title,content "1866","1866 Version Mount&Blade 1.011 Type Single Player Links Forum: 1866 is a western-themed module for Mount&Blade set in year following the American Civil War. The module features gunplay, gambling, banditry and other traditional elements of the Wild West setting. Contents 1 Features 1.1 Factions 1.2 Character Creation 1.3 Items and Equipment 2 Setting 3 Reviews 4 Gallery Features[] In most respects, 1866 plays like the original Mount&Blade. The player can join one of several factions, take quests from NPCs (including many custom ones, though they are unfinished), and try to grow both in wealth and renown. The game is in a sandbox format as in the original game, allowing the player to decide his or her path in the world. 1866 does have adult content. Foul language is used in the dialogue, and players can solicit prostitutes to raise their party's morale. Although no graphic depictions of sexual activity are ever displayed in game, there are occasional paintings of nude women. Factions[] 1866 features four major factions and several minor ones that the player can associate themselves. The major factions are the United States, Mexico, Comanche, and Apache. The player is unable to recruit party members from towns unless they have aligned themselves with one of the major factions, though they can still hire gunman or other help from saloons. Bandit gangs, lawmen, and Confederate renegades make up some of the minor factions in 1866, and the player can gain positive or negative reputations with all of them. One change in 1866 from the standard renown and relations system in Mount&Blade is that each week, if a player has not worked to maintain or improve (or damage) his or her relationship with a faction, then their relations move a little closer to neutral. Thus, it's possible that if a player has angered a faction by his actions, those relations will eventually cool given time in-game. Quest giver NPCs within the factions are often drawn from actual historical figures of the time period, such as military leaders from the Civil War or the Apache leader Geronimo. Character Creation[] The custom war paint editor. Upon character creation, players in 1866 can choose to be American, Mexican, or Native American. Then they answer a series of questions related to their character's background, including their father's background and whether they took a side in the Civil War. These choices, as usual, affect a character's starting attributes and equipment. When distributing attributes and skill points, players of 1866 will notice a few changes from standard Mount&Blade. A ""stockpiling"" skill is included, which allows the player to hold larger amounts of ammunition with more ranks in the skill. This replaces the ""Shield"" skill from the standard game. In addition, rather than having a single firearms proficiency as seen in With Fire & Sword, the skill is separated into different proficiencies for long guns and pistols. A unique feature of 1866 for Indian characters is the ability to customize the player's war paint. This feature is made available through the camp menu in game, and the war paint can be displayed on the character by equipping an inventory item. Items and Equipment[] An Apache warrior and his horse. A number of historically accurate items and weapons are available in game, from Derringer or Smith & Wesson firearms to Union soldier uniforms to feathered headgear for Native Americans. Horse breeds are also updated to the Western setting, and some can be purchased with Indian war paint. Weapons Available: Rifles & ""Long Guns"": Confederate Enfield Rifle Cavalry Musket Henry Repeating Rifle Pistols: North Navy Colt Peacemaker Double Barrel Pistol Swords and Bladed Weapons: Bows: Other: Setting[] A town from 1866. The wild west setting is detailed on the overland map and in in-game scenes. Old western saloons, banks, and barbershops can be seen along the streets of cities and settlements, the heads of buffalo adorn the walls of commanding officers' quarters, and Indian camps are filled with tents. Many towns have smaller locations nestled within them, such as hotels or banks. The hotels are often bases for gangs of bandits or lawmen. Currency in 1866 is rendered in dollars and cents. Though vendors list their items only in cents (thus, a pistol might cost 2200 cents, or $22), in the player's inventory the game converts currency to include dollars and cents. 1866 also offers some unique custom elements add authenticity to the western setting. Players can gamble at blackjack in a minigame simulation available in the saloons. Players can also hunt deer or buffalo by finding herds of the creatures on the overland map, then entering a battle scene. Players must be quick to kill the animals before the herds scatter. Successfully hunting a deer or buffalo rewards the player with meat (a food item) and skins which can be sold for cash. Reviews[] 1866 has tended to receive high reviews from players. It has received a composite score of 4.7/5 in voting on the Mount&Blade Unofficial File Repository. Gallery[] A lawman stands vigilant in the western desert.Players can stalk herds of buffalo in 1866." "1st KGL Hussars"," 1st KGL Ranker The 1st KGL Hussars are a playable British hussar regiment in the Napoleonic Wars DLC for Warband. They were not featured in the initial release of Napoleonic Wars, but were added in the later update 1.103/1.157 along with several other new units. Unit Stats[] Note: Polearms proficiency represent common weapons such as bayonets, Crossbows proficiency represent firearms. All units have the following: One handed: 160 Polearms: 30 Crossbows: 30 Strength: 7 Agility: 5 Ironflesh: 3 Power Strike: 3 Athletics: 0 Riding: 6 Equipment[] Ranker Light Cavalry Sabre Light Horse Sergeant British Horse Guards Colour Light Cavalry Sabre Light Horse Officer Spyglass Pistol Light Cavalry Sabre Light Horse Bugler Bugle Light Cavalry Sabre Light Horse Gallery[] SergeantOfficerBuglerCharge" "23rd Light Dragoons"," 23rd Ranker The 23rd Light Dragoons are a playable British light horse regiment in the Napoleonic Wars DLC for Warband. Unit Stats[] Note: Polearms proficiency represent common weapons such as bayonets, Crossbows proficiency represent firearms. Ranker One handed: 70 Polearms: 30 Crossbows: 125 Strength: 7 Agility: 5 Ironflesh: 2 Power Strike: 1 Athletics: 0 Riding: 6 Sergeant One handed: 80 Polearms: 30 Crossbows: 155 Strength: 7 Agility: 5 Ironflesh: 2 Powerstrike: 1 Athletics: 0 Riding: 6 Officer One handed: 80 Polearms: 30 Crossbows: 80 Strength: 7 Agility: 5 Ironflesh: 2 Power Strike: 1 Athletics: 0 Riding: 6 Bugler One handed: 80 Polearms: 30 Crossbows: 80 Strength: 7 Agility: 5 Ironflesh: 2 Power Strike: 1 Athletics: 0 Riding: 6 Equipment[] Ranker Cavalry Carbine Light Cavalry Sabre Light Horse Sergeant British Horse Guards Colour Cavalry Carbine Light Cavalry Sabre Light Horse Officer Spyglass Pistol Light Cavalry Sabre Light Horse Bugler Bugle Light Cavalry Sabre Light Horse Gallery[] SergeantOfficerBugler23rd Assemble" "33rd Regiment of Foot"," 33rd Ranker The 33rd Regiment of Foot is a playable British line infantry regiment in the Napoleonic Wars DLC for Warband. Unit Stats[] Note: Polearms proficiency represent common weapons such as bayonets, Crossbows proficiency represent firearms. Ranker One handed: 50 Polearms: 130 Crossbows: 150 Strength: 14 Agility: 14 Ironflesh: 3 Powerstrike: 3 Athletics: 3 Ensign One handed: 50 Polearms: 130 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 3 Powerstrike: 3 Athletics: 3 Officer One handed: 80 Polearms: 80 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 3 Powerstrike: 3 Athletics: 3 Musicians One handed: 80 Polearms: 80 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 3 Powerstrike: 3 Athletics: 3 Equipment[] Ranker Infantry Musket Ensign British 33rd King's Colour/British 33rd Reg. Colour Sword Officer Spyglass Pistol Officer Sword Drummer Drum Sword Fifer Flute Sword Gallery[] EnsignOfficerDrummerFifer33rd firing" "42nd Regiment of Foot (Black Watch)"," 42nd Ranker The 42nd Regiment of Foot is a playable British line infantry regiment in the Napoleonic Wars DLC for Warband. The 42nd's members are Scottish. Unit stats[] Note: Polearms proficiency represent common weapons such as bayonets, Crossbows proficiency represent firearms. Ranker One handed: 50 Two handed: 500(*) Polearms: 130 Crossbows: 150 Strength: 14 Agility: 14 Ironflesh: 3 Powerstrike: 3 Athletics: 3 Ensign One handed: 50 Polearms: 130 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 3 Powerstrike: 3 Athletics: 3 Officer One handed: 80 Polearms: 80 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 3 Powerstrike: 3 Athletics: 3 Musicians One handed: 80 Polearms: 80 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 3 Powerstrike: 3 Athletics: 3 (*) - Despite this ridiculous weapon proficiency level, it has no use as there are absolutely no weapons which are classed as two handed, even ones which appear to be such as the Partisan's hammer and axe. Equipment[] Ranker Infantry Musket Ensign British 42nd King's Colour/British 42nd Reg. Colour Highlander Officer Sword Officer Spyglass Pistol Highlander Officer Sword Drummer Drum Sword Piper Bagpipes Highlander Officer Sword Gallery[] EnsignOfficerDrummerPiper42nd charge" "51st (2nd Yorkshire West Riding) Regiment of Foot"," 51st Ranker The 51st Regiment of Foot is a playable British light infantry regiment in the Napoleonic Wars DLC for Warband. Unit Stats[] Note: Polearms proficiency represent common weapons such as bayonets, Crossbows proficiency represent firearms. Ranker One handed: 50 Polearms: 90 Crossbows: 206 Strength: 14 Agility: 14 Ironflesh: 2 Powerstrike: 1 Athletics: 3 Ensign One handed: 50 Polearms: 80 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 2 Powerstrike: 1 Athletics: 3 Officer One handed: 80 Polearms: 80 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 2 Powerstrike: 1 Athletics: 3 Hornist One handed: 80 Polearms: 80 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 2 Powerstrike: 1 Athletics: 3 Equipment[] Ranker Infantry Musket Ensign British 51st King's Colour/British 51st Reg. Colour Sword Officer Spyglass Pistol Light Cavalry Sabre Hornist Horn Sword Gallery[] 51st Ensign51st Officer51st Hornist51st on the move" "5th Line Battalion King's German Legion"," 5th KGL Ranker The 5th Line Batallion King's German Legion is a playable British line infantry regiment in the Napoleonic Wars DLC for Warband. The 5th KGL's members are German, as the name suggests. Unit Stats[] Note: Polearms proficiency represent common weapons such as bayonets, Crossbows proficiency represent firearms. Ranker One handed: 50 Polearms: 130 Crossbows: 150 Strength: 14 Agility: 14 Ironflesh: 3 Powerstrike: 3 Athletics: 3 Ensign One handed: 50 Polearms: 130 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 3 Powerstrike: 3 Athletics: 3 Officer One handed: 80 Polearms: 80 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 3 Powerstrike: 3 Athletics: 3 Musicians One handed 80 Polearms 80 Crossbows 50 Strength: 14 Agility: 14 Ironflesh: 3 Powerstrike: 3 Athletics: 3 Equipment[] Ranker Infantry Musket Ensign British KGL King's Colour/British KGL Reg. Colour Sword Officer Spyglass Pistol Officer Sword Drummer Drum Sword Fifer Flute Sword Gallery[] EnsignOfficerDrummerFifer5th KGL stand victorious" "6th (Inniskilling) Dragoons"," 6th Ranker The 6th (Inniskilling) Dragoons are a playable British Heavy Cavalry regiment in the Napoleonic Wars DLC for Warband. Unit Stats[] Note: Polearms proficiency represent common weapons such as bayonets, Crossbows proficiency represent firearms. All units have the following: One handed: 150 Polearms: 30 Crossbows: 30 Strength: 7 Agility: 5 Ironflesh: 3 Powerstrike: 3 Athletics: 0 Riding: 6 Equipment[] Ranker Heavy Cavalry Sword Heavy Horse Sergeant British Horse Guards Colour Heavy Cavalry Sword Heavy Horse Officer Spyglass Pistol Heavy Cavalry Sword Heavy Horse Bugler Bugle Heavy Cavalry Sword Heavy Sword Gallery[] SergeantOfficerBugler6th In Formation" "95th Regiment of Foot (Rifles)"," 95th Ranker The 95th Regiment of Foot is a playable British rifle regiment in the Napoleonic Wars DLC for Warband. Unit Stats[] Note: Polearms proficiency represent common weapons such as bayonets, Crossbows proficiency represent firearms. Ranker One handed: 50 Polearms: 90 Crossbows: 206 Strength: 14 Agility: 14 Ironflesh: 2 Powerstrike: 1 Athletics: 3 Sergeant One handed: 50 Polearms: 80 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 2 Powerstrike: 1 Athletics: 3 Officer One handed: 80 Polearms: 80 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 2 Powerstrike: 1 Athletics: 3 Hornist One handed: 80 Polearms: 80 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 2 Powerstrike: 1 Athletics: 3 Equipment[] Ranker Rifle Sword Bayonet Sergeant Rifle Sword Bayonet Officer Spyglass Pistol Light Cavalry Sabre Hornist Horn Sword Bayonet Gallery[] SergeantOfficerHornist95th blending in" "Academy","In With Fire & Sword, an Academy can be built in owned towns or fortresses by talking to the Mayor. Primarily, it brings in added revenue to the town and contributes to the overall wealth. It can also be used to train heroes in new skills. Training Heroes[] The player can send heroes to the Academy with towns to increase a set of skills in one of three separate categories: Medicine, Tactics, and Military Training. Each hero can be trained once in each category, and the price for sending the hero to the academy a second and third time increases the cost substantially. Training at academy requires a hero to leave your party for seven days. They return with one additional rank in three or four different skills: Medicine Military Training Tactics Wound Treatment Power Draw Trainer Surgery Weapon Master Tactics First Aid Shield Path-finding Athletics Engineer It is best to train heroes early, before they have leveled up multiple times. This is due to the fact that the cost of training is related to a hero's character level. It is not dependent upon ranks a character already has in a particular skill. For instance, Victor de la Buscador has four ranks in the trainer skill when he joins the part at level 8, while Fatima has zero ranks at level 8. Both will pay 3600 to be trained in Tactics for their first trip to the academy. The chart below shows training costs related to a hero's level. price = level * 450 * max(1, training_count * 5) Hero Level First Training (×1) Second Training (×5) Third Training (×10) 4 1800 thalers 9000 thalers 18,000 thalers 6 2700 thalers 13,500 thalers 27,000 thalers 8 3600 thalers 18,000 thalers 36,000 thalers" "Achievements","For achievements awarded for contributing to this wiki, see Mount & Blade Wiki:Achievements. For With Fire & Sword achievements, see Achievements (With Fire & Sword). You may earn achievements when you buy Mount&Blade: Warband (but not the original Mount&Blade) on Steam by completing certain tasks in the game. These tasks vary from upgrading your skills up to a level, to killing foes in special ways to conquering different fiefs and eventually controlling all of Calradia. As is typical with most Steam achievements, many are pop culture references. You cannot gain achievements when cheats are enabled, it is however possible to use cheats to gain power, then turn them off and continue to gain achievements with the same character. Achievements[] Image Name Description Get up Stand up Cleanse the town of bandits in the opening mission Good Samaritan Help a lord or party win a fight Talking helps Engage in a conversation with a hero character through the party screen Abundant Feast Eat 6 different types food concurrently Medieval Times Enter and win a tournament Sold into Slavery Sell 5 people to the ransom broker Migrating Coconuts Visit every major town in Calradia Morale Leader Raise your soldiers' morale from low to excellent Old dirty scoundrel Have a -50 relation with a lord, village, or faction Royality Payment Be granted your first fief Holy Diver Kill or wound at least 500 enemies Sarranidian Nights Camp in the Sarranid region of the map Force of Nature You and your army have killed or wounded 5,000 enemy troops Help Help I'm being Repressed Harass wandering peasants on the map Community Service Install and play one mod Best served cold Defeat 10 enemy parties in the snowy regions of Calradia Might makes Right Get either two strength related skills to 5 or one to 7 None Shall Pass Successfully defend a castle Pugnascious D Pick a fight with a lord by insulting him or by challenging him to a duel Trick Shot Land a shot with a difficulty of 10 while using a bow and arrow Every breath you take (MP) In any multiplayer mode have more kills than deaths Book Worm Finish reading one book through the camping screen Old school Sniper Land a shot with a difficulty of 6 while using a crossbow Look at the Bones! Face off against 100 enemies using custom battle mode This is our land (MP) Your team successfully defended a castle in siege battle mode The Bandit Raid 3 caravans and raid 3 villages Khaaan! Kill 75 enemies with horse archery Medieval Emlak Become the owner of at least 5 fiefs Knights of the Round Recruit 6 hero characters Art of War Have two of the following skills at a 5; Trainer, Tactics, Leadership, or Persuasion Melee Master Make one of your melee weapon skills 250 Last man standing (MP) Win one round in battle mode Man Eater Kill 50 men as a female character Choppy Chop Chop (MP) Slay 50 foes with slashing weapons Happily ever after Get Married Glorious Mother Faction (MP) Win a round of team deathmatch mode Gold Farmer Amass a fortune of 100,000 denars Agile Warrior Get either two agility related skills to 5 or one to 7 Calradian Tea Party Make your own faction Mountain Blade Kill 10 parties of Mountain Bandits Romantic Warrior Learn 3 poems from tavern bards Got Milk? Steal 3 cattle from a single village Calradian Army Knife Kill 10 enemies with a throwing weapon's secondary function. Dexterous Dastard Make one of your ranged weapon skills 250 Autonomous Collective Be chosen as marshall Concilio Calradi As a ruler have 3 vassals Mind on the Money Have two of the following skills at a 5; Looting, Inventory Management, Trade, or Prisoner Management Sassy! As a female character get into a duel with male lord by insulting him. Bring out your Dead Get one of your healing skills to 5 I dub thee Promote one of your followers into a position of power Trojan Bunny Maker Get the engineering skill up to 5 Victum Sequens As a ruler conquer 10 towns or castles Shish Kebab (MP) Perform 25 lance kills while mounted Gambit Land a shot with a difficulty of 5 while using a throwing weapon Talk of the town As a female character, raise your renown to 50 Baron got back Win a battle against a lord or party who previously beat or captured you The Holy Hand Grenade Kill 75 enemies with throwing weapons Elite Warrior (MP) Win a round of deathmatch mode The Ranger Have a 7 in one of the following skills or a 5 in two; Tracking, Path-finding, or Spotting Lady of the Lake As a female character, give a companion character a great sword Mace in yer Face! (MP) Kill 25 foes with a blunt weapon Spoil the charge (MP) Kill 50 cavalry while on foot, the enemy must be killed while mounted Heart Breaker Get a character to elope Throwing Star (MP) Kill 25 people with throwing weapons King Arthur You have completed the following achievements: Melee Master, Knights of the Round, Every breath you take, I dub thee/Good Samaritan Ruin the Raid (MP) Win in Conquest mode Svarog the Mighty You have completed the following achievements: Might Makes Right, Choppy Chop Chop, Glorious Mother Faction, and Old school Sniper Legendary Rastam You have completed the following achievements: Abudant Feast, Mace in yer Face!, Sarranidian Nights, and Art of War/Melee Master Kingmaker Put a pretender on their rightful throne Queen As a female character, make your own faction The Huscarl (MP) Kill 50 foes with throwing axes Iron Bear You have completed the following achievements: Mace in yer Face!, Spoil the Charge, Agile Warrior, and This is our land Harassing Horseman (MP) Kill 100 people with mounted projectiles Son of Odin You have completed the following achievements: Might makes Right, The Huscarl, Melee Master/Dexterous Dastard, and Holy Diver/Elite Warrior The Golden Throne Rule all of Calradia! Manifest Destiny Assist your faction in conquering Calradia Kassai Master You have completed the following achievements: Trick Shot, Khaaan!, Agile Warrior, and Harassing Horseman Man Handler As a female character, Capture and sell three NPC lords. This refers to the pop-up screen you will get when an Empire offers to ransom a lord off your hands during wartime (Buggy—Some reported to have gotten while using certain conversion mods, e.g. Floris Mod Pack). Girl Power As a female character, help a female claimant reclaim her throne (Buggy—It is best to help Lady Isolla of Suno rather than Arwa the Pearled One, as Arwa doesn't work.) Empress As a female character, become queen of all Calradia (You can also simply assist a different faction conquer Calradia as in 'Manifest Destiny', you don't need to make your own faction.)" "Achievements (With Fire & Sword)","This article refers to the achievements you can gain by playing Mount&Blade: With Fire & Sword via Steam. The tasks you have to fulfill to earn these achievements range from defeating enemies with certain weapons, performing caravan trades, through to the starting and completing of the main storyline quests. Achievements[] Image Name Description First Steps Start one of the three main storyline quests: The Black Mace, The Deluge or The False Dmitry Dress Up Customise the equipment of a mercenary unit at the mercenary camp. Let's Take This Outside! Get into a bar fight by speaking with a pub visitor. Na zdorovie! Buy a drink for everyone at a bar by speaking with a tavern keeper. Hunker Down Construct a wagon fort through the camp menu. Wheeler Dealer Earn 3,000 thaler in profit from a single caravan trade by speaking with a town mayor. Trader Make 100,000 thaler through caravan trades by speaking with town mayors. Great Trader Make 1,000,000 thaler through caravan trades by speaking with town mayors. (on Steam progress is not shown - there is a progress bar but it is always stuck at 0 and does not update.) Knock Knock Successfully blow a hole in a castle or town in the siege menu (requires points in the engineering skill). Don't Die Of Dysentery Tend to your army's illnesses 5 times by resting or feeding them. Velvet Commander Have 10 velvets in your inventory. Summer Fest Complete the Summer Fest quest found in several villages during the summer. City Planner Build 3 upgrades in a single castle or town you own. Lock Stock And 3 Smoking Barrels Kill 100 enemies using firearms. Bomberman Kill 50 enemies using grenades. Black Mace Finish the Cossack Hetmanate's main storyline quest The Black Mace. Polish Drama Finish the Polish Commonwealth's main storyline quest The Deluge. Grand Tzar Finish the Muscovite Tsardom's main storyline quest The False Dmitry. Return Of The Horde Join the Crimean Khanate and eliminate all other factions. Swedish Scourge Join the Kingdom of Sweden and eliminate all other factions. Power Shift As any faction, conquer the map and eliminate all other factions." "Ahmed-pasha","This article is a stub. You can help out by expanding it. Ahmed-pasha Official Information Kingdom Crimean Khanate Monarch Khan Islam Giray Title Pasha Fiefs Kafa Personal Details Gender Male Ahmed-pasha is a vassal of the Crimean Khanate. He is the initial owner of Kafa. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Ahmed-pasha - Default Stats and Equipment Attributes Stat Points Level ? Strength ? Agility ? Intelligence ? Charisma ? Health ? Armor Head ? Body ? Hand ? Foot ? Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding ? Shooting from Horseback ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons ? Two Handed Weapons ? Polearms ? Archery ? Firearms ? Throwing ? Weapons Melee ? Ranged ? Shield ? Mount ? Crimean Khanate Monarch: Claimant: Khan Islam Giray Mehmed Giray Vassals: Ahmed-pasha Argun-bey Baesid-khan Baryn-bey Bukryn-bey Imad-pasha Mansur-bey Mirza Agish Mirza Appak Mirza Argyn Mirza Davletshi Mirza Divey Mirza Enikey Mirza Karach Mirza Yanmamed Mirza Yelchy Sedjet-bey Shirin-bey Uzyn-bey Yashlav-bey" "Ak-Mechet","Ak-Mechet Settlement Information Type Village Kingdom Crimean Khanate Fortification Kafa World Map With Fire & SwordAk-MechetKafaTemplate:World Map/With Fire & Sword Ak-Mechet is a village initially owned by the Crimean Khanate, subordinate to Kafa. Layout[] Player Elder Fugitive Ak-Mechet is built on a flat surface, with little distinctive features. It is a Tatar-style village with a total of seventeen houses. Beside the central house there is a well. The Village Elder is located under the shelter of the central house. