeps, for each category of goods, three numbers: demand, supply, and the total value of that category in the town's stock. Villages have no market of their own; they use the market of the town they belong to.

From these the game works out the town's price level for the category:

Price level = (Demand ÷ (0.1 × Supply + 0.04 × stock value + 2)), raised to the power 0.6

Then:

The penalty is the merchant's cut, explained in the next section. For an ordinary sale of trade goods in a town at peace, it starts at 0.06, about 6%.

One more detail: when you sell, the game first adds your item to the town's stock value, then works out the price. So the item you are selling already counts as "one more in the warehouse".

Worked example. A trade good worth 40, in a town with supply 50 and demand 20, which already has 300 worth of it in stock. Penalty 0.06.

  1. Price level for buying: 20 ÷ (0.1 × 50 + 0.04 × 300 + 2) = 20 ÷ 19 = 1.053. Raised to 0.6, that is 1.031.
  2. Buy price: 40 × 1.031 × 1.06 = 43.7, rounded up to 44.
  3. Price level for selling: your item adds 40 to the stock, so 20 ÷ (0.1 × 50 + 0.04 × 340 + 2) = 20 ÷ 20.6 = 0.971. Raised to 0.6, that is 0.982.
  4. Sell price: 40 × 0.982 ÷ 1.06 = 37.07, rounded down to 37.

The chart and table below show the same item as the town's stock grows from empty to 2000.

Line chart of buy price and sell price for an item worth 40 with supply 50 and demand 20, against the value of that item in the shop from 0 to 2000. Buy price falls from 80 to 18 and sell price from 62 to 15. Both cross the base value of 40 at a few hundred of stock.

A trade good worth 40 with supply 50 and demand 20.

Goods in the town's stock (value) Buy for Sells here for
0 80 62
100 61 49
200 51 42
300 44 37
400 39 33
500 36 30
600 33 28
700 31 26
800 29 24
900 27 23
1000 26 22
1100 25 21
1200 24 20
1300 23 19
1400 22 18
1500 21 18
1600 20 17
1700 20 16
1800 19 16
1900 19 15
2000 18 15

What this means for you: a town with an empty shelf for a good pays the most for it, and every item you dump there lowers the price of the next one. Sell a big load in two or three towns rather than all in one.

Why selling gear pays little

The penalty is not a fixed 6%. The game builds it up step by step, and some steps are large:

Worked example: a tier-3 sword worth 1000. You sell it in a town, at peace, with no Trade skill bonus and no perks, and the town's price level is 1.

  1. Penalty = 0.06 + 1.5 + 0.25 × (3 − 1) = 0.06 + 1.5 + 0.5 = 2.06.
  2. Sell price = 1000 × 1 ÷ (1 + 2.06) = 1000 ÷ 3.06 = 326.8, rounded down to 326.

You get about a third of the item's value. A tier-6 item gets 1.5 + 0.25 × 5 = 2.75 added, so it pays even less in proportion. That is why loot sells for so little, and why Appraiser and Trade skill matter if you sell a lot of gear.

Trade rumors

When you hover over an item on the trade screen, the tooltip can say "Can buy at town for: price" or "Can sell at town for: price". These lines come from trade rumors: prices from other towns that the game remembered. You do not need any perk to see them.

Where rumors come from

Rumor prices are recorded without your trade penalty or perks. For trade goods they use a penalty of 0.012, lower than the 0.06 starting penalty on your own trades. Because the penalty is lower, a rumored buy price is a little lower, and a rumored sell price a little higher, than what you would pay or get in that town at the 0.06 penalty.

How old a rumor gets

Most rumors last 10 days. The daily random rumor lasts between 10 and 19 days.

Timeline: visit, toll gates and caravan dialog rumors last 10 days, the daily random rumor lasts 10 to 19 days. Below, eleven blocks from 10 days left to 0 days left: full colour from 10 down to 5, then fading at 4 and 3, and half strength from 2 to 0.

How long each source keeps a rumor.

Source Shortest (days) Longest (days)
Visit 10 10
Daily random 10 19
Toll gates 10 10
Caravan dialog 10 10

A rumor starts to fade 5 days before it expires.

Days left Strength
0 0.5
1 0.5
2 0.5
3 0.6
4 0.8
5 1
6 1
7 1
8 1
9 1
10 1

The game keeps at most one rumor per town and item. When a new rumor arrives for a pair it already knows, the new one is thrown away and the old price stays. Only your own visit (or your caravan's, with Traveling Rumors) clears out a town's old rumors first. So:

How to read the tooltip

The tooltip compares each rumor with the price here, for the item you are hovering, and only shows rumors about other towns:

"Here" means your real price in this town, with your penalty and perks. Lines are sorted by the rumored sell price, highest first.

A line's brightness shows its age. Brightness = days left ÷ 5, capped between 0.5 and 1. A rumor is at full brightness until its last 5 days, then fades, and stays at half brightness until it expires.

Worked example. You hover over a good: this merchant pays 100 for it and charges 110. A rumor says you can buy it in another town for 80. Is 80 < 0.9 × 100 = 90? Yes, so the tooltip shows "Can buy at that town for: 80". With 4 days left on the rumor, the line is drawn at 4 ÷ 5 = 0.8 brightness.

Table of four cases with local buy, local sell, rumor buy and rumor sell prices: cheap to buy there gives a buy line, dear to sell there gives a sell line, nothing stands out gives no line, and when both conditions hold the buy line wins.

Whether the rumor adds a line to the item tooltip.

Case Rumor buy Rumor sell Sells here for Buy here for Tooltip
Cheap to buy there 80 75 100 110 Buy line
Dear to sell there 140 130 90 100 Sell line
Nothing stands out 105 100 100 110 No line
Both; buy line wins 80 130 100 105 Buy line

The "both conditions" row only illustrates the rule: real rumor prices (sell below buy) never satisfy both.

Practical tips