Governing a medieval village inManor Lordsgoes beyond just securingsupply production andeconomic growth. Lords should also prepare to fend off bandits and raiders by raising abattle-ready militia. Adequately armed soldiers increase the chances of winning even the toughest battles, so it’s paramount for every lord to ensure an excellent arsenal for their army.
While players can import weapons and armor for a significantly higher cost, aneffective strategy is to learn to produce them at home. Players who aren’t sure about how weapon and armor crafting works in Manor Lords should find this guide helpful.
Considerations Before Crafting Weapons & Armor
Like every resource in Manor Lords, weapons and armor are also crafted by the citizens. These citizens take on the role of armorers and blacksmiths to meet the militia’s needs. The following are a few important details worth considering before crafting weapons and armor:
Extending a burgage plot to blacksmithing, armorer, or fletcher converts the inhabitants into artisans. These people remain tied to their newly assigned roles and cannot participate in other construction activities.
How To Make Weapons
Weapons are crafted by blacksmiths, joiners, and fletchers. Crafting most weapons in Manor Lords requires aconsistent supply of planks and iron slabs.Planks are produced in sawpits, while iron slabs are smelted in bloomeries.
Once the supply of planks and iron slabs is secured, players can expect the following workshops to produce the respective weapons:
How To Make Armor
Crafting armor in Manor Lords involves spending adevelopment pointon Basic Armormaking, under the industry section, whichenables armorers to craft helmets.
To expand the armorer’s scope of crafting, players can consider investing two additional development points, each underAdvanced ArmormakingandMaster Armormaking,to craft chain mail and plate armor, respectively.
Higher levels of armor greatly increase the army’s defenses. Moreover, armor can beexported as a commodity to generate regional wealth.
If required, players can also extend another level 2 burgage plot intoCobbler’s workshop, which produces boots.
Since making armor and weapons requires gathering and conversion of resources, meeting those demands in a short time can prove challenging.
To prevent overproduction, the game includes a handy feature to pause production. Outlined below are easy-to-follow instructions on pausing a workshop from overproducing weapons or armor:
This will effectively pause the workshop’s production until players manually resume it.