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be standing in front of one of the houses — from the Village Elder's perspective, it is the leftmost house beside the path. Wikipedia has an article on this subject at:Simferopol Territory of the Crimean Khanate TownsAkkerman Azaq-kale Bakhchisaray Kyzykermen FortressesIzmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun FortressKyzyl-yar Fortress Perekop VillagesAk-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash SinelnikovoSivash Tumnek" "Akkerman","Akkerman Settlement Information Type Town Kingdom Crimean Khanate Villages None World Map With Fire & SwordAkkermanTemplate:World Map/With Fire & Sword Akkerman is a town of the Crimean Khanate. The initial ruler is Baesid-khan. Akkerman has no villages. Contents 1 Layout 2 Trade 2.1 Produces 2.2 Trades With 3 Trivia Layout[] At peace: Accessible area Player Lord's Hall Prison Tavern Merchants In a siege: Accessible area Player Siege Ladders The tavern and all merchants, except for the goods merchant, are on the side of the town that the player enters at first. The goods merchant is on the other side that is accessible through a gate inside the town. The lord's hall is at the far end of the town. The prison is inside a tower of the fortress. During a siege, only half of the town is accessible. Two ladders are placed around the gates, one on each side. Trade[] Produces[] Salt Bread, Cheese Oil Velvet Trades With[] Kiev Kyzykermen Lviv Sich Warsaw Trivia[] Akkerman is one of only two fortifications on the entire map that have no villages, the other being Lviv. During a siege, some buildings disappear from the inaccessible region. Wikipedia has an article on this subject at:Bilhorod-Dnistrovskyi Territory of the Crimean Khanate TownsAkkerman Azaq-kale Bakhchisaray Kyzykermen FortressesIzmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun FortressKyzyl-yar Fortress Perekop VillagesAk-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash SinelnikovoSivash Tumnek" "Ale","Ale Classic/Warband Viking Conquest Games Base value 84 120 280 Weight 30.0 30.0 60.0 Item Quantity 50 Morale Bonus +0 Spoils No Goods Type House Made From... Grain Made Into... N/A Ale is not a food source and is mainly used as a trade good. It does have a use in feasts, where it can be served to noblemen alongside wine. The Productive Enterprise can be used in any town to buy a brewery that produces two barrels of ale per week from one sack of grain (both of which can be bought by the player and possibly gain a higher profit). The initial cost is 2,500 denars and the weekly cost is 50 denars. The average profit is 160 denars and thus has a profit margin of 6.4%. Ale can be cheaply purchased in Praven and sold for high amounts in Khudan. In With Fire & Sword, it is replaced with the consumable beer. In Viking Conquest[] if your party morale is low (generally under 50), an event will trigger in which you will lose one item which will however increase the party morale with 2. Economy[] In general, you can buy it in any town cheap (~130 for up to ~200) and sell it for sometimes double in villages. There are some exceptions where you can make a ~100 profit (e.g. Dorestad, Ribe) from it. Productive Enterprises can make Ale from wheat and barley. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Algirdas","Algirdas Appears in Official Information Culture Lithuanian Religion Catholicism Character Details Hire Cost 250 thalers Likes Ingri Liked by None Dislikes Fedot, Nogai, Retreating Disliked by Ingri, Karlsson and Sarabun Character Background Background NobleMercenary Algirdas is one of the Heroes in With Fire & Sword. He is similar to Alayen of the previous games. Contents 1 Biography 2 Personality 3 Gameplay 4 Dialogue 5 Trivia 6 Stats and equipment Biography[] Algirdas' ancestor was awarded the land near Bryansk for his military service by the end of the 14th century. The family owned the land and served under the Grand Duchy of Lithuania for 3 centuries. Algirdas is named after the Grand Duke of Lithuania who awarded his ancestor. However, their land is always a warzone between the Polish-Lithuanian Commonwealth and the Moscow Tsardom which led the decline of their house estates. The land was recently conquered by Moscow and given to another noble, revoking Algirdas from the land, making him a mercenary. Personality[] Gameplay[] Dialogue[] Main article: Algirdas/Interactions Trivia[] Algirdas is consider the most ""hated"" hero in With Fire & Sword as 3 companions dislike him and none like him. Algirdas and Fatima are the only heroes that are liked by no one. Stats and equipment[] Algirdas - Default Stats and Equipment Attributes Stat Points Level 4 Strength 7 Agility 8 Intelligence 10 Charisma 10 Health 44 Armor Head ? Body Kuntush Hand ? Foot Old Boots Skills Skill Points Ironflesh 1 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics 1 Riding 2 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics 2 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership 4 Trade ? Proficiencies Weapon Type Points One Handed Weapons 70 Two Handed Weapons 70 Polearms 70 Archery 70 Firearms 70 Throwing 70 Weapons Melee Simple Saber Ranged ? Shield ? Mount Saddle Horse Player's Companions Algirdas Bakhyt Colonel Zagloba Fatima Fedot Ingri Karlsson Mamai NogaiOksana Priest Spasokukotsky Sarabun Tepes Varvara Victor de la Buscador Yelisei" "Algirdas/Interactions","This is a list of interactions with Algirdas. Contents 1 Introduction 2 Reencounter 3 Retirement 4 Rehire 5 Story: Vilna 6 Like Quotes 6.1 Ingri 7 Dislike Quotes 7.1 Fedot 7.2 Nogai 7.3 Retreating Introduction[] Greetings, sir. Would you by any chance hail from Lithuania? You must have me confused with someone else, friend. ""My most humble apologies. Allow me to introduce myself -- I am Algirdas. My family name I would prefer to keep secret. My ancestor received his title from the Grand Prince Algirdas at the end of the XIV century. For military valor he were granted vast lands near the town of Bryansk. Since that day all the eldest sons in our family bear his name. Our house served the Grand Duchy of Lithuania faithfully for three centuries, while our borderlands were always an apple of discord between Lithuania and Moscow. Our estate slowly fell into decay, yet we still remained their masters. However, recently the Moscow Tsar gave it to one of his nobles. All I have left is my grandfather's sword and my knightly honor."" Well, if so -- you're welcome to join me. Thank you. I have led squadrons into battle, and I can be your right arm during a fight. And I can wield the pike like nobody can! Just so long as our party does not fail to maintain knightly honor, I am content. Honor is the first thought of a Lithuanian noble, even a penniless one. I am glad we understand each other. It is a pleasure to deal with you, sir. But I have a small request. I need to raise 250 thaler urgently, to buy a family tree which was composed and sealed by the stamp of a King of Arms, whom I met along the wat by miraculous chance, nothing less. With such a parchment in my hands, I could quite well reclaim my lands... For a noble, one's family tree is everything. Take the money, you're welcome to it. I think you might not get along so well with my lads. So long! Every men determines for himself what is their just cause. I believe I am not the best companion for you. We'll talk later, friend. I am in a hurry. Reencounter[] I am ready to follow he who fights for the just cause. Retirement[] (player), it is time we part ways. I heard war has flamed up in Bryansk, and I wish to head there, to try to recover my stolen lands. Thank you for everything, and remember me kindly. Rehire[] (player)… It seems that acquiring new lands under your command would be easier than returning to my old estates! I hope you don't mind us fighting under the same banner once more? Story: Vilna[] I hear the bells of Vilna! The ancient capital of Lithuania! Oh how many memories they call up... Can you hear the wolves howling? It is a good sign. Old men say that the Lithuanian Prince Gediminas hunted in the lands and killed an auroch. As he lay sleeping after the hunt, he saw a giant iron wolf in his dream. The dream was prophetic -- soon the hill where the prince rested had become a mighty fortress. There were times when the Princes of Vilna ruled all the lands from the North Sea to the Black Sea... Like Quotes[] Ingri[] Blessed be the day when Ingri arrived in our company! Food, water and... other joys of army service. This means a lot for true military men. Our quartermaster is always up to the mark. God knows, were she not of simple folk, I would have offered her my hand and heart. A better housekeeper for my estate I could not find in the whole world. Dislike Quotes[] Fedot[] (player)! I would like to say that Fedot is not the best of company. He refers to my homeland of Bryansk as native Russian lands, while any man with a hint of education knows they have always been part of Lithuania! If he persists, this will end with a duel quite surely. Nogai[] Nogai! He took the best place right under my nose and did not even apologize! If that Tatar cannot learn to behave like a man of culture, I shall teach him a lesson! Worse yet, during battle he only thinks of taking prisoners, and not of the tasks before him. You only hear him saying ""yesir, yesir"". He shall turn our company into nothing more than a Horde. Retreating[] Oh, run from battle is a disgrace for me. I will not render such service.." "Allenstein Castle","Allenstein Castle Settlement Information Type Fortress Kingdom Kingdom of Sweden Villages Elbing World Map With Fire & SwordAllenstein CastleTemplate:World Map/With Fire & Sword Allenstein Castle is a fortress of the Kingdom of Sweden. Black Reiters and German Pikemen can be hired here as regional mercenaries. It is initially ruled by King Carl Gustaf. It has the village Elbing. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders The Lord's Hall is directly in front of the player's position behind the gates, and the prison is to the left. During a siege, three ladders are placed on the side of the fortress. Trivia[] Allenstein Castle is one of two fortresses that serve as ""capitals"" where monarchs reside at the start of the game, the other being Pereyaslav of the Cossack Hetmanate, and the remaining three leaders residing in towns. Wikipedia has an article on this subject at:Olsztyn Territory of the Kingdom of Sweden TownsKoenigsberg Reval Riga FortressesAllenstein Castle Dorpat Fortress Dynaburg Fortress Dzvinsk Castle Narva Vyborg VillagesElbing Leal Nidritsa Panevezys Pilve Plunge Salis Siauliai Siegevold Tapiau TormaWeissenstein Wesenberg" "Amere (With Fire & Sword)","Amere Settlement Information Type Village Kingdom Polish Commonwealth Fortification Krakov World Map With Fire & SwordAmereKrakovTemplate:World Map/With Fire & Sword Amere is a village of the Polish Commonwealth, subordinate to Krakov. Layout[] Player Elder Fugitive Amere is built on relatively flat terrain. It is a Cossack-style village with seventeen structures. There are a few trees inside the village but there are no distinct features. The Village Elder may be found among the group of houses in the center of the village, in front of the house with the wooden roof. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be hiding behind a large house with a brick roof and an empty horse stable attached to it. Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Angles","The Angles are a Christian culture in Viking Conquest. History[] Anglo-Saxon and Brittonic Kingdoms in England The first Anglo-Saxons in England were there because the King of the Britons, Vortigern, needed help against the Gaelic and Pictish invasions in his new lands. This was right after the Roman Empire's collapse, so he was not in a powerful position in the new Roman-free Britain. The leaders of the Anglo-Saxon mercenaries were Hengest and Horsa and, as a reward for their help against the Gaels and the Picts, they were given control of Kent, a small piece of land in Southern Britain. Seeing that Britain was in a weak spot with their King, the Anglo-Saxons invaded England and quickly conquered it for their people. In the centuries that followed, more and more Anglo-Saxons came to England, turning Britain into separate Kingdoms but a powerful land. Factions[] The Angles have much in common with the Saxons. There are two Angle kingdoms: East Engle and Mierce. Angle troops and lords can also be found in the Kingdom of Northhymbre, representing the Angles that submitted to the rule of the Viking invaders. Banner Name Color Ruler Claimant Capital Kingdom of East Engle #303da8 Cyning Eadmund Aethelberhting - Dunwic Kingdom of Mierce #96adff Cyning Brugred Beorhtwulfing - Tomtun Troops[] Angle Troops Peasant Priest Freeholder Bowman Spearman Companion Warrior Horseman Veteran Standard Bearer Noble Bodyguard Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Anno Domini 1257","Anno Domini 1257 is a total conversion mod for Mount&Blade: Warband set in 13th century Europe, the Middle East and North Africa during the Crusades and Mongol Invasions.[1] The game starts in March 1257 AD, and is historically accurate to that point, including all lords. From there, the player shapes the world with his/her actions, with the ability to let the Crusaders or Mongols succeed at invading all of Asia and Europe. The player may also begin their own faction, as in Native Warband, and fight on either side. Contents 1 Features 2 Gameplay 2.1 Alliances 2.2 Recognition 2.3 War 2.4 Starting a Kingdom 3 Factions 4 External links 5 Gallery Features[] Huge map consisting of all of Europe and parts of the Middle East and North Africa, featuring 42 factions. Hundreds of new historical, region based troops. More than a thousand new items, armors, weapons, all historically accurate for XIII century. Buildable castles with ability to improve its fortifications to three levels. Manor system with the ability to build custom settlements (buildings that you build appear in the scene!). Realistic engaging combat system with taunts, formations, improved horse archer skirmishing scripts and other features. Custom battle scenes, realistically depicting each region of Europe from barren desserts, palm filled oasis, european swamps, open steppe battlefields, mediterranean plains, snowy gorges, frozen lakes, thick german forests. Weather system, including desert storms, blizzards, rain storms. Play as one of your soldiers after your death, with the auxiliary player feature (can be turned off in the mod options in the Camp menu). Crusading system: Join a crusade or start one yourself! Join a crusader order as sergeant or a knight! New optional lance recruitment system, aiming to emulate medieval feudal recruitment system. New Companion system improved and remade with an easy interface for recruiting. New improved Tournament system with 1vs1 jousting tournaments and team based tournaments, which offer more gold than vanilla warband. Sea battles and sea travel. Speed while travelling in sea vary based on the weather. Custom region based scenes for castles, towns and villages. And many unique historically based reconstructions of real places! Diplomacy Mod has been integrated. Freelancer Mod has been integrated. Join a king's or lord's army as a soldier for weekly wages. Be loyal and earn promotions and new equipment based on your rank. Many other minor and major features! Gameplay[] Anno Domini 1257 gameplay differs significantly from Native due to its expansive map, integration of Diplomacy, the impact of religions, and an alliance system. Most notably, the player can seek recognition from the Pope, which will result in every other Catholic nation recognizing the player. Below are the major gameplay changes from Native. Alliances[] The player cannot attack certain factions without losing relations with others. Below are a list of alliances in the game, all of which are reciprocal: The Papal States: taking a lord from the Papal States prisoner (synonymous with attacking for the purposes of this section) results in a loss of relation and thus the start of war with almost every Catholic nation in the game if relation with that faction goes below 0. This means that the player will immediately be at war with roughly 20 factions. Exceptions are the Republic of Venice, Republic of Genoa, Republic of Pisa, and Ghibellines. It does however include the Latin Empire. Holy Roman Empire: attacking the Holy Roman Empire results in war with the Teutonic Order, Republic of Genoa, Ghibellines, and Kingdom of Bohemia. Kingdom of Lithuania: attacking the Kingdom of Lithuania results in war with the Curonians, Jotvingians, Prussians, and Samagotians. Other Catholic nations: attacking any Catholic nation results in the loss of relation with the Papal States, which can precipitate into war with every other Catholic nation. Likewise, the previous exceptions do not apply in this case. As a result of this alliance system, it is advisable for the player to curry favor with the Pope by sending gifts via Diplomacy's options or helping their lords in battle. This will allow the player to take enemy lords prisoner without causing relation with the Papal States to drop below 0. Alternatively, the player can join any Catholic nation not included in the previous exceptions (or the Latin Empire) as a vassal temporarily, which will immediately raise relation with The Papal States to 100, allowing significant relation to burn through in the event of war with another Catholic nation. Eastern Orthodox Christians hold no love for the Papal States and will not care if it is attacked. Another potential remedy is to begin a faction far from the Papal States and seek recognition (covered in the next section) with high right to rule and, after securing it, immediately destroying the Papal States without taking prisoners.[2] This ensures the alliance system cannot come into play. Recognition[] The player can still seek recognition as the rightful ruler of their faction as in Native, but the recognition system appears to either be bugged or intentionally difficult to parse, and the player will only receive it if they are too far to engage in diplomatic relations with another faction. As a result, if the player aims to start a Catholic nation, it is inadvisable to begin it in Italy or close to it, as they will have proximity to the Pope and he will not crown them. Native requirements do not apply, and the only determiner is high right to rule. However, upon recognition by the Papal States, almost every nation immediately recognizes the player, even if the player holds fiefs that once belonged to them. Factions that must still be individually written to include: Kingdom of Lithuania Golden Horde Novgorod Republic Kingdom of Halych-Volhynia Emirate of Granada Roman Empire of Nicaea Mamluk Sultanate Latin Empire Ilkhanate Kingdom of Serbia Kingdom of Bulgaria Marinid Dynasty Curonians Jotvingians Prussians Samagotians After receiving recognition, the player can enter into trade agreements, defensive pacts, and alliances with other kingdoms. Defensive pacts, however, do not function properly, and although the pact will be signed and border events shall cease for 60 days, the NPC kingdom will not declare war on any faction that declares war on the player. Alliances result in both kingdoms declaring war on every kingdom the other is at war with and last for 90 days. War[] War functions the same as it does in Native with a greater emphasis on differing religions. Factions with different religions have a higher chance to declare war on each other than neighboring factions of the same religion, and may even declare war without provocation due to religious differences. At the beginning of the game, certain rulers dislike each other personally. If these two factions enter into a war, they will almost certainly not make peace until one faction is destroyed. The factions where rulers dislike each other personally include: Teutonic Order and Kingdom of Lithuania Kingdom of Denmark and Golden Horde Golden Horde and Ilkhanate Kingdom of England and Kingdom of France (dislike not strong enough to make gameplay impact) Gaelic Kingdoms and Kingdom of England Roman Empire of Nicaea and Latin Empire (which are already at war) Crusader States and Mamluk Sultanate Due to the size of the map, defeating more than one faction almost immediately ensures that the player or their faction is the strongest faction in Europe. This will cause alarm in neighboring nations, who may declare war to curb their power if the player is already at war. This can quickly become obnoxious, thus it is advisable to raise relations with factions that the player does not intend to destroy in the near future and sign a trade agreement with them so that they cannot attacking the player. Starting a Kingdom[] Founding a kingdom in 1257 is similar to Native, however, due to the size of the map, the location where players begin their kingdom plays an important role to the progression of their campaign. Beginning in England, for example, and focusing on conquering it in its entirety provides a natural defenses by sea against invasion. However, it once it's conquered, the player is limited to expanding into France by necessity, as the closest faction otherwise is the Kingdom of Norway, which takes several days to sail to at default speed and any fiefs conquered can quickly become indefensible. As previously mentioned, if starting a Catholic faction, founding it near Italy is not recommended. If founding a faction with a different religion, where the player begins matters less, as recognition must be sought the same as in Native (albeit with the aforementioned limitations). However, changing the faction's religion to anything other than Roman Catholicism will make all 30 Catholic nations suspicious of the player due to religious differences. Factions[] These are all of the 42 in game factions (as of version 1.03) Crown of Aragon Crusader States Curonians Emirate of Granada Gaelic Kingdoms Ghibellines Golden Horde Guelphs Hafsid Dynasty Holy Roman Empire Il-khanate Jotvingians Kingdom of Bohemia Kingdom of Bulgaria Kingdom of Castille Kingdom of Denmark Kingdom of England Kingdom of France Kingdom of Halych-Volhynia Kingdom of Hungary Kingdom of Lithuania Kingdom of Navarra Kingdom of Norway Kingdom of Portugal Kingdom of Scotland Kingdom of Serbia Kingdom of Sicily Kingdom of Sweden Latin Empire Mamluk Sultanate Marinid Dynasty Novgorod Republic Polish Principalities Prussians Republic of Genoa Republic of Pisa Republic of Venice Roman Empire of Nicaea Samagotians Teutonic Order (Livonia and Prussia) The Papal States Welsh External links[] Official Forum Download Gallery[] Some screenshots of the map: Some screenshots of the game: Teutonic Campaign pic after a victory against Rus ↑ The mod takes place, as the name implies, in 1257 AD, which is shortly after the Mongols began withdrawing from Europe. As a result, they no longer occupy the Kingdom of Hungary, but the Kingdom of Hungary is still at war with the Golden Horde at the beginning of the game. ↑ If the player wishes to cheat, a save editor can be used to set the Papal States' relation with other Catholic nations to 0 and reciprocate it. This will prevent relation from dropping with the Papal States or other Catholic nations if either is attacked." "Archer","This article is a disambiguation page for Archer The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Archer may refer to: Khergit Horse Archer (multiplayer) Khergit Veteran Horse Archer Nord Archer (multiplayer) Nord Veteran Archer Vaegir Archer (multiplayer) Sarranid Archer (multiplayer) Sarranid Master Archer Mounted Archer Briton Archer (Saethydd) Norse Warrior Archer (Heimthegi) Finn Archer Aserai Light Archer Aserai Archer Aserai Master Archer Archer (Multiplayer) Khuzait Archer Khuzait Horse Archer Khuzait Heavy Horse Archer Mounted Archer (Multiplayer) Sturgian Archer Imperial Archer Imperial Trained Archer Imperial Veteran Archer Archer Militia (Multiplayer)" "Arena equipment","Arena Equipment is temporarily provided to the player when fighting in Arenas, whether as a Melee Fight or Tournament. Players are restricted from using their usual gear, with the exception of their boots, and are provided specific arena equipment to use for the duration of each fight. Exactly what equipment you are supplied with is determined by the town you are in. After that, it is randomized. The class of weapon you are given is not influenced by your proficiencies. This means that if you intend to fight in a lot of tournaments, you need to familiarize yourself with all weapon classes rather than just the one you most prefer. Some skill investment is also advised since both the bow and javelins are quite weak without them. Nevertheless, you can always pick up weapons and shields from a fallen enemy or companion. Some equipment sets never change: Lances come with a horse and shield Bows come with a dagger Crossbows come with a sword Those who start with an axe, sword, or javelins will always get a shield Depending on the town and your luck, you may be supplied with a horse during tournament matches. If you were not granted a horse, or lost yours, you may still mount any empty horse within the arena. When not mounted, horses will become invulnerable within tournament arenas. Contents 1 Equipment 1.1 Horse 1.2 Armor 1.3 Melee 1.4 Ranged Equipment[] Horse[] Horse Armor Speed Maneuver Charge Hit Points Factions Practice Horse 10 40 37 14 100 KhergitsRhodoksSarranidsSwadiansVaegirs Armor[] Armor Weight Head Armor Body Armor Leg Armor Factions Arena Helmet 1.3 +26 - - Rhodoks Arena Turban 1.3 +26 - - Sarranids Steppe Helmet 1.3 +20 - - KhergitsVaegirs Tourney Helm 1.3 +20 - - Swadians Arena Armor 16.0 - +29 +13 NordsSwadiansVaegirs Arena Tunic 2.0 - +16 +6 KhergitsRhodoksSarranids Practice Boots 1.0 - - +10 All Shield Durability Weight Resistance Size Speed Factions Shield 360 2.0 1 119 100 All Melee[] Weapon Weight Swing Thrust Speed Reach Factions Practice Axe 2.0 24b - 95 75 NordsSwadiansVaegirs Practice Dagger 0.5 16b 14b 110 47 KhergitsSarranidsVaegirs Heavy Practice Sword 6.3 30b 24b 94 128 KhergitsNordsRhodoksSarranidsSwadians Practice Lance 4.3 - 15b 58 240 KhergitsRhodoksSarranidsSwadiansVaegirs Practice Sword 1.5 22b 20b 103 90 KhergitsNordsRhodoksSarranidsSwadians Practice Staff 2.5 18b 18b 103 118 Melee Only Ranged[] Weapon Weight Ranged Accuracy Speed Missile Speed Factions Practice Bow 1.5 21b 99 90 40 KhergitsSarranidsVaegirs Practice Crossbow 3.0 32b 99 42 68 Rhodoks Projectile Quantity Weight Ranged Swing Thrust Speed Missile Speed Factions Practice Arrows 80 1.5 +0 - - - - KhergitsSarranidsVaegirs Practice Bolts 49 2.3 +0 - - - - Rhodoks Practice Javelins 50 5.0 27b 12b 14b 91 28 KhergitsSarranidsVaegirs Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment" "Argun-bey","Argun-bey Official Information Kingdom Crimean Khanate Monarch Khan Islam Giray Title Vassal Personal Details Gender Male Argun-bey is initially a vassal of the Crimean Khanate. He begins the game as ruler of Kilburun Fortress. This article is a stub. You can help out by expanding it. Crimean Khanate Monarch: Claimant: Khan Islam Giray Mehmed Giray Vassals: Ahmed-pasha Argun-bey Baesid-khan Baryn-bey Bukryn-bey Imad-pasha Mansur-bey Mirza Agish Mirza Appak Mirza Argyn Mirza Davletshi Mirza Divey Mirza Enikey Mirza Karach Mirza Yanmamed Mirza Yelchy Sedjet-bey Shirin-bey Uzyn-bey Yashlav-bey" "Armed Serf","Armed Serf Troop Information Culture Muscovite Tsardom Wages 4 thalers Acquired from... Commander or Prisoners Upgrades to... Battle Serf (veteran) Armed Serfs are low-level light cavalry fielded by the Muscovite Tsardom. As their name suggests, these cavalrymen are probably serfs from a boyar's land, encouraged to take up arms for their lord and their Tsar. Given a Sumpter Horse and a reasonable assortment of arms and armor, these Serfs should not be too relied upon in battle. Battle Serfs, upgrades of the Armed Serfs, are armed with somewhat better bows and arrows, and are somewhat better trained. Tactics[] Armed Serfs are very light and slow cavalrymen, armed with sovnyas and bows and arrows, and armored with tegilai, old boots, and paper caps or iron caps. Riding into battle with humble Sumpter Horses, they are rather poor cavalrymen. Nevertheless, they are useful as horse archers, peppering the enemy from afar, moving clear of infantry retaliation, and charging in for the kill with their sovnyas. Little more than mounted infantry, if and when they lose their mounts, they are formidable medium infantry. