While the turn-based battle system is at the heart of medieval RPG Wartales, you'll also spend a lot of time exploring the main map. It's a big world but luckily here is a fast-travel system, so read on for my complete Wartales travel post guide.
While the game is split into several regions, each is of a significant size on its own, while some scenarios will see you having to travel to old areas too. I don't mind wandering the countryside, but it can still strain resources and patience after a while.
You'll find a Travel Post location in the main town in each region of Wartales, but they will only appear and be available to build once you've reached Level 4 of the Trade and Craftsmanship Path. This is relatively easy to achieve, as you'll level this path by doing standard game activities such as paying your companions, cooking, and crafting.
The locations and prices (in Region-locked Mode) are as follows:
Tiltren County (Stromkapp): 500 Krowns
Vertruse Province (Marheim): 1,000 Krowns
County of Arthes (Cortia): 1,000 Krowns
Ludern Region (Garussa Clan): 1,000 Krowns
Grinmere Province (next to Tavern of Fortunes Made): 1,500 Krowns
Drombach County (New-Asthel): 1,500 Krowns
Belerion Archipelago (Per-Bast): 1,500 Krowns
Related:
When you see a Travel Post in a town, click it and listen to the NPC who'll be there. Once finished, they'll ask if you want to invest a certain amount of Krowns to set up the post. Don't worry about saying no. You can come back any time later when you feel you can afford to do so.
Are Wartales Travel Posts worth it?
Whether building a Travel Post is worth it is going to be down to the individual player. I've found them very useful, and if you've got a lot of excess money, they're worthwhile. But if money is tight, you may want to hold off (training and upgrading Legendary Weapons is also expensive, for example). Here are the benefits of building a Trading Post:
Fast Travel: Once you have two or more Trading Posts set up, you can instantly travel between them. The only downside is that you still have to use food, and you'll miss any benefits you get from camping (Scholar, Happiness, Training Post, etc.).
Chest: You can leave as much gear and resources (anything in your inventory) at each Travel Post as you want. This is great for inventory and weight management.
Garrison: You can leave up to three of your Companions at each Travel Post if you feel you don't currently need them.
It is also important to note that these items and companions will remain at the Travel Post you leave them at, rather than them being magically available wherever you happen to be nearest. However, this becomes less of an issue once you start to upgrade them (see below).
Upgrading Travel Posts - Trade Routes in Wartales
When you reach level eight of the Trade and Craftsmanship Path you will gain access to the Pedlar's Guild. A Pedlar's Envoy will appear at your trading posts and offer to set up a Trade Route for you between two cities where you've built trading posts.
Setting up a Trade Route will cost you 1,000 Influence and 1,500 Krowns. Once built, you will gain the following benefits (along with an accessory from the Pedlar's Guild):
Movement speed bonus: You'll move 20 percent faster on trade routes, reducing food costs.
Reclaiming companions and items: You can claim companions or items from any location on your trade route network for 50 Krowns (per stack).
Access to the Pedlar: A Pedlar NPC will appear at the Trading Post at each connected location in your network. They sell a variety of random resources, which include flowers, food, and components. This can include unusual items such as White Leather, Honey, and Alazarian Powder.
Suspicion bonus: You'll lose Suspicion 15 percent faster while traveling between connected regions.
You can set up one new trade route each time you gain a level in the Trade and Craftsmanship Path, up to level 12. However, you cannot build a trade route to the Belerion Archipelago at this time, even if you have a travel post at Per-Bast.
Looking for more Wartales information? We've got you covered here at Pro Game Guides. Check out, How to get the Lectern in Wartales, Can You Respec Characters in Wartales, and more!
"*Reaching level 4 of Trade and Craftsmanship unlocks Travel Posts. The construction cost, in Krowns, depends on the location: Stromkapp, Cortia, Marheim, Garussa Clan and Gosenberg City. *Fast travel costs a certain amount of Food, equal to the amount that would be consumed during a regular trip.
You are going to unlock (level 4 Trade achievement) a Trade Post in your first town.Then you must build one on each town for fast travel. Tip: don't use fast travel for trade.
Garrisons do nothing. That's actually their purpose. You can park mercs you don't want there and neither need to pay them nor feed them. But they're available to call back when you want them.
Get your trade path of glory to rank 4 and you'll unlock the ability to purchase trading posts in the major towns in a region. Craft camp buildings and rank up your professions to gain access to it quickly.
What´s the point with camp chest? I thought it would take weight from you, but it doesn´t. It's only for the thief class to turn stolen items into normal. And if you want to use stolen items for the crafts before normal ones, you must keep the the red items and place the others in the chest.
For any other type of prisonner, you cant recruit him/her right away, he or she needs to gain your trust, either placing them in the camp besides other members, giving him good meals, placing guards (like wolves) besides him, building camp tools to keep prisonners without escaping until they can be recruited, etc.
In Wartales, Max Level Cap for companions and enemies/wild monsters is 15, but for standard companion it is 13 (maybe bug). You can check below the grade that shows Level/Needed Experience. The XP bar will reset each time you reach a new level.
Their purpose is to be sold. Yes. Choice of the term "trinket" in this game is actually a bit confusing since most RPG players think of trinkets and stuff you equip your characters with such as rings and amulets and such. But here they are not, there just junk to sell off.
You can release him like any prisonner, there is button for it on the stat tab of the character if i remember correclty. For animal it would be dismiss. Or you can give him 100 escape chance by leaving him far away from your companions in the camp placement, but you won't recover the chains this way.
The banner will allow you to increase the productivity or proficiency of your companions each morning, as well as giving your troop a distinct identity when roaming the world!
Cortia is a city located in County of Arthes. There you can find Ploughshare Inn, Apothecary, Little Saint Pier's Market, Church of Saint Septimus and Forge. The regional goods sold at the market are Amber and Pelts.
If you sell stolen items to black market then no criminal warrant on you and they become unstolen but you have to unlock black market and there is one in every province once you clean out the outlaw camp. Anyone who sells red surrounded items is selling stolen items so you can sell stolen items too them.
The Warrior and Archer class will be especially effective from the start, and offer a great balance between attack and defense, particularly if combined with the 'incredible resilience' companion bonus.
For any other type of prisonner, you cant recruit him/her right away, he or she needs to gain your trust, either placing them in the camp besides other members, giving him good meals, placing guards (like wolves) besides him, building camp tools to keep prisonners without escaping until they can be recruited, etc.
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