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Armed Serf - Default Stats and Equipment Attributes Stat Points Level 7 Strength 9 Agility 6 Intelligence 0 Charisma 0 Health 46 Armor Head Cap, Paper Cap, Iron Cap Body Tegilai Hand None Foot Bast Shoes, Village Boots Skills Skill Points Ironflesh 1 Power Strike 0 Grenade Throwing 0 Power Draw 1 Weapon Master 0 Shield 0 Athletics 0 Riding 3 Shooting from Horseback 3 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 95 Two Handed Weapons 75 Polearms 85 Archery 60 Firearms 0 Throwing 0 Weapons Melee Sovnya, Simple Saber Ranged Longbow, Arrows Shield None Mount Sumpter Horse Gallery[] An Armed Serf on watchArmed Serf stats and equipment Wikipedia has an article on this subject at:Kholop Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard" "Armet","The hand-crafted Armet is superior to it's marketplace variant but a lot more costly. Found in the marketplace with a lot smaller price tag. The Armet is the most expensive and protective headgear available in Mount&Blade: With Fire & Sword. It costs 81000 thalers (45000 if the player is lord of the town) from armorers and can also be purchased in the marketplace with a base head armour rating of 55 with a potential for prefix modifiers. It is also considerably cheaper when bought through the marketplace (under 20000 thalers). The veteran Swedish Reiter wears this helmet. It is usually worn with Black Armor to give the highest armor rating possible. See also[] Hand-Crafted Helmets Black Armor (With Fire & Sword)" "Armor","A full suit of Plate Armor, an example of Calradian armor. Armor is any item worn to protect the wearer from damage. In Mount&Blade, armor is worn on four areas, the pieces combine to protect three regions: head, body, and legs. Shields are technically a type of armor, but are sold alongside weapons in the marketplace. Contents 1 Body Armor 2 Gloves 3 Helmets 4 Boots 5 Shields 6 Horse Armor 7 Arena and Training 8 Encumbrance 9 Armor Modifiers Body Armor[] Body armor carries the largest armor rating per piece, it is important for archers as they are vulnerable to all attacks while attempting to shoot. Some body armors also have leg armor to help mounted units. ▼ Show/Hide Body Armor ▼ Armor Requirement Body Armor Leg Armor Weight Base Value Modifiers Aketon - 22 6 11.0 297 Tattered, Ragged, Sturdy, Thick, Hardened Archer's Padded Vest - 23 12 6.0 260 Tattered, Ragged, Sturdy, Thick, Hardened Banded Armor STR 8 49 14 23.0 2710 Rusty, Battered, Crude, Thick, Reinforced, Lordly Blue Dress - 6 2 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Blue Gambeson - 21 5 5.0 270 Tattered, Ragged, Sturdy, Thick, Hardened Blue Tunic - 7 1 1.0 10 Tattered, Ragged, Sturdy, Thick, Hardened Brigandine - 46 12 19.0 1830 Rusty, Battered, Crude, Thick, Reinforced, Lordly Byrnie STR 7 39 6 17.0 795 Rusty, Battered, Crude, Thick, Reinforced, Lordly Cavalry Robe - 36 8 15.0 990 Rusty, Battered, Crude, Thick, Reinforced, Lordly Coat of Plates (black) STR 8 52 16 25.0 3828 Rusty, Battered, Crude, Thick, Reinforced, Lordly Coat of Plates (red) STR 8 52 16 25.0 3828 Rusty, Battered, Crude, Thick, Reinforced, Lordly Cuir Bouilli STR 8 50 15 24.0 3100 Rusty, Battered, Crude, Thick, Reinforced, Lordly Dress (a) - 9 9 1.0 33 Tattered, Ragged, Sturdy, Thick, Hardened Dress (b) - 9 9 1.0 33 Tattered, Ragged, Sturdy, Thick, Hardened Dress - 6 2 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Fur Coat - 13 6 6.0 117 Rusty, Battered, Crude, Thick, Reinforced, Lordly Gambeson - 20 5 5.0 260 Tattered, Ragged, Sturdy, Thick, Hardened Green Tunic - 7 1 1.0 10 Tattered, Ragged, Sturdy, Thick, Hardened Haubergeon STR 6 41 6 18.0 863 Rusty, Battered, Crude, Thick, Reinforced, Lordly Heraldic Mail STR 7 50 16 22.0 3520 Rusty, Battered, Crude, Thick, Reinforced, Lordly Heraldic Mail STR 7 50 16 22.0 3610 Rusty, Battered, Crude, Thick, Reinforced, Lordly Heraldic Mail with Surcoat STR 7 49 17 22.0 3454 Rusty, Battered, Crude, Thick, Reinforced, Lordly Heraldic Mail with Tabard STR 7 51 15 21.0 3654 Rusty, Battered, Crude, Thick, Reinforced, Lordly Khergit Armor - 24 - 2.0 38 Tattered, Ragged, Sturdy, Thick, Hardened Khergit Elite Armor STR 8 52 16 25.0 3828 Rusty, Battered, Crude, Thick, Reinforced, Lordly Khergit Lamellar Vest STR 7 40 8 18.0 970 Tattered, Ragged, Sturdy, Thick, Hardened Lamellar Armor - 48 13 25.0 2410 Rusty, Battered, Crude, Thick, Reinforced, Lordly Lamellar Vest STR 7 40 8 18.0 970 Tattered, Ragged, Sturdy, Thick, Hardened Leather Apron - 12 7 3.0 61 Tattered, Ragged, Sturdy, Thick, Hardened Leather Armor - 18 - 7.0 65 Tattered, Ragged, Sturdy, Thick, Hardened Leather Jacket - 20 - 3.0 50 Tattered, Ragged, Sturdy, Thick, Hardened Leather Jerkin - 23 6 6.0 321 Tattered, Ragged, Sturdy, Thick, Hardened Leather Vest - 15 7 4.0 146 Tattered, Ragged, Sturdy, Thick, Hardened Light Leather - 26 7 5.0 352 Rusty, Battered, Crude, Thick, Reinforced, Lordly Linen Tunic - 6 1 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Mail Hauberk STR 7 40 12 19.0 1320 Rusty, Battered, Crude, Thick, Reinforced, Lordly Mail Shirt STR 7 37 12 19.0 1040 Rusty, Battered, Crude, Thick, Reinforced, Lordly Mail with Surcoat STR 7 42 14 22.0 1544 Rusty, Battered, Crude, Thick, Reinforced, Lordly Mamluke Mail STR 8 48 16 24.0 2900 Rusty, Battered, Crude, Thick, Reinforced, Lordly Nomad Armor - 24 - 2.0 25 Tattered, Ragged, Sturdy, Thick, Hardened Nomad Robe - 32 10 15.0 610 Tattered, Ragged, Sturdy, Thick, Hardened Nomad Vest - 23 9 7.0 390 Tattered, Ragged, Sturdy, Thick, Hardened Padded Cloth - 22 6 11.0 297 Tattered, Ragged, Sturdy, Thick, Hardened Padded Leather - 27 10 12.0 454 Tattered, Ragged, Sturdy, Thick, Hardened Peasant Dress - 6 2 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Pelt Coat - 9 1 2.0 14 Tattered, Ragged, Sturdy, Thick, Hardened Plate Armor STR 9 55 17 27.0 6553 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Ragged Outfit - 23 9 7.0 390 Tattered, Ragged, Sturdy, Thick, Hardened Rawhide Coat - 10 - 5.0 12 Tattered, Ragged, Sturdy, Thick, Hardened Red Gambeson - 21 5 5.0 275 Tattered, Ragged, Sturdy, Thick, Hardened Red Shirt - 7 1 1.0 10 Tattered, Ragged, Sturdy, Thick, Hardened Red Tunic - 7 1 1.0 10 Tattered, Ragged, Sturdy, Thick, Hardened Robe - 8 6 1.5 31 Tattered, Ragged, Sturdy, Thick, Hardened Sarranid Elite Armor STR 8 52 16 25.0 3828 Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Guard Armor - 38 8 19.0 1200 Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Leather Armor - 32 12 9.0 650 Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Mail Shirt STR 7 40 14 19.0 1400 Rusty, Battered, Crude, Thick, Reinforced, Lordly Scale Armor STR 8 52 13 25.0 2558 Rusty, Battered, Crude, Thick, Reinforced, Lordly Shirt - 5 - 1.0 3 Tattered, Ragged, Sturdy, Thick, Hardened Skirmisher Armor - 15 9 3.0 74 Tattered, Ragged, Sturdy, Thick, Hardened Steppe Armor - 16 8 5.0 195 Tattered, Ragged, Sturdy, Thick, Hardened Studded Leather Coat STR 7 36 10 14.0 690 Rusty, Battered, Crude, Thick, Reinforced, Lordly Surcoat over Mail STR 7 43 14 22.0 1720 Rusty, Battered, Crude, Thick, Reinforced, Lordly Tabard - 14 6 3.0 107 Tattered, Ragged, Sturdy, Thick, Hardened Tribal Warrior Outfit - 30 10 14.0 520 Tattered, Ragged, Sturdy, Thick, Hardened Tunic with Green Cape - 6 2 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Tunic with vest - 11 6 2.0 47 Tattered, Ragged, Sturdy, Thick, Hardened Vaegir Elite Armor STR 8 52 16 25.0 3828 Rusty, Battered, Crude, Thick, Reinforced, Lordly Woolen Dress - 8 2 1.75 10 Tattered, Ragged, Sturdy, Thick, Hardened Worn Robe - 9 9 1.0 33 Tattered, Ragged, Sturdy, Thick, Hardened Worn Robe - 9 9 1.0 33 Tattered, Ragged, Sturdy, Thick, Hardened ▲ Show/Hide Body Armor ▲ Gloves[] Gloves offer a small bonus to body armor. ▼ Show/Hide Gloves ▼ Gloves Body Armor Weight Base Value Modifiers Gauntlets 7 1.0 1040 Rusty, Battered, Crude, Thick, Reinforced, Lordly Lamellar Gauntlets 6 0.75 910 Rusty, Battered, Crude, Thick, Reinforced, Lordly Leather Gloves 2 0.25 90 Tattered, Ragged, Sturdy, Thick, Hardened Mail Mittens 4 0.5 350 Rusty, Battered, Crude, Thick, Reinforced, Lordly Scale Gauntlets 5 0.75 710 Rusty, Battered, Crude, Thick, Reinforced, Lordly ▲ Show/Hide Gloves ▲ Helmets[] Helmets are important for infantry to protect from overhead attacks that almost exclusively hit the target's head. With a good helm, lighter body armor can be worn granted a shield is used. ▼ Show/Hide Helmets ▼ Helmet Requirement Head Armor Weight Base Value Modifiers Arming Cap - 7 1.0 5 Tattered, Ragged, Sturdy, Thick, Hardened Bascinet STR 8 45 2.25 479 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Bascinet with Aventail STR 8 45 2.25 479 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Bascinet with Nose Guard STR 8 45 2.25 479 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Barbette - 6 0.5 70 Tattered, Ragged, Sturdy, Thick, Hardened Black Hood - 18 2.0 193 Tattered, Ragged, Sturdy, Thick, Hardened Cap with Fur STR 7 15 1.0 50 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Desert Turban STR 7 14 1.5 38 Tattered, Ragged, Sturdy, Thick, Hardened Felt Hat - 8 1.0 4 Tattered, Ragged, Sturdy, Thick, Hardened Felt Hat - 8 1.0 4 Tattered, Ragged, Sturdy, Thick, Hardened Flat Topped Helmet STR 7 33 1.75 203 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Footman's Helmet - 24 1.5 95 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Full Helm STR 10 51 2.5 811 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Fur Hat - 8 0.5 4 Tattered, Ragged, Sturdy, Thick, Hardened Great Helmet STR 10 53 2.75 980 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Guard Helmet STR 9 47 2.5 555 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Headcloth - 4 0.5 1 Tattered, Ragged, Sturdy, Thick, Hardened Helmet with Cap STR 7 28 1.25 147 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Helmet with Lamellar Guard STR 7 38 2.0 360 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Helmet with Neckguard STR 7 32 1.5 190 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Hood (a) - 10 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Hood (b) - 10 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Hood (c) - 10 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Hood (d) - 10 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Horseman Helmet STR 7 25 2.75 180 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Kettle Hat STR 7 35 1.75 240 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Khergit Cavalry Helmet - 36 2.0 333 Tattered, Ragged, Sturdy, Thick, Hardened Khergit Guard Helmet - 40 2.0 433 Tattered, Ragged, Sturdy, Thick, Hardened Khergit War Helmet - 31 2.0 200 Tattered, Ragged, Sturdy, Thick, Hardened Lady's Hood - 10 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Leather Cap - 18 1.0 8 Tattered, Ragged, Sturdy, Thick, Hardened Leather Warrior Cap - 18 1.0 14 Tattered, Ragged, Sturdy, Thick, Hardened Mail Coif STR 7 22 1.25 71 Rusty, Battered, Crude, Thick, Reinforced, Lordly Nasal Helmet STR 7 26 1.25 121 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nomad Cap - 13 0.75 6 Tattered, Ragged, Sturdy, Thick, Hardened Nomad Cap - 10 0.75 6 Tattered, Ragged, Sturdy, Thick, Hardened Nordic Fighter Helmet STR 7 34 2.0 240 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Footman Helmet STR 7 30 1.75 150 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Helmet STR 7 40 2.0 340 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Huscarl's Helmet STR 7 40 2.0 390 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Leather Helmet STR 7 14 1.25 40 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Leather Helmet (veteran) STR 7 20 1.5 70 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Warlord Helmet STR 7 48 2.25 880 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Padded Coif - 11 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Sarranid Felt Hat STR 7 5 2.0 16 Tattered, Ragged, Sturdy, Thick, Hardened Sarranid Keffiyeh Helmet STR 7 35 2.5 290 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Mail Coif STR 7 41 3.0 430 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Veiled Helmet STR 7 47 3.5 810 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Warrior Cap STR 7 19 2.0 90 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Segmented Helmet STR 7 31 1.25 174 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Skullcap - 20 1.0 60 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Spiked Cap STR 7 32 2.0 230 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Spiked Helmet STR 7 38 2.0 278 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Steppe Cap - 14 1.0 14 Tattered, Ragged, Sturdy, Thick, Hardened Steppe Cap (leather a) - 15 1.0 24 Tattered, Ragged, Sturdy, Thick, Hardened Steppe Cap (leather b) - 16 1.0 36 Tattered, Ragged, Sturdy, Thick, Hardened Steppe Cap (leather c) - 16 1.0 51 Tattered, Ragged, Sturdy, Thick, Hardened Straw Hat - 2 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Turban STR 7 11 1.0 28 Tattered, Ragged, Sturdy, Thick, Hardened Vaegir Helmet STR 7 21 2.0 110 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Vaegir Nobleman Helmet STR 7 45 2.75 710 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Vaegir War Helmet STR 7 47 3.0 820 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Vaegir War Mask STR 7 52 3.5 950 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Wimple - 4 0.5 10 Tattered, Ragged, Sturdy, Thick, Hardened Wimple with Veil - 4 0.5 10 Tattered, Ragged, Sturdy, Thick, Hardened Winged Great Helmet STR 10 55 2.75 1,240 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Woolen Cap - 6 1.0 2 Tattered, Ragged, Sturdy, Thick, Hardened Woolen Hood - 8 1.0 4 Tattered, Ragged, Sturdy, Thick, Hardened ▲ Show/Hide Helmets ▲ Boots[] Boots provide leg armor, which is important for horsemen as the majority of non-missile attacks will hit the horse or legs. ▼ Show/Hide Boots ▼ Boots Requirement Leg Armor Weight Base Value Modifiers Ankle Boots - 12 1.0 75 Tattered, Ragged, Sturdy, Thick, Hardened Blue Hose - 5 1.0 11 Tattered, Ragged, Sturdy, Thick, Hardened Hide Boots - 10 1.0 34 Tattered, Ragged, Sturdy, Thick, Hardened Hunter Boots - 9 1.25 19 Tattered, Ragged, Sturdy, Thick, Hardened Iron Greaves STR 9 33 3.5 1770 Rusty, Battered, Crude, Thick, Reinforced, Lordly Khergit Leather Boots - 18 1.0 120 Tattered, Ragged, Sturdy, Thick, Hardened Leather Boots - 16 1.25 174 Tattered, Ragged, Sturdy, Thick, Hardened Light Leather Boots - 15 1.0 91 Tattered, Ragged, Sturdy, Thick, Hardened Mail Boots STR 8 31 3.0 1250 Rusty, Battered, Crude, Thick, Reinforced, Lordly Mail Chausses - 24 3.0 530 Rusty, Battered, Crude, Thick, Reinforced, Lordly Nomad Boots - 14 1.25 90 Tattered, Ragged, Sturdy, Thick, Hardened Plate Boots STR 9 33 3.5 1770 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Plated Boots - 20 3.0 280 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Leather Boots - 16 2.0 120 Tattered, Ragged, Sturdy, Thick, Hardened Sarranid Mail Boots - 30 3.0 920 Rusty, Battered, Crude, Thick, Reinforced, Lordly Splinted Greaves STR 7 28 2.75 853 Rusty, Battered, Crude, Thick, Reinforced, Lordly Splinted Leather Greaves - 21 2.0 310 Rusty, Battered, Crude, Thick, Reinforced, Lordly Woolen Hose - 4 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Wrapping Boots - 3 1.0 3 Tattered, Ragged, Sturdy, Thick, Hardened ▲ Show/Hide Boots ▲ Shields[] Shields provide only damage reduction while blocking. When held in the hand or worn on the back, however, they can passively prevent a missile from inflicting damage if it hits the shield. ▼ Show/Hide Shields ▼ Shield Durability Weight Resistance Size Speed Base Value Other Wooden Shield 360 2.0 1 100 100 42 - Hide Covered Round Shield 260 2.0 3 79 100 40 - Leather Covered Round Shield 310 2.5 8 79 96 80 - Nordic Shield 440 2.0 1 100 100 95 - Old Round Shield 195 2.5 4 100 93 26 - Plain Round Shield 260 3.0 8 100 90 65 - Round Shield 310 3.5 12 100 87 105 - Heavy Round Shield 350 4.0 15 100 84 210 - Huscarl's Round Shield 410 4.5 19 100 81 430 - Plain Cavalry Shield 160 2.0 8 79 105 96 - Round Cavalry Shield 200 2.5 14 79 103 195 - Elite Cavalry Shield 250 3.0 22 79 100 370 - Old Heater Shield 160 2.0 6 72x105 96 36 - Plain Heater Shield 210 2.5 11 72x105 93 74 - Heater Shield 260 3.0 14 72x105 90 160 - Heavy Heater Shield 305 3.5 19 72x105 87 332 - Horseman's Heater Shield 160 2.0 16 59x79 103 229 - Knightly Heater Shield 220 2.5 23 59x79 100 390 - Heater Shield 410 3.5 2 100 80 227 - Fur Covered Shield 600 3.5 1 162 76 227 - Old Kite Shield 165 2.0 5 72x105 96 33 - Plain Kite Shield 215 2.5 10 72x105 93 70 - Kite Shield 265 3.0 13 72x105 90 156 - Heavy Kite Shield 310 3.5 18 72x105 87 320 - Horseman's Kite Shield 165 2.0 14 59x79 103 205 - Knightly Kite Shield 225 2.5 23 59x79 100 360 - Old Board Shield 280 3.5 4 85x143 89 60 Cannot be used on horseback Plain Board Shield 360 4.0 8 85x143 85 114 Cannot be used on horseback Board Shield 430 4.5 10 85x143 81 210 Cannot be used on horseback Heavy Board Shield 550 5.0 14 85x143 78 370 Cannot be used on horseback Plate Covered Round Shield 330 4.0 16 79 90 140 - Steel Shield 700 4.0 16 79 61 697 - ▲ Show/Hide Shields ▲ Horse Armor[] Horse armor is not sold separately from a horse. More heavily-armored horses are able to withstand a lot more damage. However, the trade off for more armor is less speed. For example, Coursers, the fastest horses available, are much less armored than Chargers, which move much more slowly. When taking damage, the Courser takes a lot more damage than the Charger, and consequently, Courser riders are more frequently unhorsed than Charger riders. Arena and Training[] Arena and Training equipment is special sets of armor that are only used during Tournaments and while training. Encumbrance[] The more a piece of armor weighs, the higher the player's encumbrance becomes, which in turn decreases movement speed for the party on the overland map and for the player in battle - the Athletics skill counters this issue by increasing the player's speed in both cases. Nord Huscarls are renowned for their high Athletics. Armor Modifiers[] Demonstration of how modifiers have a huge effect on the same item. Each piece of armor has several possible modifiers. Not all modifiers are available for every item as they only apply for appropriate materials (you couldn't have a cracked shirt, for example). Modifiers either increase or decrease the item's stats. They also drastically change the value of the item, despite only making a maximum difference of 10 between the worst and best modified feature. Items obtained through the cheat menu cannot have modifiers. Equipment Modifiers One Handed Two Handed Two Handed / One Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Masterwork +4 +6 +5 +9 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Polearms Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Bent - -3 -3 -35% 100% Rusty - -3 - -45% 100% Cracked - -5 - -50% 100% Polearm / Two Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Bows Name Power Draw Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Strong +2 +3 -3 +360% 40% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Crossbows Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Thrown Name Power Throw Requirement Damage Missile Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Bent - -3 -3 -35% 100% Ammunition Name Stack Amount Damage Price Shop/Loot Chance Large Bag +13% - +90% 30% Bent - -3 -35% 100% Note: Thrown weapons can only carry the ""bent weapon"" modifier. Firearms Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Armor Name Protection Price Shop/Loot Chance Lordly +6 +1050% 25% Reinforced +4 +550% 25% Hardened +3 +290% 30% Thick +2 +160% 35% Sturdy +1 +70% 50% Crude -1 -17% 100% Battered -2 -25% 100% Ragged -2 -30% 100% Rusty -3 -45% 100% Tattered -3 -50% 100% Cracked -4 -50% 100% Shields Name Durability Resistance Price Shop/Loot Chance Reinforced +83 +4 +550% 25% Thick +47 +2 +160% 35% Battered -26 -2 -25% 100% Cracked -56 -4 -50% 100% Horses Name Riding Requirement Armor Speed Maneuver Charge Damage Hit Points Price Shop/Loot Chance Champion +2 - +4 +2 +2 - +1350% 20% Spirited - - +2 +1 +1 - +550% 60% Heavy - +3 - - +4 +10 +90% 70% Stubborn +1 - - - - +5 -10% 100% Swaybacked - - -4 -2 - - -40% 100% Lame - - -10 -5 - - -60% 100% Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment" "Armor-clad Zupan","Armor-clad Zupan is a light armor worn in Eastern Europe. It consists of a leather vest with vertical strips of chain-mail sewn on it, worn over a long coat. It is commonly worn by high-tier Cossack troops. This article is a stub. You can help out by expanding it. ""Give us images or taste steel"" This article does not have any images.Please help the M&B Wiki by uploading one!" "Armored Cossack","Armored Cossack Troop Information Culture Polish Commonwealth Wages 24 thalers Acquired from... Prisoners or Commander Upgrades to... Armored Cossack (veteran) XP for Kill 96 Ransom Value 109 thalers The Armored Cossack is a Medium Cavalry unit of the Polish Commonwealth. As Medium Cavalry, the Armored Cossack is well equipped and well armed. Their chain headgear, the Misiurka, gives them good head protection, and their chain mail armor and cavalry boots give them good body and leg protection as well. This unit is armed with a Good Saber, a Cavalry Lance, a Tatar Shield, a Kalmyk Bow, and Arrows. While they spawn with either a saber or a lance, they always carry a shield and a bow and arrows. They also ride a Troop Horse, which is a strong, reliable horse for charging in enemy ranks. Tactics[] While originally an Archer Cavalry Unit, Armored Cossacks are versatile Cavalry units when engaged in close combat as Melee Cavalry with their sabers, and Shock Cavalry with their lances. Their good armor and shield also gives them great protection against attacks and even couched lances. Despite having a relatively good bow, Armored Cossacks are not as precise as the cheaper Crimean horse archers and tend to only hit their target if the enemy is close or static. Due to their versatility, they are excellent when combined with Winged Hussars and they can fight well on their own. They can beat practically any foot or mounted unit except if they become overwhelmed or if they engage against elite Cavalry units like the Swedish Reiter, the Noble Guard, the Winged Hussars, and any other Medium Archer Cavalry units armed with bows that have better archery skills than it at range. Therefore, when in the field, Armored Cossacks should be used to immediately charge at the enemy and should only occasionally be used as missile troops. Having a contingent of around 20 Armored Cossacks can make them unbeatable in melee combat, but make sure they supported by Dragoons, Winged Hussars, and Polish Reiters. When defending a fortification, Armored Cossacks are excellent for holding the defensive line as long as enemy missile troops do not have range to shoot them down. When besieging a fortification, it is best that the Armored Cossacks approach the enemy walls with their shields up rather than having it miss its shots with its bow and get shot in the face. When climbing the walls, make sure they stay close to Winged Hussars so that they can break the defenders' front line. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Armored Cossack - Default Stats and Equipment Attributes Stat Points Level 16 Strength 10 Agility 9 Intelligence 0 Charisma 0 Health 49 Armor Head Misiurka Body Chain Armor Hand ? Foot Cavalry Boots Skills Skill Points Ironflesh 2 Power Strike ? Grenade Throwing 0 Power Draw 2 Weapon Master 4 Shield 4 Athletics ? Riding 5 Shooting from Horseback 4 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 150 Two Handed Weapons 130 Polearms 140 Archery 90 Firearms 0 Throwing 0 Weapons Melee Saber, Chekan, Crowbill, Cavalry Lance Ranged Bow, Longbow, Arrows Shield Tatar Shield Mount Hunter Wikipedia has an article on this subject at:Armoured companion Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "Armored Cossack (veteran)","Armored Cossack (veteran) Troop Information Culture Polish Commonwealth Wages 16 thalers Acquired from... Prisoners or Armored Cossack (Upgrade) Upgrades to... N/A Ransom Value ? thalers The Armored Cossack (veteran) is a cavalryman of the Polish Commonwealth. Tactics[] In battle, this troop is similar to the previous Armored Cossack, but with higher stats. Use them as you would use the normal unit; either as a harassing horse archer or as a line-breaking charger. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Armored Cossack (veteran) - Default Stats and Equipment Attributes Stat Points Level 21 Strength 11 Agility 10 Intelligence 0 Charisma 0 Health 52 Armor Head Misiurka Body Chain Armor Hand ? Foot Cavalry Boots Skills Skill Points Ironflesh 3 Power Strike 1 Grenade Throwing 0 Power Draw 3 Weapon Master 5 Shield 5 Athletics ? Riding 5 Shooting from Horseback 5 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 165 Two Handed Weapons 145 Polearms 155 Archery 105 Firearms 0 Throwing 0 Weapons Melee Saber, Good Chekan, Good Crowbill, Cavalry Lance, Koncerz Ranged Tatar Bow, Bow, Barbed Arrows Shield Tatar Shield Mount Hunter Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "Army Chief Pavlo Gomon","Pavlo Gomon Official Information Kingdom Cossack Hetmanate Monarch Hetman Bogdan Hmelnitski Title Vassal Personal Details Gender Male Army Chief Pavlo Gomon is initially a vassal of the Cossack Hetmanate. At the start of the game Pavlo Gomon controls the town of Sich with average prosperity. Trivia[] The term ""Army Chief"" is used here to translate the Cossack term Kish otaman (Russian: Кошевой атаман Koshevoy ataman, Ukrainian: Кошовий отаман Koshovyy otaman, Polish: Ataman koszowy). The kish or kosh (Ukrainian: кіш, Russian: кош, Polish: kosz) was the central government of the Zaporozhian Host, under which jurisdiction were administrative, military and financial affairs. Otaman or ataman (Ukrainian: отаман, Russian: атаман, Polish: ataman) was a title for various Cossack leaders, comparable to the Polish hetman. In the game, Pavlo Gomon is referred to as Kosh Ataman during the quest ""To the Sich with a Prisoner"". This article is a stub. You can help out by expanding it. Cossack Hetmanate Monarch: Claimant: Hetman Bogdan Hmelnitski Ivan Barabash Vassals: Anton Zhdanovich Bogdan Popovich Filon Jalaliy Fyodor Loboda Ivan Bogun Ivan Fedorenko Ivan Hmara Ivan Sirko Ivan Vygovsky Lavrin Sinonos Les' Gritsenko Lukyan Mozyra Maksim Nesterenko Martyn Pushkarenko Matviy Gladkiy Pavlo Gomon Petro Doroshenko Prokop Shumeiko Timofiy Nosach Vasil Zolotarenko" "Arrows/With Fire & Sword","Arrows Arrows (27 / 27)Base value: 100Weight: 2.0Piercing" "Asak Bey","Asak Bey Troop Information Culture Crimean Khanate Wages 19 thalers Acquired from... Prisoners or Commander Upgrades to... Asak Bey (veteran) Ransom Value 69 thalers The Asak Bey is a heavy cavalryman of the Crimean Khanate. Armed with a saber and shield, they are a good balance between initial charging attack and versatility. After the first charge, the lance is obsolete and requires the sword for faster attacks. Recruitment[] Requires: Must join the Crimean Khanate Mercenary Captain to be appointed for Fortress/towns Cost: 114 Thaler Days Needed: 4 (Copper) Locations: Kezlev Fortress Azaq-Kale Tactics[] Asak Bey are expensive heavy cavalry, but not as expensive as the Nokhor. They are useful in back up Nokhor and/or Oglan charges directly towards the enemy, or they can flank by themselves and engage enemy marksmen. On their own, they can stand up to any light cavalry, but will fold to heavier or better armed horsemen. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Asak-bey - Default Stats and Equipment Attributes Stat Points Level 16 Strength 9 Agility 9 Intelligence 0 Charisma 0 Health 46 Armor Head Rich Misiurka, Tatar Helmet Body Chain Armor, Simple Behterets Hand None Foot Eastern Boots Skills Skill Points Ironflesh 1 Power Strike 0 Grenade Throwing 0 Power Draw 0 Weapon Master 4 Shield 5 Athletics 0 Riding 4 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 155 Two Handed Weapons 135 Polearms 145 Archery 0 Firearms 0 Throwing 0 Weapons Melee Saber, Tatar Saber Ranged None Shield Simple Shield, Kalkan Shield Mount Courser Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran)" "Asak Bey (veteran)","Asak Bey (veteran) Troop Information Culture Crimean Khanate Wages 25 thalers Acquired from... Prisoners or Asak Bey (upgrade) Upgrades to... N/A Ransom Value ? thalers The Asak Bey (veteran) is a heavy cavalryman of the Crimean Khanate, and is the upgraded version of the Asak Bey. Tactics[] Armed with a sword and shield, they usually take two shots to kill. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Asak-bey (veteran) - Default Stats and Equipment Attributes Stat Points Level 21 Strength 10 Agility 10 Intelligence 0 Charisma 0 Health 49 Armor Head Rich Misiurka, Tatar Helmet Body Yushman, Simple Behterets Hand None Foot Eastern Boots Skills Skill Points Ironflesh 2 Power Strike 1 Grenade Throwing 0 Power Draw 0 Weapon Master 5 Shield 6 Athletics 0 Riding 5 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 170 Two Handed Weapons 150 Polearms 160 Archery 0 Firearms 0 Throwing 0 Weapons Melee Saber, Tatar Saber Ranged None Shield Steel Shield, Round Shield, Kalkan Shield Mount Courser Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran)" "Aserai","Aserai Official Information Capital Sanala Ruler Sultan Unqid Claimant Aqir Ruling Clan Banu Hulyan Minor Factions GhilmanJawwalBeni Zilal Faction Location Aserai in yellow The Aserai Sultanate is a kingdom in Mount&Blade II: Bannerlord ruled by Sultan Unqid. It occupies the shores and the desert beyond the Perassic Sea to the south, below the continent of Calradia. Contents 1 Overview 2 Ruler 3 Vassals 4 Official Description 5 Lore 6 Tactics 6.1 Strengths 6.2 Weaknesses 6.3 Economy 6.4 Summary 7 Troop Tree 8 Clans 9 Territory 10 Trivia 11 Gallery 12 External Links 13 References Overview[] The Banu Asera, also known as Aserai, is a civilization that is comprised of numerous clans who all claim their descent from the legendary patriarch Asera. The clans have occupied the springs, oases, and coastline settlements of the Nahasa desert and its surrounding areas since ancient times. The Empire becoming weaker has presented an opportunity to the clans, who have formed a confederation in the interest of conquest. The Aserai pride themselves on flexibility and their armies are the closest thing to a generalized faction within Bannerlord, with a reasonably balanced mix of archers, infantry, and medium spear cavalry, although the focus is greatest on cavalry. With a strong merchant tradition, their caravans are 30% cheaper to build, with a 10% reduction to trade penalties. The Aserai are the ancestors of the Sarranid Sultanate from Mount&Blade: Warband. 173 years later, the Banu Sarran have supplanted the Banu Hulyan from within to rule the Sultanate. Ruler[] Sultan UnqidBanu Hulyan Vassals[] Emir AdramBanu Sarran Emir TaisBanu Qild Emir SuruqBanu Qaraz Emir IyalasBanu Arbas Emir TalasBanu Atij Emir AwdhanBanu Sarmal Emir HashanBanu Habbab Emir AqarBanu Ruwaid Official Description[] “ The Empire even at its heights preferred not to send its legions into the army-devouring wastes. Instead, it projected its power into the Nahasa by cultivating clients and allies among the clans, who competed in an endless dance of power. Those clans that could secure a hold on the oases won an imperial subsidy to protect passing caravans and grew rich. Those who could not were pushed into the desert, left to raise goats and camels and raid caravans until they could plot a comeback. Today, with the waning of the empire offering new opportunities and new risks, the Aserai have agreed to form a confederacy under a sultan chosen from richest of the clans, the Banu Hulyan. But everyone knows that the dance has only temporarily been stopped, and at the right moment it will begin again. ” Lore[] To the south of the imperial heartland lies the Nahasa, the Bronze Desert, ringed by mountains, hammered by the sun. A traveler coming over the passes from greener lands would first see fields of dunes broken by gravel plains and volcanic outcrops, shimmering under the heat haze. But there is water to be found underground, trapped in depressions or beneath the wadis where the occasional flash flood rumbles by. It is in these oases that people have settled. They are divided into dozens of clans and sub-clans, each with its elaborate genealogy, but are collectively known as the Banu Asera or the Aserai after the legendary patriarch Asera, whom they all claim as an ancestor. Tactics[] The Aserai usually depend on their archers and they try to swarm you with their infantry. Strengths[] Versatile troops: Infantry and lancers use throwing weapons, horse archers carry shields. Low tier troops possess polearms, making them more effective when fending against cavalry. Aserai Faris noble troops possess Jareeds, the most powerful throwing weapon in the game, making them deadly in sieges. Powerful archer units with top-tier weapons and arrows. Mamluke Regulars and their upgrades are very tanky, making them very useful in sieges. Weaknesses[] Situationally outmatched by more specialized units. Lack of reliable heavy infantry to hold the line - soldiers tend to have poor helmets. Mounted units require war horses to be made worthwhile - mounts are expensive in Aserai territory. Vast distances between castles make the Aserai struggle to recruit Faris, their noble troops. Economy[] Very High (only Quyaz and Husn Fulq feel the brunt of wars most of the time, making other Aserai Towns very prosporous and easily reaching 6k wealth in early game) 8 cities 9 castles 40 villages Main products: dates (only producer), grain, horses, salt. Summary[] Aserai recruits and tribesmen are more fragile than low tier infantry of other cultures, but once upgraded they become more flexible and solid all-rounders. Most Aserai units take full advantage of their loadout slots, carrying polearm, blade, shield and a throwing weapon. This allows them to pepper advancing enemy infantry with projectiles before engaging in close combat and to defend themselves against enemy cavalry at close range. Aserai forces are much weaker on defense, as their unreliable shields and outright terrible head protection of most troops makes defending against ranged attacks or enemy shock infantry very difficult. Aserai cavalry is well-rounded and balanced, but the player should take into account that access to war horses is essentially required to make best use of them. Mameluke Regulars and Aserai Youths can be considered light cavalry at best and until they can be trained and equipped with war horses, they are ill prepared against most mid tier threats. Eventually Mameluke Regulars transform completely when upgraded to Mameluke Cavalry as they equip bows and arrows and their default troop formation changes to horse archer. Once the Aserai Youths and Horsemen are upgraded to Aserai Faris, the player has access to a cavalry-exclusive playstyle if they wish so, similar to if not outmatching the Khuzait mounted forces. Geographically, Aserai face the same problem with Sturgia. The AI often Confused when being attacked by two side, an Aserai Army could take long time to respond attack from their west/east frontier, even with no dessert speed penalty. Troop Tree[] Troops of the Aserai Peasant Recruit Recruit Tribesman Bedouin Rover Mamluke Soldier Bedouin Rover Youth Footman Light Archer Mamluke Axeman Mamluke Regular Nomad Bandit Tribal Horseman Infantry Archer Mamluke Guard Mamluke Cavalry Harami Faris Veteran Infantry Master Archer Mamluke Palace Guard Mamluke Heavy Cavalry Veteran Faris Vanguard Faris Clans[] Clans of the Aserai Major Banu Hulyan Banu Sarran Banu Qild Banu Qaraz Banu ArbasBanu Atij Banu Sarmal Banu Habbab Banu Ruwaid Minor Beni Zilal Ghilman Jawwal Territory[] Territory of the Aserai TownsAskar Hubyar Husn Fulq Iyakis Qasira Quyaz Razih Sanala CastlesAin Baliq Castle Barihal Castle Jamayeh Castle Medeni Castle Sahel CastleShibal Zumr Castle Tamnuh Castle Tubilis Castle Uqba Castle VillagesAbba Abghan Abu Khih Ain Baliq Asmait Baq Barihal Bir Seif Bunqaz Deir Hawa Doqa Ezbet Nahul Fanab Hamoshawat Hiblet Hoqqa HunabJahasim Jamayeh Kafr Hatif Kuqa Lamesa Liwas Mabwaz Mahloul Medeni Mijayit Mussum Nahlan Qablab Qidnar Sahel Shibal Zumr Tamnuh Tasheba Tubilis Uqba Wadar Waltas Zalm Trivia[] The Aserai are based on the real life Arab tribes that existed before the Islamic conquests in the seventh century.[1][2] The Aserai clans all claim relation to Asera, a legendary patriarch. Similarly, early Arab tribes and families claimed a relation to Qahtan, a patriarch whose 24 sons would go on to begin many of the important Arab tribes. One of the clans, the Banu Sarran, will eventually supplant the Banu Hulyan ruling clan and form the Sarranid Sultanate 173 years later in Warband. Leaders of Aserai clans bear the title of Emir, a nobility title commonly used in Muslim countries. Gallery[] Aserai Recruit Troop TreeAserai Youth Troop TreeBedouin Rover Troop Tree External Links[] Bannerlord Dev Blog introducing the Aserai in depth References[] ↑ ↑ Wikipedia:Early Muslim conquests Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Austria","The banner of Austria. Austria, or Kaisertum Österreich, is a nation in the Mount&Blade: Warband downloadable content, Napoleonic Wars. Background[] The Revolutionary and Napoleonic wars were a disaster for the Holy Roman Empire. With numerous lands in Italy, the Balkans and the Low Countries lost to France, the empire that dominated central Europe for centuries no longer exists. Francis II, once Holy Roman Emperor, is now Francis I, Emperor of the newly formed Austrian Empire. Vienna, the city that held against huge Ottoman armies two centuries ago, was captured by the French, not only once, but twice. However, despite serious blows the Austrian prestige, the Austrian spirit is not broken. Instead, Austria is now more determined than ever to pay back for all shame suffered from Bonaparte. While it may have suffered defeats, the Austrian army is still the third largest in Europe and shall not be forgotten as the only army which have defeated Napoleon himself without any allied help, and was close to defeating him on two more occasions. As French power on the continent melts with the spring snow of 1813, the Austrian Empire stands ready to retake what once was hers. Units[] Infantry Infantrie Regiment Erzherzog Rudolf Nr. 14 - Line Infantry Infantrie Regiment Freiherr von Wacquant Nr. 62 - Line Infantry Grenz Regiment Oguliner Nr. 3 - Line/Light Infantry Grenadier Battalion Purcell - Foot Guard Jaeger Battalion 2 - Rifleman Cavalry Husar Regiment Graf von Hessen-Homburg Nr. 4 - Hussar Ulan Regiment Schwarzenberg Nr. 2 - Lancer Chevauleger Regiment Furst von Hohenzollern Nr. 2 - Light Horse Dragoner Regiment Erzherzog Ferdinand Nr. 5 - Dragoon Kurassier Regiment Kaiser Franz Nr. 1 - Cuirassier Specialists Artillerie Regiment Prinz zu Lothringen Nr. 7 - Artillery Pionier Battalion Nr. 1 - Engineer Karl Philipp, First zu Schwarzenberg - Commander Voice commands & Battle cries[] Austrian battle cries ""Für den Kaiser!"" - For the Kaiser! ""Gott schütze den Kaiser!"" - God save the Kaiser! Charge sound ""Angriff!"" - Attack! ""Attacke!"" - Attack! ""In den Nahkampf!"" - Into close melee! Surrender ""Ich ergebe mich!"" - I surrender! ""Ich gebe auf!"" - I give up! ""Nicht schießen!"" - Don't shoot! Officers ""Bereit machen!"" - Get ready! ""Anlegen!"" - Get ready! ""Feuer!"" - Fire! ""Nahkampfangriff!"" - Melee attack! ""Kompanie, vorwärts marsch!"" - Company, forwards march! ""Kompanie, vorrücken!"" -Company, Advance! ""Vorrücken!"" - Advance! ""Die Position halten!"" - Hold this position! ""Haltet diese Position!"" - Hold this position! ""Verteidigt diese Position!"" - Defend this position! ""Feuer nach eigenem ermessen!"" - Fire at will! ""Feuer frei!"" - Free fire! ""Zu mir!"" - on me! ""Kompanie, zu mir!"" - Company, on me! ""Zurückfallen!"" - Fall back! Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Azap","Azap Troop Information Culture Crimean Khanate Wages thaler Acquired from... Prisoners or Mercenary Captain Upgrades to... Azap (veteran) Ransom Value thaler Azaps are elite light infantry provided by the Ottoman Empire to help the Crimean Khanate. Armed with a Good Yataghan and protected by light armour but a large shield. Contents 1 Recruitment 2 Tactics 3 Stats and equipment 4 Trivia Recruitment[] Requires: Must join the Crimean Khanate Mercenary Captain to be appointed for Fortress/towns Cost: ??? Thalers Days Needed: 4 (Copper) Locations: Kezlev Fortress Azaq-kale Tactics[] Azaps are armed with fast blades and shields. Their light armour lets them run faster than most other infantry and their Yataghan is one of the fastest in the game, as well as dealing decent damage. However, it is very short, thus allowing an Azap to take out melee infantry easily but suffer against cavalry. They are good for sieges and especially good against pikemen/spearmen. As melee troops, it is critical to get them into contact with enemies quickly. Once in contact, you have to trust their shields to protect them when their fast strikes don't interrupt their targets' own strikes. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Azap - Default Stats and Equipment Attributes Stat Points Level 6 Strength 8 Agility 7 Intelligence 0 Charisma 0 Health 45 Armor Head Turban Body Turkish Attire Hand None Foot Janissary Shoes Skills Skill Points Ironflesh 1 Power Strike 1 Grenade Throwing 0 Power Draw 0 Weapon Master 2 Shield 3 Athletics 0 Riding 1 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 85 Two Handed Weapons 105 Polearms 95 Archery 0 Firearms 0 Throwing 0 Weapons Melee Simple Yataghan, Simple Saber Ranged None Shield Turkish Shield Mount None Trivia[] Historically, the Azaps were light infantry in the Ottoman Empire (the Crimean Khanate was an Ottoman vassal state), and used a wide variety of weapons, such as sabers, bows and arrows, and later on, firearms. Wikipedia has an article on this subject at:Azap Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran) National Mercenary Troops Tatar Infantryman Tatar Cavalryman Azap Cebelu Janissary Kalmyk Scottish Musketeer Scottish Pikeman Scottish Swordsman German Infantry Pikeman German Infantry Musketeer" "Azap (veteran)","Azap (veteran) Troop Information Culture Crimean Khanate Wages thaler Acquired from... Prisoners or Azap (upgrade) Upgrades to... No Further Upgrades Ransom Value thaler The Azap (veteran) is a light infantryman of the Crimean Khanate. Tactics[] Armed with a fast blade and shield, strong versus pikemen and militia units. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Azap (veteran) - Default Stats and Equipment Attributes Stat Points Level 10 Strength 9 Agility 8 Intelligence 0 Charisma 0 Health 48 Armor Head Turban Body Turkish Attire Hand None Foot Janissary Shoes Skills Skill Points Ironflesh 2 Power Strike 2 Grenade Throwing 0 Power Draw 0 Weapon Master 3 Shield 4 Athletics 0 Riding 1 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 120 Two Handed Weapons 100 Polearms 110 Archery 0 Firearms 0 Throwing 0 Weapons Melee Saber, Yataghan Ranged None Shield Turkish Shield Mount None Wikipedia has an article on this subject at:Azap Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran) National Mercenary Troops Tatar Infantryman Tatar Cavalryman Azap Cebelu Janissary Kalmyk Scottish Musketeer Scottish Pikeman Scottish Swordsman German Infantry Pikeman German Infantry Musketeer" "Azaq-kale","Azaq-kale Settlement Information Type Town Kingdom Crimean Khanate Villages Esaq, Tumnek World Map With Fire & SwordAzaq-kaleEsaqTumnekTemplate:World Map/With Fire & Sword Azaq-kale is a town of the Crimean Khanate, initially ruled by Imad-pasha. Contents 1 Layout 2 Trade 2.1 Produces 2.2 Trades With 3 Villages 4 Trivia Layout[] At peace: Accessible area Player Lord's Hall Prison Tavern Merchants In a siege: Accessible area Player Siege Ladders The accessible areas for the town are the same at peace and during a siege. However, the player starts further from the walls during a siege. Three ladders will be used, two on the left and one on the right. Trade[] Produces[] Hemp Iron, Wine Spice Velvet Trades With[] Cherkassk Riga Villages[] Esaq Tumnek Trivia[] The name Azaq comes from the Turkic word for ""foot"", compare modern Turkish ayak. The region was so named by the Kipchaks due to its low altitude. The name Azaq was then Russified, giving Azov. In the game, despite it having kale (Turkish word for ""castle"", borrowing from Arabic) in the name, it is not a fortress. In reality though, there is a fortress in Azov built by the Ottomans, which in Turkish is still called Azak Kalesi. Wikipedia has an article on this subject at:Azov Territory of the Crimean Khanate TownsAkkerman Azaq-kale Bakhchisaray Kyzykermen FortressesIzmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun FortressKyzyl-yar Fortress Perekop VillagesAk-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash SinelnikovoSivash Tumnek" "Babice","Babice Settlement Information Type Village Kingdom Polish Commonwealth Fortification Krakov World Map With Fire & SwordBabiceKrakovTemplate:World Map/With Fire & Sword Babice is a village of the Polish Commonwealth, subordinate to Krakov. Layout[] Player Elder Fugitive Babice is built on a flat surface. There is a pine tree inside of the village, as well as surrounding it. It is a Polish-style village with fifteen structures. In the middle of the village is a water well. In front of one house there are some logs, and tree trunks are stacked beside another house. The Village Elder can be found by following the path from the entrance to the well, and then going straight ahead to the house with the brick roof. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be in front of a large house with a brick roof on the left of the player's entrance. Wikipedia has an article on this subject at:Babice, Łódź Voivodeship Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Baesid-khan","Baesid-khan Official Information Kingdom Crimean Khanate Monarch Khan Islam Giray Title Vassal Personal Details Gender Male Baesid-khan is initially a vassal of the Crimean Khanate. He begins the game as the ruler of Akkerman. This article is a stub. You can help out by expanding it. Crimean Khanate Monarch: Claimant: Khan Islam Giray Mehmed Giray Vassals: Ahmed-pasha Argun-bey Baesid-khan Baryn-bey Bukryn-bey Imad-pasha Mansur-bey Mirza Agish Mirza Appak Mirza Argyn Mirza Davletshi Mirza Divey Mirza Enikey Mirza Karach Mirza Yanmamed Mirza Yelchy Sedjet-bey Shirin-bey Uzyn-bey Yashlav-bey" "Bajrak","Bajrak Troop Information Culture Crimean Khanate Wages 1 thaler Acquired from... Prisoners or Commander or Nomad Upgrades to... Bajrak (veteran) Upgrade Cost 10 Ransom Value 12 thalers The Bajrak is a light horseman of the Crimean Khanate. Like most Crimean Khanate units, they may use a bow, but often employ sabers or lances. Tactics[] The primary advantage of the Bajrak is it can be obtained by recruiting Nomads from Khanate villages and upgrading them. This allows Crimean Commanders to quickly accumulate sizable mounted forces relatively cheaply. Consequently, Bajraks can be be used to simply overrun enemy positions where their horses allow them to keep enemy infantry suppressed. Compared to their infantry counterparts, the Kapikulu, they feature approximately the same skill and Power Draw for the same price rendering the Bajrak a better deal for their mounts. In fortification defense, Bajrak make mediocre archers and poor melee combatants. However in a large firing line they can quickly decimate advancing troops. At longer ranges, their poor archery skill does inhibit accuracy. Kapikulus are slightly better in this role as they have slightly heavier armor. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Bajrak - Default Stats and Equipment Attributes Stat Points Level 4 Strength 6 Agility 7 Intelligence 0 Charisma 0 Health 41 Armor Head Nomad Hat, Tatar Cap Body Robe Hand None Foot Old Cavalry Boots, Old Boots Skills Skill Points Ironflesh 0 Power Strike 0 Grenade Throwing 0 Power Draw 1 Weapon Master 0 Shield 2 Athletics 0 Riding 3 Shooting from Horseback 4 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 75 Two Handed Weapons 55 Polearms 65 Archery 55 Firearms 0 Throwing 0 Weapons Melee Simple Tatar Saber, Simple Saber, Cavalry Lance Ranged (Possible): Longbow, Arrows Shield (Possible): Shield Mount Saddle Horse Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran)" "Bajrak (veteran)","Bajrak (veteran) Troop Information Culture Crimean Khanate Wages 5 thalers Acquired from... Prisoners or Bajrak (upgrade) Upgrades to... N/A Ransom Value ? thalers The Bajrak (veteran) is a light horseman of the Crimean Khanate. Like most Crimean Khanate units, they may use a bow, but often employ sabers or lances. Tactics[] The primary advantage of the Bajrak is it can be obtained by recruiting Nomads from Khanate villages and upgrading them. This allows Crimean Commanders to quickly accumulate sizable mounted forces relatively cheaply. Consequently, Bajraks can be be used to simply overrun enemy positions where their horses allow them to keep enemy infantry suppressed. Compared to their infantry counterparts, the Kapikulu, they feature approximately the same skill and Power Draw for the same price rendering the Bajrak a better deal for their mounts. In fortification defense, Bajrak make mediocre archers and poor melee combatants. However in a large firing line they can quickly decimate advancing troops. At longer ranges, their poor archery skill does inhibit accuracy. Kapikulus are slightly better in this role as they have slightly heavier armor. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Bajrak (veteran) - Default Stats and Equipment Attributes Stat Points Level 7 Strength 7 Agility 8 Intelligence 0 Charisma 0 Health 42 Armor Head Tatar Cap, Nomad Hat Body Robe Hand None Foot Old Boots, Old Cavalry Boots Skills Skill Points Ironflesh 0 Power Strike 0 Grenade Throwing 0 Power Draw 2 Weapon Master 0 Shield 3 Athletics 0 Riding 5 Shooting from Horseback 5 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 70 Polearms 80 Archery 70 Firearms 0 Throwing 0 Weapons Melee Simple Tatar Saber, Simple Saber, Cavalry Lance Ranged (Possible): Longbow, Arrows Shield (Possible): Shield Mount Saddle Horse Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran)" "Bakhchisaray","Bakhchisaray Settlement Information Type Town Kingdom Crimean Khanate Villages Sivash World Map With Fire & SwordBakhchisarayTemplate:World Map/With Fire & Sword Bakhchisaray is a town of the Crimean Khanate, initially ruled by Khan Islam Giray. It has the village Sivash. The hero Bakhyt was once an aide to the Khan's executioner in Bakhchisaray. Contents 1 Layout 2 Trade 2.1 Consumes 2.2 Produces Layout[] At peace: Accessible area Player Lord's Hall Prison Tavern Merchants In a siege: Accessible area Player Siege Ladders The accessible area is the same if the town is at peace or in a siege. The Lord's Hall is directly opposite the town's gates. On the street there are three merchants and the tavern. The weapon smith is on the edge of the accessible area. During a siege, two ladders are placed on the walls, one on either side of the gates. Trade[] Consumes[] Dried Meat Produces[] Linen Pottery Wikipedia has an article on this subject at:Bakhchysarai Territory of the Crimean Khanate TownsAkkerman Azaq-kale Bakhchisaray Kyzykermen FortressesIzmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun FortressKyzyl-yar Fortress Perekop VillagesAk-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash SinelnikovoSivash Tumnek" "Bakhyt","Bakhyt Appears in Official Information Culture Crimean Tatar Religion Islam Character Details Hire Cost 300 thalers Likes Mamai Liked by Colonel Zagloba, Tepes Dislikes Fatima, Varvara, Hunger, Not Paid, Heavy Casualties Disliked by Fedot Character Background Home Azaq-kale Background ExecutionerButcher Bakhyt is one of the Heroes in With Fire & Sword. He strongly resembles Warband's Rolf. Contents 1 Biography 2 Personality 3 Relationships 4 Dialogue 5 Stats and equipment Biography[] Bakhyt was born in Azaq-kale. He was the Khan's personal executioner in Bakhchisaray and kill the Khan's personal enemies. After killing the old vizer, the new vizer was replaced and decided to fire Bakhyt as he believes his services are not needed. Bakhyt soon work in a slaughterhouse but earn very little, he also harassed by his victims' family for his job. He soon found by the player and hire to be part of the player's party. He ask for 300 thalers to replace his axe's handle which been worn off. Personality[] Relationships[] Fatima - Mamai - Varvara - Dialogue[] Main article: Bakhyt/Interactions Stats and equipment[] Bakhyt - Default Stats and Equipment Attributes Stat Points Level 7 Strength 11 Agility 5 Intelligence 6 Charisma 5 Health 46 Armor Head ? Body Robe Hand ? Foot Village Boots Skills Skill Points Ironflesh ? Power Strike 4 Grenade Throwing 0 Power Draw ? Weapon Master 1 Shield ? Athletics ? Riding ? Shooting from Horseback 0 Looting 3 Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 4 Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 50 Two Handed Weapons 118 Polearms 50 Archery 50 Firearms 50 Throwing 50 Weapons Melee Lumberman Axe Ranged ? Shield ? Mount ? Player's Companions Algirdas Bakhyt Colonel Zagloba Fatima Fedot Ingri Karlsson Mamai NogaiOksana Priest Spasokukotsky Sarabun Tepes Varvara Victor de la Buscador Yelisei" "Bakhyt/Interactions","This is a list of interactions with Bakhyt. Contents 1 Introduction 2 Reencounter 3 Retirement 4 Rehire 5 Story: Azaq-kale 6 Like Quotes 6.1 Mamai 7 Dislike Quotes 7.1 Fatima 7.2 Varvara Introduction[] ""Isanmesez!"" Pardon, what did you say? ""Ah, I beg your pardon, sir. Isanmesez means do you still live? It is a sort of greeting, like how do you do. I am Bakhyt. For fifteen years I was an aide to the Khan's executioner in Bakhchisaray. The work was busy, but I did not mind it... Until the new Khan installed a new Vizier, that is. The old vizier was retired. I cried as I strangled him with a silk thread. The new vizier was a miser, quite like your everyday Istanbul shroff! He decided that the executioner needs no assistant, so I was put out of the palace the very same day. Now I make my bread as I can. Working as an assistant in the butcher's row at the markets, chopping up the carcass at the slaughterhouse. I even went as low as accepting a job killing a pig at a Cossack homestead -- for ten thaler! Shaitan damn that beast, cursed by the Allah..."" Well, I do need fine swordmen in my party... Allah is merciful, for he has sent a kind master to me. By the way, it would be nice to have a good lunch. Without pork, of course! Timely food is the best way to secure loyalty, yes. And I try to keep away from all these women... Ungodly creatures are they! Do your job and worry not about your meals. My axe shall serve you well, aye. Of course, if you give me 300 thaler to pay for a new handle. I have worked for a full month at the local slaughterhouse, and the axe has been worn out. Here, count it twice. Women-hater, executioner, and a glutton as well... I fear our ways must part. Sorry, but I have no need for an executioner. Ask someone else. Go, go out of here, you heaten. I don't know your gibberish tongue. Reencounter[] An executioner in retirement has many foes. I can hardly explain to the relatives of the deceased that it was merely my job. And with such a name as mine, try finding a new job, ha ha! But if you need a man who has mastered well both the axe and the noose, then I am at your service. Retirement[] Sorry, (player)-aga, but there is a situation... In a town nearby, a hangman retired of old age. Oh, if only you knew how I miss my job. At night I dream of the axe, the noose and the strangling silk wire. So I think I will head there and try to get the job I was meant for... Rehire[] I did not expect to see you here, (player)-aga. It turns out that only locals can work here as hangmen. So I wander about in search for odd jobs. Would you accept me back into your ranks? Story: Azaq-kale[] Here, where the Don enters the sea of Azov, is my homeland. This is Azaq-kale, ancient Tana, which the Cossacks call Azov. My grandfather told me that our ancestors came from the Greeks who held the town. Even in these ancient days, they proudly bore the title of executioners! Oh, how many men came here -- the Scythians, the Greeks, the Russians, the Pecheneg. And now this fortress remains the key to the Tauris. Like Quotes[] Mamai[] Whatever they say, Tatars and Cossacks are brothers indeed! Last night, me and Mamai were returning from the inn with arms round each other, singing songs. He sang the Cossack songs, while I sung the Tatar ones. A fine night it was! -- The villagers ran out in their nightclothes to listen to us. You mean to say Allah forbids drinking wine? That is so, but Mamai has well mastered the ways of religion. He explained that nothing in the Koran forbids the drinking vodka... Dislike Quotes[] Fatima[] And one more thing, (player)-aga! Your guard, Fatima, took a dislike to me from the first day. I always expecting some dirty trick from her. Certainly, my last job hardly earns me respect among my fellow countrymen, but she might cut me down like a sheep at any moment! Varvara[] Listen, (player)-aga! Varvara-hanum is a dreadful women, I swear by Allah. She killed her husband, and now I feel she put her evil eyes on me. What did I say, anyway? It was meant as a compliment. I merely remarked that in my harem she would be the third or even the second wife! What is wrong with these Russian women!?" "Bandit Leader","Bandit Leader Troop Information Wages 84 - 97 Acquired from... Enlisting raid party, prisoner recruitment Upgrades to... N/A Bandit Leaders are bandit troops in Viking Conquest that can be found in raiding parties on land. You can instruct Bandit Leaders to perform a specific raiding mission if you have more then 50 prisoners (then they will become Masterless Men). Stats and Equipment[] Bandit Leader - Default Stats and Equipment Attributes Stat Points Level 29 Strength 20 Agility 8 Intelligence 12 Charisma 12 Health 73 Armor Head Complete Halm Body Common Halsberg Hand Leather Gloves Foot Quality Wrapping Boots Skills Skill Points Sea-King ? Navigation ? Ironflesh 9 Power Strike 6 Power Throw 2 Power Draw 1 Weapon Maintenance ? Weapon Master 9 Athletics ? Riding 6 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 6 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 275 Two Handed Weapons 140 Polearms 210 Archery 20 Crossbows 0 Throwing 225 Slings 170 Weapons Melee Broadseax, Rich Sword, Ulfberth Sword, False Ulfberth Sword Ranged Throwing Spears Shield Rawhide Shield, Svear Shield, Round Shield, NorthMathr Shield Mount ? Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr" "Bandit (Viking Conquest)","For the classic version, see Bandit (classic). For the With Fire & Sword version, see Bandit (With Fire & Sword). Bandit Troop Information Culture Bandits Wages 24 peningas/week Acquired from... Ruffian Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? peningas Bandits are tier-two bandit archers in Viking Conquest. They can be found in raiding parties on land. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Bandit - Default Stats and Equipment Attributes Stat Points Level 18 Strength 16 Agility 8 Intelligence 12 Charisma 12 Health 63 Armor Head None Body Simple Tunic Hand None Foot Tattered Quality Wrapping Boots Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 6 Power Strike 2 Power Throw 4 Power Draw 4 Weapon Maintenance 0 Weapon Master 3 Athletics 5 Riding 3 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 4 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 120 Two Handed Weapons 90 Polearms 70 Archery 20 Crossbows 20 Throwing 140 Slings 140 Weapons Melee Hunting KnifeClub Ranged Sling Shield None Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr" "Bandit (With Fire & Sword)","For the classic version, see Bandit (classic). For the Viking Conquest version, see Bandit (Viking Conquest). Bandit Troop Information Culture Bandits Wages ? thalers/week Acquired from... Looter Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Bandits are tier-two bandit infantry in Mount&Blade: With Fire & Sword. Tactics[] Compared to Warband, they are an upgrade from Looters and more common in With Fire & Sword, as they can be found on the overland map in addition to the specified quests. They are somewhat more dangerous than Warband bandits due to the fact they can carry handmade firearms. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Bandit - Default Stats and Equipment Attributes Stat Points Level 7 Strength 7 Agility 6 Intelligence 4 Charisma 4 Health ? Armor Head (Possible) Cap(Possible) Village Cap(Possible) Hat Body KuntushBroadcloth DressSvitkaCaftan Hand None Foot Village Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 90 Polearms 90 Archery 90 Firearms 90 Throwing 90 Weapons Melee Lumberman AxeSimple LanceCarpenter Axe Ranged (Possible) Handmade Firearm(Possible) Light Bullets Shield None Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr" "Bandit (classic)","Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 For the With Fire & Sword version, see Bandit (With Fire & Sword). For the Viking Conquest version, see Bandit (Viking Conquest). Bandit Troop Information Culture Bandits Wages 4 denars/week Acquired from... Prisoners Upgrades to... Brigand- or -Mercenary Swordsman Upgrade Cost 20 denars XP for Kill 80 experience Ransom Value 66 denars Bandits are bandit infantry in Mount&Blade: Warband. Tactics[] They are a special type of outlaw only encountered during quests, such as Ransom Girl from Bandits and Hunt Down Troublesome Bandits, or when ambushed at night in a town, village, or castle. If captured and recruited, they can be upgraded to Brigands or Mercenary Swordsmen. Alternatively, they can be sold to a Ransom Broker for 66 denars each. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Bandit - Default Stats and Equipment Attributes Stat Points Level 10 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 44 Armor Head (Possible) Leather Cap Body Rawhide CoatLeather JerkinNomad Armor Hand None Foot (Possible) Nomad Boots(Possible) Wrapping Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw 1 Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 60 Two Handed Weapons 60 Polearms 60 Archery 60 Crossbows 60 Throwing 60 Weapons Melee Spiked MaceNordic SwordFalchion Ranged (Possible) Short Bow(Possible) Arrows Shield (Possible) Nordic Shield Mount (Possible) Saddle Horse Gallery[] Bandits in party screenAbout to fight Bandits during a quest Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr" "Bandits","For the specific troops, see Bandit (classic). Bandits are neutral criminals that roam Calradia. Bandits engage everyone, including the player, small kingdom parties, caravans, village farmers, and any other parties smaller than their own. They usually demand money from the player character and will attack if not paid. If the player has slain multiple groups of bandits and is accosted by them, they will reject payment and simply attack the player. The many bandit types in Calradia can usually be found in or around their home areas. For instance, Steppe Bandits roam the steppes and Desert Bandits roam in the desert. Manhunters are law enforcers who patrol the northern parts of Calradia, hunting for bandits and taking them prisoner - for this purpose, they only use blunt weapons to knock enemies unconscious. In With Fire & Sword, Manhunters are replaced with Marksmen of the Secret Department while, in Viking Conquest, they are replaced by five different units (an entire troop tree starting from Young Warriors and ending with Slaver Chiefs) Contents 1 Bandit Types 1.1 Mount&Blade 1.2 With Fire & Sword 1.3 Viking Conquest 2 Gallery Bandit Types[] Mount&Blade[] Warrider These bandits were removed from the game before release and only exist in beta versions. Dark Knights - These soldiers belonged to the outlaw faction and were removed from Mount&Blade in version 0.95x. They were incredibly powerful and dangerous, possessing powerful weapons and the most powerful armor in the game. They were nearly impossible to beat, crushing both player and main faction parties. Black Khergit Raiders - These bandits were removed with the advent of the Khergit Khanate and generally had the same equipment as higher tier Khergit cavalry. They operated in the same way as Steppe Bandits; however, their equipment and stats were drastically better than most other bandits. They were the steppe equivalent of Sea Raiders in terms of strength and equipment but were dangerous because every bandit was mounted. Classic The following types of bandits were introduced in the original Mount&Blade. Looters, also called ""River Pirates"" in earlier versions, are the standard type of lawless scum. They are weak and exist all over Calradia. While mildly difficult to defeat at first, they become nearly powerless later in the game. All Looters are footmen, and their standard equipment is nothing more than knives and throwing rocks. Forest Bandits live close to forests and are often encountered in Rhodok or Swadian lands (only in Swadia lands in Warband). These bandits always carry a Hunting Bow or Short Bow, along with two-handed axes, hatchets, or quarter staffs. Mountain Bandits live in the mountains, especially in Vaegir territory (only in Rhodok lands in Warband). Their primary strength lies in their numbers, with an average group of Mountain Bandits consisting of approximately 17 men, although they can gather into packs as high as 60. They can be both footmen and cavalry in Mount&Blade, but they lose their mounts in Warband. Steppe Bandits primarily live in the Khergit steppes and always ride Steppe Horses. They are difficult to defeat at the beginning of the game, due to their maneuverability and speed. They are equipped with typical Khergit weapons like lances, small one-handed swords, and throwing weapons. Sea Raiders live on the shores of Calradia, mostly in the lands of the Kingdom of Nords or around Rivacheg in the Kingdom of Vaegirs. They are very strong, possessing very good armor, long bows, battle axes, and high stamina. Defeating these bandits can be a good, mid-game source of money and armor. Deserters consist of trained faction troops. They are soldiers who have abandoned their leaders and have taken to lives of crime. Deserters can be the most difficult bandits to defeat, depending on what tier of troops you encounter. More often, they are in the lower tiers of a faction's upgrade tree. Warband Warband added several new bandits not seen in Mount&Blade. Taiga Bandits are encountered on the snowy eastern side of the Kingdom of Vaegirs, replacing the Mountain Bandits from Classic. Desert Bandits primarily wander the Sarranid desert. While somewhat weaker than Steppe Bandits, they are mounted and still pose a threat to new players. There are also units simply called ""Bandits"". The only time you can encounter these is during certain quests. They can be upgraded to Brigands if you manage to recruit some. With Fire & Sword[] With Fire & Sword shares some of the same bandits as Warband but the new setting also introduces new ones. Rebels are a type of unit similar to Bandits. They possess nearly identical gear but different armor. They are relatively weak, but their possession of a Handmade Firearm can make them somewhat dangerous. Tatar Raiders are weak mounted units with low armor. They wield a saber and cavalry lance, so when facing them try to avoid being a couched lance target. They are mainly found around the Crimean Khanate. Viking Conquest[] Bandit parties in Viking Conquest can be separated in two main categories: ones that you find on land, and ones that you find at sea. Unlike other modules, land bandits will occasionally raid a specific village but will not attack towns even if lightly defended. Land bandits - and possibly sea ones as well - will occasionally join the player's army for a price if the proper dialogue option is used when meeting them and if renown is big enough. If having more than 60 prisoners and a Bandit Leader, you can instruct him to raid a specific village - after the mission is completed, the bandit party will turn into Masterless Men. You can see the generic bandit tree if you go to Camp -> Troop Tree -> Ruffian, though it does not include all possible bandit troops and bandit parties could potentially include almost any troop type either by default or though winning battles with parties holding prisoners who, in turn, will join the bandit party. Bandit Troop Types Ruffians are the basic and weakest bandit units. Low armor, no shield, a polearm, and a sling - basically weak archer units. Can be upgraded to Bandits or Footpads. Bandit units are only slightly better than Ruffians but not much more. Cannot be upgraded further. Footpads are the weakest true infantry bandit unit. Equipped with a shield. Can be upgraded to Brigands or Robbers. Brigands are also equipped with a helm but no better armor than Footpads. They however maintain the missile option (sling/javelin). Can be upgraded to Reavers. Robbers are pure melee units (one-handed + polearm). Equipped with a helm and medium armor. Can be upgraded to Highwaymen. Reavers are last tier units. Although still equipped with medium armor, they have the best stats from the shown bandit Troop Tree. Highwaymen are last tier units. Equipped with better armor - possibly mail - and otherwise better stats than Robbers. Bandit Leaders are the strongest non-viking bandit units. Often found in raiding parties on land and in small numbers - generally one per party - they have a dialogue option when captured that, if enough prisoners are present, will allow you to create a bandit unit with a specific one-time mission. Vikingarnir are the weakest viking troops but still quite strong - comparable to higher level troops of the factions. They have shields and medium armor. Danish Elite Vikingarnir are elite viking troops. One of the strongest melee units in the game and slightly stronger in one-handed. Will spawn in sea raiding parties or from longphorts. Northmathr Vikingarnir are elite viking troops on par with Danish and Svear ones. Slightly stronger in polearms and athletics than the rest. Will spawn in sea raiding parties or from longphorts. Svear Elite Vikingarnir are elite viking troops on par with Danish and Northmathr ones: Slightly weaker in melee but compensating on Health. Will spawn in sea raiding parties or from longphorts. Gallery[] LootersForest BanditsMountain BanditsSteppe BanditsSea RaidersDeserters Bandit Upgrade Tree Bandit Brigand Mercenary Swordsman Hired Blade Bandit Upgrade Tree Looter Brigand Rebel Tatar Raider Bandit Bandit Upgrade Tree Ruffian Bandit Footpad Brigand Robber Reaver Highwayman Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr" "Banner","Banners are flags that represent specific Vassals or Monarchs. The owners themselves will fly their banner on the world map, but it will also be flown over their towns and castles. During character creation, if you choose to be the child of an impoverished noble, you will be given the option to carry a banner from the start of the game - otherwise, you don't receive a banner until you have become a vassal or monarch. In multiplayer you will be able to choose a banner right from character creation. You will also have the option to refrain from choosing a banner and use the faction's banner instead. Your own banner will also be planted in the ground during battles at your side of the battlefield right next to your inventory chest. This makes finding your chest if you need to swap equipment or reload arrows much easier. Your emblem will also be displayed on most shields and Heraldic Mail, whether you are wearing it or any of your troops. Since most banners are already in use, if you choose one that is, its original owner will receive a red and black 2 × 2 {\displaystyle 2 \times 2} checkered banner instead, which is not available to the player. However, if you do not choose a banner, this ""default"" banner will be seen in battles above your party's troops. Once you decide to choose a banner, your party will be labeled with your new banner, while the ""default"" banner will still be used by friendly forces that do not belong to any named character (e.g. Foragers or Caravan Guards). There are a few banners that are not already in use, however. If you use the cheatmenu to change your banner again, your old design does not return to its former owner, rather there will be multiple lords with the same checkered banner. Contents 1 Designs 1.1 Warband 1.2 With Fire & Sword 1.3 Viking Conquest Designs[] Warband[] Warband added a new faction with new vassals, and so expanded the number of options to choose from. The following displays all banners as seen in Warband, altogether there are 128 flags to choose from. The fifth banner on the top row is the only banner that is not used by another Lord, King or ClaimantThe last three banners on the bottom row are duplicates, allowing the player to share the same banner as the lords or claimant that already use themAll Warband banners in one simple imageBanners of the faction leaders With Fire & Sword[] In keeping with the historical nature of With Fire & Sword, many of the banners are based on flags and standards from history, such as the flag of Sweden, the banner bearing the knight and eagle of the Polish-Lithuanian Commonwealth, and the rifleman icon of the Cossack Hetmanate. Unlike in Warband, players have no option of starting the game as a noble, so they cannot carry a banner until becoming the vassal of a nation. An example of a nation banner appearing in multiplayer: a Polish banner on a flag point in a Conquest game. Nations themselves also have banners, but these are only seen in Custom Battles and multiplayer above friendly troops. In multiplayer nation banners also appear on the field in some game modes. All banners in one image, including the missing oneBanners of Nations The ""debug banner"". Excluding nation banners, a total of 7 × 16 + 8 = 120 {\displaystyle 7\times16+8=120} banners appear in the game, however the files include 6 × 21 = 126 {\displaystyle 6\times21=126} banners. Out of the 6 not included, 5 are actually repeats of ones that are included, so the only banner that is truly excluded is shown to the right. However, it is not true that it does not appear in the game at all; once you become a noble, if you choose a banner that happened to already be in use, then the original owner's party and fiefs will fly this banner on the map, but on the character screen it will show a banner similar to that of Hetman Bogdan Hmelnitski, without a triangle cut at the bottom. However, in battles, the character whose banner was ""stolen"" will have a plain white circle above. Occasionally a faction banner appears on the map if the player chooses a banner that is already in use. So if you see either a faction banner or one similar to the one on the right, it is likely you have encountered a bug. Even the game has only five nations, replacing the five classic factions, the banner of the Sarranid Sultanate from Warband still appears unchanged in the files of With Fire & Sword. Viking Conquest[] All the banners available in the Viking Conquest DLC. A total of 177 banners." "Bar Fortress","Bar Fortress Settlement Information Type Fortress Kingdom Polish Commonwealth Villages Ilyintsy World Map With Fire & SwordBar FortressStryiTemplate:World Map/With Fire & Sword Bar Fortress is a fortress of the Polish Commonwealth, initially ruled by Colonel Jan Zenowicz. It has the village Ilyintsy. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders The Lord's Hall is directly opposite the player's entrance inside the fortress. The prison is the first house on the left. During a siege, four ladders are placed on both sides of the gate: two on the left and two on the right. Wikipedia has an article on this subject at:Bar, Vinnytsia Oblast This article is a stub. You can help out by expanding it. Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Baranovichi","Baranovichi Settlement Information Type Village Kingdom Polish Commonwealth Fortification Lublin World Map With Fire & SwordBaranovichiTemplate:World Map/With Fire & Sword Baranovichi is a village of the Polish Commonwealth, subordinate to Lublin. Layout[] Player Elder Fugitive Baranovichi is built on flat terrain, surrounded by trees. It is a Polish-style village with a total of fifteen structures. There is a lone tree in the middle of the village, otherwise nothing is distinctive about this village. The Village Elder stands in front of the large house with a straw roof to the right of the player's entrance, beside the table. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be standing in front of the house with the brick roof directly opposite the player's entrance, beside the table. Wikipedia has an article on this subject at:Baranavichy Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Barbed Arrows/With Fire & Sword","Barbed Arrows Barbed Arrows (27 / 27)Base value: 800Weight: 2.5Piercing+2 to damage" "Barley","Barley Goods Type Food Made From... N/A Made Into... N/A Barley is a food item exclusive to Viking Conquest. It is very cheap and easy to find, making it a fairly reliable basic food source. Games Base Value N/A N/A N/A 18 N/A Weight N/A N/A N/A 30.0 N/A Item Quantity N/A N/A N/A 150 N/A Morale Bonus N/A N/A N/A +3 N/A Spoils N/A N/A N/A No N/A Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Baron Christopher Bjolke","Christopher Bjolke Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male Baron Christopher Bjolke is initially a vassal of the Kingdom of Sweden. He has no fixed fiefs at the start." "Baron Gustaf Wrangel","Gustaf Wrangel Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male Baron Gustaf Wrangel is initially a vassal of the Kingdom of Sweden. He begins the game as the ruler of Dynaburg Fortress. He is based on a real Swedish military commander and statesmen, Carl Gustaf Wrangel, who was known to be good friends with King Carl Gustaf. Wrangel lived from 1613 - 1676. Wikipedia has an article on this subject at:Carl Gustaf Wrangel Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet" "Baryn-bey","This article is a stub. You can help out by expanding it. Baryn-bey Official Information Kingdom Crimean Khanate Monarch Khan Islam Giray Title Bey Fiefs Kyzykermen Personal Details Gender Male Baryn-bey is a vassal of the Crimean Khanate. He is the initial owner of Kyzykermen. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Baryn-bey - Default Stats and Equipment Attributes Stat Points Level ? Strength ? Agility ? Intelligence ? Charisma ? Health ? Armor Head ? Body ? Hand ? Foot ? Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding ? Shooting from Horseback ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons ? Two Handed Weapons ? Polearms ? Archery ? Firearms ? Throwing ? Weapons Melee ? Ranged ? Shield ? Mount ? Crimean Khanate Monarch: Claimant: Khan Islam Giray Mehmed Giray Vassals: Ahmed-pasha Argun-bey Baesid-khan Baryn-bey Bukryn-bey Imad-pasha Mansur-bey Mirza Agish Mirza Appak Mirza Argyn Mirza Davletshi Mirza Divey Mirza Enikey Mirza Karach Mirza Yanmamed Mirza Yelchy Sedjet-bey Shirin-bey Uzyn-bey Yashlav-bey" "Battania","Battania Official Information Capital Marunath Ruler High King Caladog Claimant Gwendian Ruling Clan fen Gruffendoc Minor Factions Wolfskins Faction Location Battania in green The Kingdom of Battania is a kingdom in Mount&Blade II: Bannerlord ruled by Caladog fen Gruffendoc. It occupies heavily forested lands in the northwest of the continent of Calradia. Contents 1 Overview 2 Ruler 3 Vassals 4 Official Description 5 Lore 6 Tactics 6.1 Strengths 6.2 Weaknesses 6.3 Economy 6.4 Summary 7 Troop Tree 8 Clans 9 Territory 10 Trivia 11 Gallery Overview[] Battanian civilization consists of loosely organized clans who originally populated most of the Calradian continent, but has been reduced to a small pocket of free territory after much of their land was conquered by the expansion of the Calradic Empire. Specialties of the Battanian warrior culture include forest warfare, longbowmen, and two-handed swordsmen. On the overworld map, Battanian armies will suffer 50% less speed penalty from moving through forests. By the time of Mount&Blade: Warband, 173 years later, Battania no longer exists as a united civilization, with all their territory conquered and its people assimilated into the Swadian and Rhodok cultures. Some of their descendants have been reduced to surviving off banditry in the forests and mountains of their ancestral lands. The Battanian nation's position in comparison to Warband is in and around Reyvadin, Knudarr, and Radoghir Castles. But the forests and ruins tell of a once proud forest nation. Ruler[] High King Caladogfen Gruffendoc Vassals[] Mormaer Ergeonfen Derngil Mormaer Melidirfen Uvain Mormaer Pryndorfen Morcar Mormaer Luichanfen Penraic Mormaer Aeronfen Giall Mormaer Aradwyrfen Eingal Mormaer Maireasfen Caernacht Official Description[] “ From time immemorial there has been a High King of Battania, crowned with great ceremony on the sacred hill of Dunthanach. Ask any Battanian chieftain, however, whose ""kingdom"" he lives in, and he will look around at his hall and in his fields and his pastures, his flock and his retainers, and answer ""Mine, of course."" Only lately, following the example of the Empire, have the High Kings made any effort to exert their authority. ""Such unruly cattle as my people require a strong herdsman's hand to steer them from the ravine and protect them from the wolf,"" said one recent high king, just before he was betrayed by a jealous cousin and taken in chains to the nearest imperial outpost. ” Lore[] ""The misty hills of north-western Calradia are dominated by the Battanian clans, the original inhabitants of much of the continent. Their hilltop fortresses have born witness to countless wars fought to resist outside invaders: first the Empire's legions, and more recently the rising Sturgian and Vlandian kingdoms. They are masters of the longbow, the night raid, the sudden wild charge out of the woods. They idolise valour, but especially like it when mixed with a bit of mischief - the cattle thief who can whisk an entire herd into the fog; the champion who dines with a rival tribe, and, regaling his hosts with an anecdote of battle, produces from his bag the skull of one of their kinsmen that he took as a souvenir."" Battanian nobles mention the previous High King, Aeril fen Derngil, disappeared. Additionally, the Encyclopedia tells us a bit more about Battania. We learn of the existence of an ""old Battanian tongue"" - in the page for Cantrec, we learn that the village is one of the southernmost regions in Calradia that still speaks the language, highlighting the great amount of territory lost by the Battanians in the past. Since Cantrec lies south of most of Battania, it is likely that most Battanians still speak the Battanian language. Tactics[] Strengths[] Extremely powerful archers in the noble troop line Falxmen use powerful weapons with very long reach, making them effective against most infantry and mounted enemies Troops possess weapons of good quality and variety, as well as large shields Battanian territory is highly condensed and relatively defensible Weaknesses[] Cavalry options are inferior in comparison to all other nations; complete lack of heavy cavalry and horse archers Limited ranged options outside of the noble troop branch Some troops are less well armoured than their foreign counterparts Battanian territory is surrounded by four other factions, which may lead into a string of wars on multiple fronts Battania has the least Castles compared to other factions, making its Lords unable to amass Fian The weak and poor economy Economy[] Low 5 towns 8 castles 33 villages Main products: clay (main producer), grapes (quite a lot), wood (main producer) Summary[] Battanian troops are highly specialized in infantry-focused combat. They might struggle to deal with opposing heavy cavalry combined with horse archers, but they are stronger against slower enemies fighting on foot. Protecting their fian champions is important for Battanian forces, since these elite archers are capable of wiping out entire parties on their own if given the chance, but can still become overwhelmed when surrounded by hostile cavalry. They should be covered especially well against fast-moving Aserai Mamelukes, who can engage in close combat with sword and shield if necessary, and other fast-moving cavalry with potential for close combat or throwing weapons. The Oathsworn and Wildlings are pikemen capable of pike brace. This ability is crucial in Battanian battle strategy; setting up two-row formations of pike infantry to protect the Fians and ordering them to use melee weapons only will force them to brace pikes and provide much desired protection for your Fian troops. Supplement these pike schiltrons with Falxmen rows in the rear, who will deal with the remnants of enemy cavalry once it's stopped and decimated. Since Battanian infantry possesses a variety of throwing weapons, they are able to launch mixed volleys of projectiles against advancing infantry or cavalry while protecting their valuable longbowmen. In addition to avoiding being peppered with thrown spears and axes, players who go up against Battanians should take care to not become exposed to their falxmen, who can easily reach out and take down a mounted rider with their long blades. Battanian horsemen should also not be underestimated, as although they are much weaker than cavalry of other nations, their long lances and powerful javelins can hit hard in ideal conditions. Troop Tree[] Troops of Battania Peasant Volunteer Clan Warrior Wood Runner Bushwacker Highborn Youth Trained Warrior Skirmisher Raider Freebooter Highborn Warrior Picked Warrior Scout Veteran Skirmisher Falxman Forest Bandit Hero Oathsworn Horseman Wildling Mounted Skirmisher Veteran Falxman Fian Fian Champion Oathsworn: The Oathsworn can be okay, in its set, in can have one of two different helmets, one that provides standard tier 5 head armor at about 46, and the other one, strangely only has 26 armor, and can greatly impact their survivability and ability to charge archers. Veteran Falxman: A good unit, good against cavalry and infantry, but in the field, recomended to not use this unit as a garrison because of all the tight spaces, can be extremely vulnerable to archers if not protected by shield infantry. Falxman: Although only tier 4, it punches way above it's weight, but would recommend veteran falxman in the field, for wider reach, the Falxman can be very good in sieges as it's smaller two handed weapon can pack a serious punch with a smaller risk of it hitting the wall when doing side swings. Clans[] Clans of Battania Major fen Gruffendoc fen Derngil fen Uvain fen Morcarfen Penraic fen Giall fen Eingal fen Caernacht Minor Wolfskins Territory[] The Battanians are currently known to have at least these towns, castles and villages. Note that these might change during the game, as the Battanians either conquer or lose territory. Territory of Battania TownsCar Banseth Dunglanys Marunath Pen Cannoc Seonon CastlesAb Comer Castle Aster Castle Druimmor Castle Flintolg Castle Llanoc Hen CastlePendraic Castle Rhemtoil Castle Uthelaim Castle VillagesAb Comer Andurn Aster Ath Cafal Beglomuar Bog Beth Bryn Glas Cantrec Claig BanDalmengus Diantogmail Druimmor Durn Ebereth Fenon Etir Flintolg Gainseth Geunat NalGlenlithrig Glintor Imlagh Inveth Lindorn Llanoc Hen Mag Arba Morihig PendraicRhemtoil Seordas Swenryn Tor Leiad Tor Melina Uthelaim Trivia[] The Battanians are based on different Celtic peoples, in particular from the early medieval times. Their settlements have been described as a mixture of medieval and ancient Celtic. Some Battanian infantry, like the Battanian Falxmen, use Falxes, which were historically used by the Dacians, but from a design that originated with the Sica, a blade of Celtic origin often wrongly credited to the Thracians. This would be a plausible developement in Celtic weapons. It appears that by the time of Warband, the Battanians have been completely wiped out or, more likely, conquered and assimilated by the Vlandians and Sturgians, who would mix with the locals, eventually creating the Swadian, Rhodok, and Vaegir cultures. It is possible that the Vaegirs ""inherited"" their good light infantry and excellent archers from the Battanians. Leaders of Battanian clans bear the title of Mormaer, a nobility title of Pictish origin used in medieval Scotland. The Battanian city of Seonon is possibly connected to the city Suno, later a part of the Kingdom of Swadia in Warband. In the current map, Seonon seems much too far east to be the same city, but pre-release editions of the map[1] had Seonon on the western edge of Battania, far closer to Ocs Hall (Uxkhal) and Pravend (Praven). Gallery[] Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed ↑ The old political map of Calradia in Bannerlord from pre-Early Access. Notice that Seonon is much further west than in the current build, adjacent to Ocs Hall." "Battle","Battles are a large and frequent part of the Mount&Blade series. They help you progress through the game by generating experience, money, renown, loot, prisoners, and can directly increase weapon proficiencies. Battles can be conducted in either of two ways: One of your options is to allow your troops to attack without you, allowing the game to generate your losses and the enemies' losses until one side emerges the victor. This is highly unfavorable however, as the calculator the computer uses often inflicts 1:1 casualties on your troops no matter what their quality is. The second option involves directly leading your troops in combat. This is the best way to engage in any battle because your presence can easily beat staggering odds. To start a battle, you can attack the enemy or wait to be attacked. You can also join a battle already in progress between two other parties, but at least one of the parties must be either an ally or a neutral party and the other must be an enemy; you cannot join a battle between two enemies. There are some mods that allow you to join any battle, including one between two enemies. At the end of the battle, you will receive the after action report which will tell you the casualties, allow you to take prisoners, and collect loot. Contents 1 Terrain 2 Commands 2.1 Unit Type 2.2 Orders 2.3 Formations 3 Tactics 3.1 Morale 3.2 Ranged Combat 3.3 Infantry 3.4 Cavalry 3.5 Outnumbered 4 Autocombat (Simulated Battles) 4.1 Warband 5 Tips and Trivia 6 See Also Terrain[] The terrain of a battle varies, depending on where the battle takes place on the overland map. Different terrain requires different tactics and formations. Rivers: These slow movement, and are good ambush spots for shock troopers like Nord Huscarls. Hiding your troops in riverbeds make the enemy's archer/cavalry tactics useless, forcing them to come down and fight in close combat. Rivers can reduce the effectiveness of cavalry like Swadian Knights because it effectively stops charges. They can also be used as protection for archers because the river gives them more time to strike distant targets before they become a threat. When submerged in deep water, breathing is not needed. Horses are completely immobile in water that covers their heads, though water this deep is not common. Plains: Good for cavalry, bad for infantry. Even the best Rhodok spearmen will find their party swarmed by horsemen. Place your archers/crossbowmen on any hills you find. Desert: Terrain varies from completely flat, to medium rolling hills. Like the plains, there is barely any vegetation or obstructions. Gorges: Just plains with some hills and bumps. Light cavalry will have more chance of victory against their heavy counterparts. Mountains: Dismount everyone. There's no point trying to ride the cliff mounted. Get your troops in a good formation on high ground. Forest: Same as gorges, but trees will make cavalry operations difficult. It doesn't really matter for heavy cavalry. Archers can have trouble hitting targets due to obstructions. Commands[] A small army formation Using commands is another way to improve your chance of victory or to reduce your losses. Using the number keys (default setting) you can select a portion of your army (such as your infantry, cavalry, or archers) and give them an order with the Function keys (F1-F11 with default settings) to hold a position or follow the player etc. If you hold Shift, you can select more than one troop type at the same time. Hit the Backspace key during the battle to see a list of all the available commands. Unit Type[] 0 - Everyone 1 - Infantry 2 - Archers 3 - Cavalry 4 - The two unit types that were not previously selected (e.g. if Cavalry is selected, it will select Infantry and Archers) Orders[] F1 - Hold this position F2 - Follow me F3 - Charge F4 - Mount/Dismount F5 - Hold Fire/Fire at Will F6 - Advance ten paces F7 - Fall back ten paces F8 - Tighter formation F9 - Looser formation F11 - Use only blunt weapons/Use weapons at will Note: The above hotkeys are for classic Mount&Blade - Warband provides a different and broader set of options. Formations[] (With Fire & Sword only) Line Square Wedge Circle Staggered Tactics[] There are many things to consider when planning a battle, including your surroundings, your army composition, and your own style of play. These factors will determine your best course of action. Here are some basic tactics that can be very useful. Neutralizing enemies is not the only way to the victory. In Warband and With Fire & Sword, enemy units may flee the battle if their morale is reduced to a certain value. Morale[] Enemy units have their own morale value, which is determined by recent battle outcomes. Defeating lords and troops damages the entire army's morale. When their morale reaches a certain limit, they will run to the battlefield border and escape from the battle. Runaway enemies never fight back and destroying them damages the morale of the army too, causing further panic. Often a dramatic attack can damage the morale of the enemy greatly (e.g. a horse charge) - some soldiers will start to run away after getting a bit of damage. Runaway soldiers become Deserters (or Routed Enemies) later. Enemies will not start running from battle until at least 45 seconds have passed. Ranged Combat[] Archers and crossbowman are much more effective when positioned on hills. All approaching units will be slowed by the terrain, allowing your ranged units to fire more shots at them. Cavalry will also be unable to gain the momentum that they use to charge and deliver heavy blows. It is important to note that placing your ranged troops on elevated ground will also make them targets for enemy ranged units. Placing archers in a single line and waiting for the enemy to get close, but not too close, before firing can cause devastating effect. At a close range, many enemies will die at once from projectiles, causing enemy troops to retreat. Troops without ranged capability can avoid volleys of projectiles by being positioned behind hills. This is a very effective way of protecting your troops from archers and is especially useful if you don't like losing your poorly-shielded powerhouse units like Hired Blades. This may be a bad idea against cavalry as they will gain speed coming over the hill, increasing their damage when they meet your line. Infantry[] With heavily armored troops on foot, a slow advance can be best at times, such as against large numbers of ranged enemies. When using heavy infantry with large shields (most higher ranked Nordic troops for example), advancing slowly will cause them to march with shields raised. A charge when close will often doom the opposing archers/crossbowmen/skirmishers. If archers run out of ammunition, they will charge into your lines and be quickly killed. Foot soldiers of any kind can benefit from being in a compressed formation when fighting cavalry. Tightening troop formations will remove the gaps that cavalry use to escape after landing a blow on your forces. This will cause the horses to stop dead, spelling almost certain doom for their riders. Cavalry who use projectiles will not be beaten this way. However, they will eventually run out of ammunition and charge, and will quickly fall. Cavalry[] Cavalry can be used to distract an enemy army while your other troops relocate. This works very well at the beginning of a battle if you wish to move your troops onto elevated ground or any other part of the map, however there is a good chance your cavalry will be lost if used this way. On the other hand, cavalry can be used as the core of your army. A full army of knights is basically unstoppable by any troops and, being the strongest of cavalry, knights will not lose to other cavalry. Cavalry can also be utilized quite effectively in a pincer attack. Have your infantry and archers advance/charge towards the enemy while telling your cavalry to follow you. Then try to circle behind the enemy formation, moving constantly to reduce the chances of archers hitting your mounted units. Once your infantry engages in combat with the enemy, either lead or tell your cavalry to charge in. Enemy formations attacked on multiple sides will usually weaken their morale, and allow you to kill them faster than if you just charged headlong into them. If you order your infantry to hold position and keep formation, only their cavalry will charge and their infantry and archers will reach you much later. This will prevent your army from breaking up (when your advantage is similar/higher, this is always true). Pick off the soldiers on the flanks of the formation, and make them disorganized. When they are ordered to march slowly, they never swarm you and archers hold fire. Remember that the enemy cavalry will charge your troops anyway. Outnumbered[] If your advantage is miserable, any type of any troops of any kingdom will charge mindlessly against you. If this happens you're in trouble, but if you have a good army it is still possible to win. Enemies will be horribly disorganized and somewhat scattered, allowing an army of knights to run through them like paper. If you have a largely range-based army, you can tell your army to spread out and hold fire until the enemy gets close. When they do, begin firing and watch their scattered soldiers drop to the ground. Even Rhodok spear troops will run into you. Swadia always seems to have ""prepare time"" to line their cavalry before charge. This is the best chance to strike them without any resistance. Remember that once their cavalry successfully charge, your infantry casualties are inevitable. Some less obvious strategies can win you fights that are insanely in enemy favor. If you fight anyone in a village, all of their troops will spawn without their horses. This will make for a quick slaughter of Khergit horsemen or even Swadian Knights. When you are defending a castle (before they are actually in battle with your castle), wait for the enemies to enter the castle (you must be waiting outside). You can attack the last few groups that are on the way to your castle and essentially cut their entire army in half as the soldiers in your castle already will not join this fight. You can help your castle against the other half right after. When you are defending a castle, hold your archers' fire until they start climbing the ladders or siege tower. This can improve your archers' accuracy and helps your archers save their ammunition. If you can, try using your infantry and knights to seal off the entrance to the castle blocking the way to your archers. In some cases, if you are heavily armoured and can deal deadly blows (esp. with a bardiche), you can go ahead of your infantry to greatly reduce the enemy's numbers before they can get to your infantry, knights, and finally your archers. Try positioning your archers and infantry on a very high ground to reduce cavalry effectiveness. Try charging your enemies with knights at the start of a battle to stop their charge attacks. Also, try taking out their archers and infantry first before going for the cavalry. If you find you do not like the terrain you are currently fighting on, you can retreat (before they get too close; you will lose troops if you wait too long). There will be 3 different maps that will rotate as you retreat. Find your favorite one (perhaps one with a river if you have a lot of archers) and defeat your opponents on it. If you have a lot of archers (or perhaps a pure archer army), you can retreat before the enemies get too close and they will start far away again when the battle is re-engaged. You can do this repeatedly until you have killed thousands of troops if you desire, so long as they don't have many good archers in their army (this also reduces your renown reward if you hit and run; choose reward versus saving troops). Use obstacles to stop cavalry charges. Rocks on the field, trees, idle horses, and even your battle standard where you start will stop cavalry in their tracks. You can defeat Khergit armies on flat terrain with strategies like this - even when you only have archers and/or infantry. If you are skilled at horse archery, have a fast/maneuverable horse or can take hits, you can duck and weave, picking off enemy troops at the edges of their formations while their archers run out of ammo. This can take a lot of practice and is not recommended for any but the most desperate of times (such as caught by much larger army and you didn't retreat in time to save your own). Autocombat (Simulated Battles)[] Warband[] One way to fight battles is just ordering your troops to attack without you (more or less the same mechanics is also used for resolving battles between 2 NPC parties). In this case, the game simulates a battle. It's done in several repetitive rounds, each of which consists of the following steps: Calculating strength of both parties which is done by summing up strength of all non-wounded units. A unit's strength equals to ((unit_level + 4)^2)/50 but no less than 1. So a level 4 Peasant's strength equals 1 while a level 27 Sarranid Mamluke's strength equals 19. Using total strength numbers from both parties to respectively inflict damage (killed & wounded) on both parties. This part is done by game engine and the exact execution is unknown but generally at this step the game favors large parties (even if they consist of low-level units) over small parties (even if it's elite units) which resulted in a popular myth that autocombat doesn't take units' levels into account. It does, it just doesn't give them enough ""credit"". If neither of 2 parties is defeated after the 2nd step, their remaining strength is recalculated and the process is repeated until 1 of 2 parties runs out of battle-ready units. Tips and Trivia[] Your horse can double as a meat shield but will run away after being damaged. This tactic is of little use unless your horse is an arrow-proof Charger. Strong armor is very important if you play on normal settings. Angle your shield towards the direction of incoming fire when charging an archer line (up if above, down if below). Also, if enemy archers are firing at you from a distance, angle your shield up; there's no way for them to fire straight at you, only in an arc. Fighting in the front lines will give you quick access to fallen weapons that can replenish your ammunition or give you an edge versus certain opponents (piercing weapons against heavily armored foes). Whenever possible, fight on a horse. Mounted combat against infantry gives you the advantage of speed against them, allowing you to land a blow, escape, then rinse and repeat. In addition, a horse charging an infantryman will knock him out of guard and do a little blunt damage. Attacking an enemy's ranged troop line will make most of them switch to melee, possibly giving your troops a breather from their fire. Bring some mounted friends and step on some toes while chopping off heads. Remember not to get stuck though. If your troops are weak and you are fighting against superior forces, never forget to attack first yourself and kill as many enemies as you can before you order your troops into the battle. In the beginning of the game (but not just after you've started) get some recruits and attack a small (6-8 members) Sea Raider party. Most of your men may die, but this tactic will help you to gain good equipment (which will sell for a very good price) and a large amount of experience. If you are a horse archer fighting against troops with archers, try taking their dropped arrow bags. However if the enemy archers switch to melee weapons, they won't leave bags of arrows or crossbow bolts behind, so keep that in mind if you're trying this method. In sieges and similar battles, you can replenish your stocks from projectiles embedded in obstacles or in the ground (one at a time, however). This can help if fighting crossbowmen as an archer (Warband only). Often you can stall enemy charges or turn around enemies so that their shields are facing the wrong way by riding ahead of your army. This can make your cavalry charge deadly against Rhodoks because they are not paying attention to all of your cavalry. This also doubles as a way to make enemies stop at some distance from your archers (often with their shields the wrong way). However, be careful to not get hit (especially from projectiles). Be careful when ordering your troops to attack without you, as many units are less effective in the simulated battle versus the actual battle. See Also[] Strategy and tactics: General combat and faction specializations Player tactics: Specific combat tips and tricks" "Battle Serf (veteran)","Battle Serf Troop Information Culture Muscovite Tsardom Acquired from... Armed Serf Upgrades to... N/A Battle Serf is an upgrade of the Armed Serf. Having better equipment and horses, they look almost like Gentry Cavalry, but their inferior skills separate a serf from a gentleman. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Battle Serf (veteran) - Default Stats and Equipment Attributes Stat Points Level 10 Strength 10 Agility 7 Intelligence 0 Charisma 0 Health 49 Armor Head Cap, Paper Cap, Iron Cap Body Tegilai Hand None Foot Bast Shoes, Village Boots Skills Skill Points Ironflesh 2 Power Strike 0 Grenade Throwing 0 Power Draw 2 Weapon Master 0 Shield 0 Athletics 0 Riding 3 Shooting from Horseback 4 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 110 Two Handed Weapons 90 Polearms 100 Archery 75 Firearms 0 Throwing 0 Weapons Melee Simple Saber, Sovnya Ranged Longbow, Arrows Shield None Mount Saddle Horse Gallery[] Battle Serf stats and equipment Wikipedia has an article on this subject at:Kholop Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard" "Beef","Beef Classic/Warband Viking Conquest Games Base value 103 80 80 120 Weight 20.0 Item Quantity 70 50 50 150 Morale Bonus +7 +7 +2 +7 Spoils Yes Goods Type Food Made From... Cattle Made Into... N/A Beef is a food item that provides a good morale bonus, but it is one of the foods that spoils over time. This makes beef useful only when your army can consume it quickly, or in emergencies when there is nothing else to eat. Beef is normally for sale in the marketplace, 1-3 units at a time. It is also available when slaughtering cattle acquired by raiding villages, or by trading with the Village Elder. If cattle are received for free and profits are desired, herd the cows toward a town and kill some until your inventory is full. Then go into town, sell all the meat, and repeat this process until all cattle are dead. Spoilage[] Beef will go through several stages over the course of five days before it becomes completely rotten: Beef Fresh Beef Day-old Beef Two Days-old Beef Smelling Beef Rotten Beef Despite the degradation of the food, the morale bonus remains constant until the beef is fully rotten, at which point it is no longer edible and provides no bonus. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Beer","Beer Games Base value 120 Weight 30.0 Item Quantity 50 Morale Bonus +5 Spoils No Goods Type Food Made From... N/A Made Into... N/A Beer is a good exclusive to Mount&Blade: With Fire & Sword. Unlike the ale or wine of the previous games, which are consumable with no morale boost, beer does provide a bonus that makes it more akin to standard food items. Beer and wine provide the highest morale bonus of all foods in With Fire & Sword. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Berestye Fortress","Berestye Fortress Settlement Information Type Fortress Kingdom Polish Commonwealth Villages Solechniki World Map With Fire & SwordBerestye FortressTemplate:World Map/With Fire & Sword Berestye Fortress is a fortress of the Polish Commonwealth. It is initially ruled by Colonel Jerzy Halecki. It has the village Solechniki. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders The Lord's Hall is directly opposite the player's entrance behind the gates. The prison is the first house on the left. During a siege there will be a total of three ladders placed on either side of the gates: one on the left and two on the right. The player will start slightly to the right of the path leading to the gates. Trivia[] The modern name of this place is Brest. In Belarusian it is written Брэст, in Russian Брест, in Polish Brześć, in Lithuanian Brasta, but in Ukrainian it is still Берестя Berestia. It was also named ""Lithuanian Brest"" (Polish: Brześć Litewski, Russian: Брест-Литовск Brest-Litovsk) to contrast with Brześć Kujawski in Poland. Wikipedia has an article on this subject at:Brest, Belarus Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Black Armor","Black Armor Base Value 9,496 Weight 28 Armor 57 Body Armor, 18 Leg Armor Requirement 10 Strength Black Armor is the strongest body armor in the game, but it's not normally obtainable by the player without editing or using cheats. It also seems to have a somewhat buggy behavior in which the neckline does not always line up with the head. This is most likely a result of it never being completely finished due to being cut from the game. Black Armor was used by the early Dark Knights before they were removed from the game. Their possession of this extremely high quality armor was one of the reasons they were so difficult to defeat. The only Black Armor piece weaker than other armor pieces of the same type is the helm, which is outmatched by the Full Helm, Great Helmet, and the Winged Great Helmet. Additionally, a Black Armor piece for hands simply doesn't exist, leaving Gauntlets uncontested. Black Armor reappears in With Fire & Sword as 17th century style armor." "Black Armor (With Fire & Sword)","Reinforced Black Armor is worth 76000 with Trading skill 0 Black Armor is available in Mount&Blade: With Fire & Sword. It can either be crafted from an Armor-Master in a town or fortress or bought from an armor marketplace from towns or fortresses of the Kingdom of Sweden or the Polish Commonwealth. Black Armor is the strongest armor in the game. Base Black Armor found in the marketplace has ratings of 60 upper body and 32 leg, whereas crafted armor has 58 upper body and 36 leg. Armor found in the marketplace also has the potential for having prefix modifiers which could make the armor much stronger than crafted. Base Black Armor purchased in the marketplace also has the potential of being considerably cheaper than crafted depending on the player's relationship with the town and the party's trade rating. It is usually paired with an Armet (the strongest head armor in-game). This results in a greatly appealing hero. It costs a hefty 108,000 thaler from an armorer (60,000 if the player is lord of the town) and is very heavy, so it's only practical late-game, with plenty of athletic skill. See also[] Hand-Crafted Armors Armet" "Black Mace","For the quest, see The Secret of the Black Mace. The Black Mace is a unique item available in Mount&Blade: With Fire & Sword, found only during the Cossack main story quest The Secret of the Black Mace. During the quest, in order to obtain the Black Mace, the player will need to install claimant Janusz Radziwill as ruler of the Polish Commonwealth, though once Radziwill takes the throne, the player will then need to kill him. The Black Mace is a unique weapon and only one can be found in the game - if lost, it is gone for good. Gameplay[] The Black Mace deals enough damage to generally knock enemies out in one hit, even if they have good armor. Having Hand-crafted Black Armor and the Black Mace makes a character almost invincible when fighting infantry. Its weapon reach is only 60 but it can still be used effectively on horseback. It is especially useful during siege battles. Gallery[] Player holding the black mace 3rd Person.Player holding the black mace 1st Person." "Black Reiter (veteran)","This article is a stub. You can help out by expanding it. For other uses, see Reiter (disambiguation). Black Reiter (veteran) Troop Information Culture Mercenaries Wages ? thalers Acquired from... Reiter Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Black Reiters (veterans) are veteran regional mercenary horse archers of the Kingdom of Sweden. Tactics[] While not as impressive as their veteran Swedish counterparts, Black Reiters are nevertheless formidable fighters wearing similar-but-weaker-than armor and wielding similar-to guns and swords, making them very dangerous - the player should not dismiss them so quickly. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Reiter - Default Stats and Equipment Attributes Stat Points Level ? Strength ? Agility ? Intelligence ? Charisma ? Health ? Armor Head ? Body ? Hand ? Foot ? Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding ? Shooting from Horseback ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons ? Two Handed Weapons ? Polearms ? Archery 0 Firearms ? Throwing 0 Weapons Melee ? Ranged ? Shield None Mount ? Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran)" "Bludgeon/With Fire & Sword","Bludgeon BludgeonOne-handedBase value: 10 thalersWeight: 1.0Swing: 9bSpeed rating: 95Weapon reach: 65With Fire & Sword" "Bodkin Arrows/With Fire & Sword","" "Body armor","For body armor featured in Mount&Blade: With Fire & Sword, see Body armor (With Fire & Sword). Body Armor is any garment worn on the body to protect the wearer from damage. This ranges from ragged shirts to lordly plate armor. The following Item stats have been taken from Mount&Blade: Warband. Tables of Body Armor[] Merchandise[] These are ""normal"" body armors that can be purchased from Armor Merchants and can be found with random modifiers. ▼ Show/Hide Body Armor ▼ Armor Requirement Body Armor Leg Armor Weight Base Value Modifiers Aketon - 22 6 11.0 297 Tattered, Ragged, Sturdy, Thick, Hardened Archer's Padded Vest - 23 12 6.0 260 Tattered, Ragged, Sturdy, Thick, Hardened Banded Armor STR 8 49 14 23.0 2710 Rusty, Battered, Crude, Thick, Reinforced, Lordly Blue Dress - 6 2 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Blue Gambeson - 21 5 5.0 270 Tattered, Ragged, Sturdy, Thick, Hardened Blue Tunic - 7 1 1.0 10 Tattered, Ragged, Sturdy, Thick, Hardened Brigandine - 46 12 19.0 1830 Rusty, Battered, Crude, Thick, Reinforced, Lordly Byrnie STR 7 39 6 17.0 795 Rusty, Battered, Crude, Thick, Reinforced, Lordly Cavalry Robe - 36 8 15.0 990 Rusty, Battered, Crude, Thick, Reinforced, Lordly Coat of Plates (black) STR 8 52 16 25.0 3828 Rusty, Battered, Crude, Thick, Reinforced, Lordly Coat of Plates (red) STR 8 52 16 25.0 3828 Rusty, Battered, Crude, Thick, Reinforced, Lordly Cuir Bouilli STR 8 50 15 24.0 3100 Rusty, Battered, Crude, Thick, Reinforced, Lordly Dress (a) - 9 9 1.0 33 Tattered, Ragged, Sturdy, Thick, Hardened Dress (b) - 9 9 1.0 33 Tattered, Ragged, Sturdy, Thick, Hardened Dress - 6 2 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Fur Coat - 13 6 6.0 117 Rusty, Battered, Crude, Thick, Reinforced, Lordly Gambeson - 20 5 5.0 260 Tattered, Ragged, Sturdy, Thick, Hardened Green Tunic - 7 1 1.0 10 Tattered, Ragged, Sturdy, Thick, Hardened Haubergeon STR 6 41 6 18.0 863 Rusty, Battered, Crude, Thick, Reinforced, Lordly Heraldic Mail STR 7 50 16 22.0 3520 Rusty, Battered, Crude, Thick, Reinforced, Lordly Heraldic Mail STR 7 50 16 22.0 3610 Rusty, Battered, Crude, Thick, Reinforced, Lordly Heraldic Mail with Surcoat STR 7 49 17 22.0 3454 Rusty, Battered, Crude, Thick, Reinforced, Lordly Heraldic Mail with Tabard STR 7 51 15 21.0 3654 Rusty, Battered, Crude, Thick, Reinforced, Lordly Khergit Armor - 24 - 2.0 38 Tattered, Ragged, Sturdy, Thick, Hardened Khergit Elite Armor STR 8 52 16 25.0 3828 Rusty, Battered, Crude, Thick, Reinforced, Lordly Khergit Lamellar Vest STR 7 40 8 18.0 970 Tattered, Ragged, Sturdy, Thick, Hardened Lamellar Armor - 48 13 25.0 2410 Rusty, Battered, Crude, Thick, Reinforced, Lordly Lamellar Vest STR 7 40 8 18.0 970 Tattered, Ragged, Sturdy, Thick, Hardened Leather Apron - 12 7 3.0 61 Tattered, Ragged, Sturdy, Thick, Hardened Leather Armor - 18 - 7.0 65 Tattered, Ragged, Sturdy, Thick, Hardened Leather Jacket - 20 - 3.0 50 Tattered, Ragged, Sturdy, Thick, Hardened Leather Jerkin - 23 6 6.0 321 Tattered, Ragged, Sturdy, Thick, Hardened Leather Vest - 15 7 4.0 146 Tattered, Ragged, Sturdy, Thick, Hardened Light Leather - 26 7 5.0 352 Rusty, Battered, Crude, Thick, Reinforced, Lordly Linen Tunic - 6 1 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Mail Hauberk STR 7 40 12 19.0 1320 Rusty, Battered, Crude, Thick, Reinforced, Lordly Mail Shirt STR 7 37 12 19.0 1040 Rusty, Battered, Crude, Thick, Reinforced, Lordly Mail with Surcoat STR 7 42 14 22.0 1544 Rusty, Battered, Crude, Thick, Reinforced, Lordly Mamluke Mail STR 8 48 16 24.0 2900 Rusty, Battered, Crude, Thick, Reinforced, Lordly Nomad Armor - 24 - 2.0 25 Tattered, Ragged, Sturdy, Thick, Hardened Nomad Robe - 32 10 15.0 610 Tattered, Ragged, Sturdy, Thick, Hardened Nomad Vest - 23 9 7.0 390 Tattered, Ragged, Sturdy, Thick, Hardened Padded Cloth - 22 6 11.0 297 Tattered, Ragged, Sturdy, Thick, Hardened Padded Leather - 27 10 12.0 454 Tattered, Ragged, Sturdy, Thick, Hardened Peasant Dress - 6 2 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Pelt Coat - 9 1 2.0 14 Tattered, Ragged, Sturdy, Thick, Hardened Plate Armor STR 9 55 17 27.0 6553 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Ragged Outfit - 23 9 7.0 390 Tattered, Ragged, Sturdy, Thick, Hardened Rawhide Coat - 10 - 5.0 12 Tattered, Ragged, Sturdy, Thick, Hardened Red Gambeson - 21 5 5.0 275 Tattered, Ragged, Sturdy, Thick, Hardened Red Shirt - 7 1 1.0 10 Tattered, Ragged, Sturdy, Thick, Hardened Red Tunic - 7 1 1.0 10 Tattered, Ragged, Sturdy, Thick, Hardened Robe - 8 6 1.5 31 Tattered, Ragged, Sturdy, Thick, Hardened Sarranid Elite Armor STR 8 52 16 25.0 3828 Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Guard Armor - 38 8 19.0 1200 Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Leather Armor - 32 12 9.0 650 Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Mail Shirt STR 7 40 14 19.0 1400 Rusty, Battered, Crude, Thick, Reinforced, Lordly Scale Armor STR 8 52 13 25.0 2558 Rusty, Battered, Crude, Thick, Reinforced, Lordly Shirt - 5 - 1.0 3 Tattered, Ragged, Sturdy, Thick, Hardened Skirmisher Armor - 15 9 3.0 74 Tattered, Ragged, Sturdy, Thick, Hardened Steppe Armor - 16 8 5.0 195 Tattered, Ragged, Sturdy, Thick, Hardened Studded Leather Coat STR 7 36 10 14.0 690 Rusty, Battered, Crude, Thick, Reinforced, Lordly Surcoat over Mail STR 7 43 14 22.0 1720 Rusty, Battered, Crude, Thick, Reinforced, Lordly Tabard - 14 6 3.0 107 Tattered, Ragged, Sturdy, Thick, Hardened Tribal Warrior Outfit - 30 10 14.0 520 Tattered, Ragged, Sturdy, Thick, Hardened Tunic with Green Cape - 6 2 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Tunic with vest - 11 6 2.0 47 Tattered, Ragged, Sturdy, Thick, Hardened Vaegir Elite Armor STR 8 52 16 25.0 3828 Rusty, Battered, Crude, Thick, Reinforced, Lordly Woolen Dress - 8 2 1.75 10 Tattered, Ragged, Sturdy, Thick, Hardened Worn Robe - 9 9 1.0 33 Tattered, Ragged, Sturdy, Thick, Hardened Worn Robe - 9 9 1.0 33 Tattered, Ragged, Sturdy, Thick, Hardened ▲ Show/Hide Body Armor ▲ Non-merchandise[] These armors are not sold by merchants. They will usually never possess modifiers, even if they are coded to allow for them. However, some may rarely be obtained as loot from enemies wearing such items. Such looted non-merchandise armors may have modifiers. Many of these are also unobtainable to the player without using the cheat menu. ▼ Show/Hide Body Armor ▼ Armor Requirement Body Armor Leg Armor Weight Base Value Acquisition Arena Armor Blue - 29 13 16.0 650 Nord, Swadian, Vaegir tournaments Arena Armor Green - 29 13 16.0 650 Nord, Swadian, Vaegir tournaments Arena Armor Red - 29 13 16.0 650 Nord, Swadian, Vaegir tournaments Arena Armor White - 29 13 16.0 650 Cheats only Arena Armor Yellow - 29 13 16.0 650 Nord, Swadian, Vaegir tournaments Arena Tunic Blue - 16 6 2.0 47 Khergit, Rhodok, Sarranid tournaments Arena Tunic Green - 16 6 2.0 47 Khergit, Rhodok, Sarranid tournaments Drop from Rhodok Spearmen and Crossbowmen Arena Tunic Red - 16 6 2.0 47 Khergit, Rhodok, Sarranid tournaments Arena Tunic White - 16 6 2.0 47 Cheats only Arena Tunic Yellow - 16 6 2.0 47 Khergit, Rhodok, Sarranid tournaments Black Armor STR 10 57 18 28.0 9496 Cheats only Bride Dress - 10 10 3.0 500 Worn by female characters during their wedding Brown Dress - 10 10 3.0 500 Cheats only Burlap Tunic - 3 1 1.0 5 Cheats only Cloaked Tunic - 14 10 4.0 384 Cheats only Coat - 14 10 4.0 384 Cheats only Coat of Mail - 14 10 4.0 384 Cheats only Coat with Cape - 14 10 4.0 384 Cheats only Courtly Outfit - 14 10 4.0 384 Cheats only Green Dress - 10 10 3.0 500 Cheats only Hide Armor - 14 10 4.0 384 Cheats only Hide Coat - 14 10 4.0 384 Cheats only Homespun Dress - 14 10 4.0 384 Cheats only Khergit Guard Armor - 50 18 25.0 3048 Dustum Khan's default gear Khergit Lady Dress - 10 10 3.0 500 Cheats only Khergit Leather Lady Dress - 10 10 3.0 500 Cheats only Lady Dress (blue) - 10 10 3.0 500 Cheats only Lady Dress (green) - 10 10 3.0 500 Cheats only Lady Dress (ruby) - 10 10 3.0 500 Cheats only Leather Coat - 14 10 4.0 384 Cheats only Light Mail and Plate - 32 12 10.0 532 Cheats only Linen Shirt - 14 10 4.0 384 Cheats only Long Coat of Mail - 14 10 4.0 384 Cheats only Mail and Plate - 34 12 16.0 593 Cheats only Mail with Tunic (green) - 39 8 16.0 650 Drop from Rhodok Sharpshooters and Veteran Spearmen Mail with Tunic (red) - 39 8 16.0 650 Drop from Swadian Footmen Merchant Outfit - 14 10 4.0 384 Cheats only Nobleman Outfit - 15 12 4.0 348 Lezalit's default gear Nordic Armor - 14 10 4.0 384 Cheats only Nordic Outfit - 14 10 4.0 384 Cheats only Pilgrim Disguise - 19 8 2.0 25 Jeremus' default gear, also worn when sneaking into enemy towns Red Dress - 10 10 3.0 500 Cheats only Red Tunic - 7 1 1.0 10 Cheats only Rich Outfit - 16 4 4.0 348 Artimenner`s default gear Sarranid Dress (a) - 10 10 3.0 500 Cheats only Sarranid Dress (b) - 10 10 3.0 500 Cheats only Sarranid Lady Dress (a) - 10 10 3.0 500 Cheats only Sarranid Lady Dress (b) - 10 10 3.0 500 Cheats only Sleeveless Leather Tunic - 14 10 4.0 384 Cheats only Sleeveless Tunic - 14 10 4.0 384 Cheats only Steppe Outfit - 14 10 4.0 384 Cheats only Strange Armor STR 7 38 19 18.0 1259 Part of Strange Set Thick Coat - 14 10 4.0 384 Cheats only Wool Coat - 14 10 4.0 384 Cheats only ▲ Show/Hide Body Armor ▲ Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment" "Body armor (With Fire & Sword)","For body armor featured in Mount&Blade: Warband, see Body armor. Body Armor is less prevalent in With Fire & Sword than in Warband, since most units carry a wide variety of civilian coats and robes. This fact is historically accurate, as in the XVII century heavy armor was reserved for pikemen and heavy cavalry units only, due to introduction of firearms. With such reduced armor capacity, the best defense is either firepower (for infantry units) or agility (for cavalry units). List of Body Armors[] The following is an incomplete table of body armors available in With Fire & Sword. Variations with same name and statistics are omitted. Note all might be available to the player without the use of modding or cheats. Click [Expand] to see the whole table. Tables can be sorted by clicking on one of the boxes on the top row. Armor Requirement Body Armor Leg Armor Weight Base Value Kuntush 0 1 1 1.00 50 Good Kuntush 0 2 2 1.50 100 Good Kuntush 0 4 2 1.50 100 Hajduk Uniform 0 4 2 1.50 130 Polish Dragoon Uniform 0 14 8 1.50 550 Broadcloth Dress 0 1 1 1.00 50 Cossack Zupan 0 6 4 1.50 170 Simple Zupan 0 1 1 1.50 60 Cossack Zupan 0 8 2 1.50 200 Marksman Caftan 0 1 1 1.00 60 Marksman Uniform 0 12 2 1.50 350 New Line Uniform 0 12 2 1.50 300 New Line Uniform 0 12 2 1.50 350 Rank Cossack Uniform 0 8 4 1.50 220 German Musketeer Line Uniform 0 13 4 1.50 400 Broadcloth 0 1 1 1.00 60 Caftan 0 1 1 1.00 50 Civil Dress 0 2 2 1.50 200 Village Dress 0 1 1 1.00 60 Civil Dress 0 3 1 1.50 200 Robe 0 1 1 1.00 60 Janissary Uniform 0 8 1 2.00 240 Musketeer Camisole 0 16 2 1.50 500 Svitka 0 1 1 1.00 50 Cossack Zupan 0 6 3 1.50 175 Simple Robe 0 1 1 1.00 60 Kuntush 0 1 1 1.00 60 Rich Kuntush 0 4 2 1.50 120 Turkish Attire 0 3 3 2.00 180 Scottish Musketeer Camisole 0 13 4 1.50 400 Swedish Musketeer Uniform 0 14 2 1.50 425 Swedish Dragoon Uniform 0 17 6 1.50 600 Bodyguard Camisole 0 20 4 5.00 840 Quilted Robe 0 20 8 3.50 1120 Robe 0 14 5 3.00 550 Rynda Caftan 0 16 10 1.50 1260 Leather-clad Zupan 0 23 3 5.00 1190 Serduk Zupan 0 24 12 4.00 2160 Tegilai 7 28 20 6.00 3960 Tegilai 7 30 15 6.00 3960 Tegilai 7 32 10 6.00 3960 Tsar Dress 0 35 15 3.50 20000 Armor-clad Zupan 0 25 6 6.00 1890 Armor-clad Kuntush 0 26 8 6.00 2070 Chain Armor 8 33 10 14.00 4200 Chain Mail Zupan 9 36 20 15.00 6750 Chain Armor 8 30 10 13.00 4000 Moscow Reiter Uniform 8 38 6 10.00 4440 Behterets 9 40 10 17.00 6900 Chain Armor 8 30 14 14.00 4200 Simple Behterets 8 35 8 13.00 4500 Chain Armor 8 26 18 11.00 3720 Behterets 7 29 11 10.00 3840 Kuyak 10 45 10 19.00 7350 Breastplate 7 30 3 8.00 2520 Half-Cuirass 7 27 8 7.50 2430 Half-Cuirass 7 30 1 7.50 2430 Handmade Half-Cuirass 7 32 1 8.00 3720 Cuirass On Leather Coat 9 42 4 11.00 6300 Boyar Militia Uniform 12 50 10 22.00 9975 Swedish Pikeman Uniform 9 37 20 14.00 9450 Pikeman Uniform 9 35 26 14.00 9450 Pikeman Uniform 9 33 29 14.00 9450 Behterets 10 52 15 18.00 10150 Yushman 10 50 14 18.00 9625 Winged Hussar Coat of Mail 10 50 6 15.00 8950 Hussar Coat of Mail 10 48 12 14.00 8950 German Infantry Line Uniform 9 34 28 14.00 9450 Scottish Uniform 9 38 17 14.00 9450 Rich Mirror Armor 13 60 15 24.00 12675 Hussar Mail with Skin 12 58 15 18.00 11600 Eastern Brigandine 13 52 28 23.00 12480 Reiter Half-Armor 12 60 15 19.00 14700 Half-Armor 12 58 10 18.00 12675 Black Armor 12 62 30 20.00 19000 Female Dress 0 2 2 2.00 200 Female Dress 0 2 2 2.00 100 Female Dress 0 2 2 2.00 300 Hand-crafted Hussar Armor 13 57 20 18.00 40000 Hand-crafted Armor 13 58 21 28.00 50000 Hand-crafted Black Armor 13 58 36 20.00 60000 Hand-crafted Mirror Armor 13 59 20 24.00 45000 Hand-crafted Yushman 11 51 21 18.00 40000 Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment" "Bodyguard","This article is a disambiguation page for Bodyguard The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Bodyguard may refer to: Tsar Bodyguard (unrecruitable) Angle Bodyguard (Gedriht) Briton Bodyguard (Teulu) Irish Bodyguard (Riglach) Norse Bodyguard (Huskarl) Saxon Bodyguard (Gedriht)" "Boguslav","Boguslav Settlement Information Type Village Kingdom Cossack Hetmanate Fortification Korsun World Map With Fire & SwordBoguslavKorsunTemplate:World Map/With Fire & Sword Boguslav is a village of the Cossack Hetmanate, subordinate to Korsun. Layout[] Player Elder Fugitive Boguslav is built on uneven terrain, surrounded on four corners by fields with haystacks on them. It is a Polish-style village with nineteen structures: eighteen houses and a church. In the middle of the village is a well. Some houses are grouped with others by means of fences, and there are several shelters for storage. Items being stored include barrels and hay, and there are also horse stables. The player's entrance is rather close to the village. The Village Elder can be found by first approaching the well, and then looking for a fence enclosing a straw-roof house and a storage shelter with hay under it. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be hiding to the right of the church, from the perspective of the center of the village. Wikipedia has an article on this subject at:Bohuslav Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha" "Books","A Book Merchant in Warband. Books can be very useful in the Mount&Blade series. Their primary purpose is to give boosts to your skills or attributes without having to level up. You can purchase them from Book Merchants that are found in taverns. Reference books provide the bonus by simply being in your inventory. You do not have to read them, but losing the book will result in losing the bonus. Other books must be read, but the bonus is permanent. In order to read a book, go to the camp menu and choose ""take an action"". From there, there is an option to ""select a book to read"". Choosing that will allow you to pick one of the books in your inventory to read. From then on until you finish the book or switch books, you will slowly read the book while camping or staying in a town or village. Once the book is finished, you will receive a boost to a certain skill or attribute. These types of books require approximately 143 hours to read. Bonuses can't pass the 10 level limit of skills, so make sure you only level up to 9 in the skills for books you intend to read or keep as a reference. Bonuses of reference books don't stack and you can only read each book type once, although if you import a character who has read a book in a previous game, you can re-read the same book again in the new game. It is important to remember that books can be taken from you if you lose a battle and that they can never be replaced if this happens. The only way to get a book back is if more than one copy existed at the beginning of the game (by starting as a University Student), if more than one Book Merchant has a copy of that book, or you may fight the party that took your book. Contents 1 Book Merchant 2 Mount&Blade Books 3 With Fire & Sword 4 Viking Conquest Book Merchant[] Book Merchants are educated men peddling books for those who wish to better themselves. You can find them in taverns. Books are expensive, but often well worth the benefit. Their inventories never update and are persistent with each individual merchant. Mount&Blade Books[] Common between both Mount&Blade and Warband, the following books may be found. All books have a weight of 2.0. Book INT Bonus Bonus Type Base Value The Life of Alixenus the Great 7 +1 Leadership Permanent 4200 Rhetorica ad Herennium 8 +1 Persuasion Permanent 5000 On the Art of Fighting with Swords 9 +1 Weapon Master Permanent 4200 De Re Militari 9 +1 Tactics Permanent 4000 Essays on Logic 10 +1 Intelligence Permanent 2900 A Treatise on the Value of Things 11 +1 Trade Permanent 3100 Method of Mechanical Theorems 12 +1 Engineer Permanent 4000 Manual of Arms - +1 Trainer Inventory 3500 The Book of Healing - +1 Wound Treatment Inventory 3500 The Great Book of Surgery - +1 Surgery Inventory 3500 With Fire & Sword[] In With Fire & Sword, books are almost exactly the same, but most have different names. They increase the same skill sets and are sold from the same book merchants. The names of the authors, based on real people, were also added. Note that the authors listed in the table below are the ones given in the game and are accurate. While other books with similar names may have been written by other authors (such as The Art of War by Sun Tzu), their works are not featured in With Fire & Sword. Book Author INT Bonus Bonus Type Base Value Maxims of State Armand Jean du Plessis de Richelieu 7 +1 Leadership Permanent 4200 Rhetoric of Philipp Melanchthon Philipp Melanchthon 8 +1 Persuasion Permanent 5000 On the Art of Fighting with Swords Antonio Lovino 9 +1 Weapon Master Permanent 4200 De Re Militari Vegetius 9 +1 Tactics Permanent 4000 A Grammatical Outline of the Russian Language Juraj Krizanic 10 +1 Intelligence Permanent 2900 A Discourse of Trade from England unto the East Indies Thomas Mun 11 +1 Trade Permanent 3100 Geometry Rene Descartes 12 +1 Engineer Permanent 4000 Art of War Niccolo Machiavelli - +1 Trainer Inventory 3500 Healing Adam Olearius - +1 Wound Treatment Inventory 3500 On Surgery and Instruments Abu al-Kasim - +1 Surgery Inventory 3500 Viking Conquest[] In Viking Conquest, books have the same appearance in the inventory and level the same skills as in Warband, however all but one of the books have different names. Please note that in order to be able to use the books (apart from the Intelligence requirement that some have), you will also need to know how to read. The price for learning is 4000 penningas, and you can learn in a monastery (if character does not already know). You can verify this in the camp menu. Book INT Bonus Bonus Type Base Value The Life of Alexander the Great 7 +1 Leadership Permanent 4200 Rhetorica ad Herennium 8 +1 Persuasion Permanent 5000 Constitution of Sparta, of Xenophon 9 +1 Weapon Master Permanent 4200 History of the Peloponnesian War, of Thucydides 9 +1 Tactics Permanent 4000 Paedeia 10 +1 Intelligence Permanent 2900 Oeconomica, of Aristotle 11 +1 Trade Permanent 3100 De architectura, of Vitrivius 12 +1 Engineer Permanent 4000 Epitoma Rei Militaris - +1 Trainer Inventory 3500 De Materia Medica, of Dioscorides - +1 Wound Treatment Inventory 3500 Synopsis of Aelius Galenus - +1 Surgery Inventory 3500" "Boots","For With Fire & Sword Boots, see Boots (With Fire & Sword). The Leather Boots are an example of common Calradian boots. Boots are a type of Armor that offers bonuses to Leg Armor statistics, which is the armor value for the legs from the knees down. Leg armor is more important for mounted units than foot units. Some body armors offer extra bonuses to leg armor, but boots will generally be the main source of your lower-body protection. Because leg armor plays a smaller role to infantry, and can add additional weight which slows you down, you may want to balance out defense versus speed when you play as a foot soldier or are besieging a castle (though, in the latter case, you must be more careful not to take hits at the legs if you're elevated in a higher position than your enemy, e.g. on a staircase). List of Boots[] Merchandise[] These are ""normal"" boots that can be purchased from Armor Merchants and can be found with random modifiers. ▼ Show/Hide Boots ▼ Boots Requirement Leg Armor Weight Base Value Modifiers Ankle Boots - 12 1.0 75 Tattered, Ragged, Sturdy, Thick, Hardened Blue Hose - 5 1.0 11 Tattered, Ragged, Sturdy, Thick, Hardened Hide Boots - 10 1.0 34 Tattered, Ragged, Sturdy, Thick, Hardened Hunter Boots - 9 1.25 19 Tattered, Ragged, Sturdy, Thick, Hardened Iron Greaves STR 9 33 3.5 1770 Rusty, Battered, Crude, Thick, Reinforced, Lordly Khergit Leather Boots - 18 1.0 120 Tattered, Ragged, Sturdy, Thick, Hardened Leather Boots - 16 1.25 174 Tattered, Ragged, Sturdy, Thick, Hardened Light Leather Boots - 15 1.0 91 Tattered, Ragged, Sturdy, Thick, Hardened Mail Boots STR 8 31 3.0 1250 Rusty, Battered, Crude, Thick, Reinforced, Lordly Mail Chausses - 24 3.0 530 Rusty, Battered, Crude, Thick, Reinforced, Lordly Nomad Boots - 14 1.25 90 Tattered, Ragged, Sturdy, Thick, Hardened Plate Boots STR 9 33 3.5 1770 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Plated Boots - 20 3.0 280 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Leather Boots - 16 2.0 120 Tattered, Ragged, Sturdy, Thick, Hardened Sarranid Mail Boots - 30 3.0 920 Rusty, Battered, Crude, Thick, Reinforced, Lordly Splinted Greaves STR 7 28 2.75 853 Rusty, Battered, Crude, Thick, Reinforced, Lordly Splinted Leather Greaves - 21 2.0 310 Rusty, Battered, Crude, Thick, Reinforced, Lordly Woolen Hose - 4 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Wrapping Boots - 3 1.0 3 Tattered, Ragged, Sturdy, Thick, Hardened ▲ Show/Hide Boots ▲ Non-merchandise[] These boots are not sold by merchants. They will usually never possess modifiers, even if they are coded to allow for them. However, some may rarely be obtained as loot from enemies wearing such items. Such looted non-merchandise armors may have modifiers. Many of these are also unobtainable to the player without using the cheat menu. ▼ Show/Hide Boots ▼ Boots Requirement Leg Armor Weight Base Value Acquisition Black Greaves - 35 3.5 2361 Cheats only Bride Shoes - 8 1.0 30 Worn by female characters during their wedding Khergit Guard Boots - 20 1.0 254 Cheats only Practice Boots - 10 1.0 11 Tournaments Sarranid Shoes - 8 1.0 30 Drop from low-tier Sarranid troops, such as Sarranid Skirmishers Strange Boots - 21 1.0 465 Part of Strange set ▲ Show/Hide Boots ▲ Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment" "Boots (With Fire & Sword)","For Mount & Blade Boots, see Boots. Boots are a type of Armor that offers bonuses to Leg Armor statistics. Leg armor is more important for mounted units than foot units, since it is usually difficult to effectively hit an infantryman's legs. In With Fire & Sword there are no plate or chainmail boots available to the player or regular troops, like those seen in Mount&Blade and Warband. Since so, horsemen can be more easily defeated when hit in the legs by footmen. Like many others items in With Fire & Sword, different boots can share the same name or appearance. List of Boots[] The following is a complete list of all boots available in With Fire & Sword. Note not all might be available to the player without the use of modding or cheats. Click [Expand] to see the whole table. Tables can be sorted by clicking on one of the boxes on the top row. Boots Leg Armor Weight Base Value Village Boots 2 1.00 100 Old Cavalry Boots 5 2.00 550 Infantry Boots 5 3.00 490 Cavalry Boots 6 2.00 660 Good Cavalry Boots 7 2.00 770 Cossack Boots 5 2.00 530 Bast Shoes 1 1.00 50 Bast Shoes 1 1.00 50 Old Boots 4 4.00 400 Good Boots 6 4.00 600 Boots with Stockings 1 1.00 60 Old Jackboots 8 3.00 800 Good Jackboots 10 3.00 1000 Jackboots 9 3.00 900 Shoes with Stockings 1 1.00 75 Janissary Shoes 1 1.00 100 Eastern Boots 5 1.50 550 Chainmail Boots* 1 3.00 1 Village Boots** 1 1.00 0 Bast Shoes** 1 1.00 0 Shoes** 1 1.00 0 Old Cavalry Boots 3 2.00 200 Cavalry Boots 6 2.00 300 Good Cavalry Boots 9 2.00 400 Old Boots 4 3.00 175 Boots 6 2.00 275 Good Boots 9 4.00 375 Old Jackboots 4 3.00 250 Jackboots 7 3.00 350 Good Jackboots 10 3.00 450 Good Boots 9 1.50 425 Janissary Shoes 2 1.00 100 *Unobtainable **Multiplayer only Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment" "Borispol","Borispol Settlement Information Type Village Kingdom Cossack Hetmanate Fortification Chernigov World Map With Fire & SwordBorispolChernigovTemplate:World Map/With Fire & Sword Borispol is a village of the Cossack Hetmanate, subordinate to Chernigov. Layout[] Player Elder Fugitive Borispol is built on a hilly surface with a body of water in the distance. It is a Polish/Cossack-style village with sixteen houses and a chapel atop a hill. From the player's entrance there are two paths; one leading to a fenced house, and the other leading to a well. The Village Elder stands in front of the fenced house with storages of barrels and two horses under a stable. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be standing on the hill near the chapel. Wikipedia has an article on this subject at:Boryspil Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha" "Bow/With Fire & Sword","Bow BowBase value: 1500Weight: 1.0Damage: 24Accuracy: 96Speed rating: 90Requires Power Draw: 2With Fire & Sword" "Bows","Bows are the standard ranged weapon. They are cheaper and can have larger supplies of ammunition than other ranged alternatives but their accuracy and damage suffer with low proficiency - with high proficiency, however, bows surpass other types of ranged weaponry by providing rapid, long-range fire. Unlike crossbows or thrown weapons, a bow's aiming reticule will begin to enlarge shortly after it reaches optimal accuracy, simulating the effort required to hold its string back. All bows except the Longbow in Viking Conquest - the only type of bow in that module - can be used on horseback and may be fired in a roughly-200-degree-covering arc starting 20 degrees to the right of your horse's head and ending 180 degrees to your left or straight behind your horse. An archer on foot presents a narrower profile to incoming fire when drawing the bow back to fire. List of Bows[] ▼ Show/Hide Bows ▼ Weapon Power Draw Damage Accuracy Attack Speed Missile Speed Weight Price Modifiers Hunting Bow - 15(pierce) 99 100 52 1.0 17 MasterworkStrongBentCracked Short Bow 1 18(pierce) 99 97 55 1.0 58 MasterworkStrongBentCracked Nomad Bow 2 20(pierce) 99 94 56 1.3 164 MasterworkStrongBentCracked Long Bow 3 22(pierce) 99 79 56 1.8 145 MasterworkStrongBentCracked Khergit Bow 3 21(pierce) 99 90 57 1.3 269 MasterworkStrongBentCracked Strong Bow 3 23(pierce) 99 88 58 1.3 437 MasterworkBentCracked War Bow 4 25(pierce) 99 84 59 1.5 728 MasterworkStrongBentCracked ▲ Show/Hide Bows ▲ Arrows[] Bows require arrows in order to be used - the weapon can no longer fire any projectiles when all ammunition is gone but arrows automatically refill after battle. Larger bags with increased ammunition capacity (and price) are available to the player. Loose arrows are picked up by interacting with the the fletchings at the tail end of the arrow. ▼ Show/Hide Arrows ▼ Projectile Stack Amount Damage Weight Price Modifiers Arrows 30 1(pierce) 3.0 72 Large BagBent Barbed Arrows 30 2(pierce) 3.0 124 Large BagBent Bodkin Arrows 28 3(pierce) 3.0 350 Large BagBent Khergit Arrows 30 3(pierce) 3.5 410 Large BagBent ▲ Show/Hide Arrows ▲ Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment" "Boyar","This article is about the Custom Battle character in With Fire & Sword. ""Boyar"" is also a title of certain vassals in Warband. Boyar The Boyar is a character playable in the Custom Battle mode of With Fire & Sword. In-game description[] In these perfectly trained and equipped Boyars, all the might of western cavalry is combined with the speed of the east. Certain Europeans may call the Boyars a relic of feudalism, but none would say this to their face! The Boyars were the hereditary feudal elite of Russia from the 10th all the way through the 17th century. The Boyar class was highest among service class people, entitled not only to sit in the Boyar duma, but to hold the highest status in it. However, the abolition of Mestnichestvo (the feudal hierarchical system of the time) in 1682 seriously undermined the power of the Boyars, and the Boyar title was eliminated by Peter the Great at the beginning of the 18th century. Stats[] Boyar - Default Stats and Equipment Attributes Stat Points Level 25 Strength 14 Agility 10 Intelligence 0 Charisma 0 Health Armor Head Cone Body Rich Mirror Armor Hand Cavalry Gloves Foot Cavalry Boots Skills Skill Points Ironflesh 6 Power Strike 4 Grenade Throwing 0 Power Draw 3 Weapon Master 5 Shield 4 Athletics 0 Riding 5 Shooting from Horseback 3 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 200 Two Handed Weapons 200 Polearms 200 Archery 200 Firearms 200 Throwing 200 Weapons Melee Club Ranged Bow, Eastern Arrows Shield Steel Shield Mount Thoroughbred Horse This article is a stub. You can help out by expanding it. With Fire & Sword Custom Battle Troops Reiter Hussar Boyar Cuirassier Mounted Archer Musketeer Netyag Swordsman Rondartschier Pikeman Halberdier" "Bratslav","Bratslav Settlement Information Type Fortress Kingdom Cossack Hetmanate Villages Potoki World Map With Fire & SwordBratslavPotokiTemplate:World Map/With Fire & Sword Bratslav is a fortress of the Cossack Hetmanate, initially ruled by Colonel Ivan Bogun. It has the village Potoki. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders The Lord's Hall is the first house on the right after the player passes through the gates. The prison is accessed through a door under the staircase of the walls. During a siege, two ladders are placed on the left of the gates. Gallery[] Wikipedia has an article on this subject at:Bratslav Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha" "Bread","Bread Classic/Warband Viking Conquest Games Base value 32 50 50 25 Weight 20.0 30.0 30.0 15.0 Item Quantity 50 50 50 150 Morale Bonus +4 +8 +3 +8 Spoils No Goods Type Food Made From... Grain Made Into... N/A Bread is produced to some extent in almost every town, making it readily available for reasonable prices. Given its high quantity, lack of spoilage, and the highest possible morale bonus in Warband, bread is one of the best food choices in the game. Even in classic Mount&Blade, where its bonus is moderate at best, bread is still a good choice. It does have a downside however, as it has high weight for food, which means an excess of bread can severely reduce the speed of your party. The Productive Enterprise option can be used to buy a mill and bakery to bake bread out of grain. A bakery's initial costs is 1,500 denars and the upkeep each week is 50 denars. It requires an input of 6 grain per week, producing 6 bread. However, it is generally better not to invest in bakeries as the competition from local bakeries (that exist in all cities) tends to raise grain prices and lower bread prices, effectively erasing your profit and pushing you into the red. In With Fire & Sword, the player starts with 2 bread and 2 Dried Meat. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Brigand","Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 For the With Fire & Sword version, see Brigand (With Fire & Sword). For the Viking Conquest version, see Brigand (Viking Conquest). For the Bannerlord version, see Brigand (Bannerlord). Brigand Troop Information Culture Bandits Wages 17 denars/week Acquired from... Bandit Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value 112 denars Brigands are bandit cavalry in Mount&Blade: Warband. Tactics[] Not naturally seen in-game at all, they can only be obtained by capturing Bandits - who only spawn during certain quests - recruiting them from your prisoners, and finally upgrading them into Brigands. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Brigand - Default Stats and Equipment Attributes Stat Points Level 16 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 44 Armor Head (Possible) Leather Cap Body Leather Jerkin Hand None Foot Nomad Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw 3 Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 90 Polearms 90 Archery 90 Crossbows 90 Throwing 90 Weapons Melee Spiked MaceNordic SwordFalchion Ranged (Possible) Long Bow(Possible) Arrows Shield (Possible) Wooden Shield(Possible) Hide Covered Round Shield Mount Saddle Horse Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr" "Brigand (Viking Conquest)","For the classic version, see Brigand. For the With Fire & Sword version, see Brigand (With Fire & Sword). For the Bannerlord version, see Brigand (Bannerlord). Brigand Troop Information Culture Bandits Wages 30 peningas/week Acquired from... Footpad Upgrades to... Reaver Upgrade Cost 368 peningas XP for Kill ? experience Ransom Value ? peningas Brigands are tier-three bandit archers in Viking Conquest. They can be found in raiding parties on land or at sea. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Brigand - Default Stats and Equipment Attributes Stat Points Level 23 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 67 Armor Head Battered Old Complete Helm Body Crude Tunic Hand None Foot Ragged Leather Shoes Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 7 Power Strike 5 Power Throw 2 Power Draw 1 Weapon Maintenance 0 Weapon Master 7 Athletics 4 Riding 3 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 4 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 165 Two Handed Weapons 110 Polearms 100 Archery 20 Crossbows 20 Throwing 175 Slings 180 Weapons Melee Chipped Short Battle Axe Ranged Fustibalus Shield Battered Round Shield Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr" "Brigand (With Fire & Sword)","For the classic version, see Brigand. For the Viking Conquest version, see Brigand (Viking Conquest). For the Bannerlord version, see Brigand (Bannerlord). Brigand Troop Information Culture Bandits Wages ? thalers/week Acquired from... Prisoners Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Brigands are bandit infantry in Mount&Blade: With Fire & Sword. Tactics[] Unlike in Warband, they are quite common but do not ride horses. Lightly armored and poorly armed, they do however carry broadswords and possibly firearms, making them dangerous in large numbers. They spawn in groups of 3-60. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Brigand - Default Stats and Equipment Attributes Stat Points Level 6 Strength 7 Agility 6 Intelligence 4 Charisma 4 Health ? Armor Head (Possible) Hat Body Village Dress Hand None Foot Village BootsBoots With Stockings Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Firearms 100 Throwing 100 Weapons Melee Old Short BroadswordOld SwordCarpenter Axe Ranged (Possible) Handmade Firearm(Possible) Light Bullets Shield None Mount None Trivia[] Brigands could, in a sense, be considered the With Fire & Sword equivalent of Sea Raiders, seeing as they typically roam northern Eastern Europe and speak in Sea Raider voice files. Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr" "Bring Goods to Zamoshye","Bring Goods to Zamoshye Given by Mikhay Time limit None Reward 900 thaler+5 Relation (Village)+1 Relation (Faction)200 EXP Bring Good to Zamoshye is one of the quest given by Zamoshye Village Elder. Contents 1 Summary 2 Walkthrough 3 Quest Line 4 Transcript 4.1 Briefing 4.2 Quest Complete Summary[] Zamoshye Village Elder asked you to deliver him 3 bags of Salt. Walkthrough[] It is recommended to choose this quest as the last one since this is the hardest to achieve. Not only that, you can't abandon the quest. Salt is sellable in the Cossacks and Tatar regions, which is dangerous since there are more dangerous bandit group in the region. You will have to travel far and big to find a city that sell salt. Quest Line[] Talk to the Zamoshye Elder Zamoshye Bandits Peasant Taxes Bring Goods to Zamoshye Transcript[] Briefing[] As you well know, master, there is war in these lands... Traders no longer pass through the villages with their goods. We must go buy everything at the town market. But our people fear travelling to the town -- the road is too dangerous. If you bring us some goods, we would pay you well for it. Agree Player: ""So be it. I shall deliver you the goods, and perhaps I shall learn a bit about trading myself! Refuse Player: ""I have dedicated myself to the military arts. I have scarce little time to drive a merchant's cart. Mikhay: ""'Tis a poor refusal you make, sir. 'Tis no disgrace for good warrior to learn the art of the merchant. -- And no merchant would last long in these lands, were he not a little skilled at holding a sword. Quest Complete[] Very well. Here is your money." "Britons","The Britons are a Christian culture in Viking Conquest. History[] Anglo-Saxon and Brittonic Kingdoms in England Britons inhabited Great Britain for thousands of years and they were dominant across modern day England and Wales. They were close relatives of the Picts of Scotland and the Gaels of Ireland. After the Anglo-Saxons settled in England in the early 5th century, the Britons were either assimilated by the Anglo-Saxons or remained in their own independent clans to the west, forming the kingdoms seen in-game. Factions[] There are five Brittonic kingdoms: the Cumbrian Kingdom of Alt Clut, centered in what is now the Scottish Lowlands; the Welsh Kingdoms of Brycheiniog, Gwynedd, and Glywyssing; and the Cornish Kingdom of Cornubia. While the player does not go into any of the Briton lands for the main storyline, the Kingdoms of the Britons are usually small and not strategic places, making them easy targets for stronger factions. Banner Name Color Ruler Claimant Capital Kingdom of Alt Clut #88cc00 Ri Arthgal map Dumnagual - Dun Breatann Kingdom of Brycheiniog #ffff00 Ri Elisedd map Tewdr - Brycheiniog Kingdom of Cornubia #3355ff Ri Dunyart map Eferferdyn - Bosvenegh Kingdom of Glywyssing #ff88dd Ri Hywel map Rhys - Caer Dyf Kingdom of Gwynedd #007a00 Ri Rhodri map Merfyn Mael Elisedd ap Cyngen Ynys Mon Troops[] Briton Troops Serf Priest Freeman Skirmisher Spearman Warrior Archer Horseman Elite Spearman Standard Bearer Champion Noble Bodyguard Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Broadsword/With Fire & Sword","Broadsword BroadswordOne-handedBase value: 600 thalersWeight: 1.5Swing: 23cThrust: 18pSpeed rating: 87Weapon reach: 110Requires strength: 10With Fire & Sword" "Bryansk Fortress","Bryansk Fortress Settlement Information Type Fortress Kingdom Muscovite Tsardom Villages Yefremovo World Map With Fire & SwordBryansk FortressYefremovoTemplate:World Map/With Fire & Sword Bryansk Fortress is a fortress of the Muscovite Tsardom. The family of the hero Algirdas once ruled Bryansk Fortress and its surrounding lands. However, Algirdas' family has fallen into decline, and Tsar Alexei Mikhailovich has given Bryansk to another noble; Warlord Fyodor Volkonsky, the ruler of Bryansk Fortress at the start. Bryansk Fortress has the village Yefremovo. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders The Lord's Hall is the sheltered house on the left once the player passes through the gates. The prison is the first of the group of houses on the right. During a siege two ladders are placed on the left of the gates. Wikipedia has an article on this subject at:Bryansk Territory of the Muscovite Tsardom TownsCherkassk Moscow Pskov FortressesBryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' VillagesKlin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa TarusaValuiki Yefremovo" "Budjak","Budjak Settlement Information Type Village Kingdom Crimean Khanate Fortification Izmail Fortress World Map With Fire & SwordBudjakIzmail FortressTemplate:World Map/With Fire & Sword Budjak is a village initially owned by the Crimean Khanate, subordinate to Izmail Fortress. Layout[] Player Elder Fugitive Budjak is built on a small, flat portion of an uneven terrain. It is a Crimean village with twelve houses, and a mosque in the middle. Beside one house there is an oven on the floor. In front of the mosque is a well. The Village Elder can be found standing in front of the largest house. Unusual for a Hunt Down Fugitive quest, the Nervous Man will stand right at the entrance of the mosque, in the middle of the village. Wikipedia has an article on this subject at:Bugeac, Gagauzia Territory of the Crimean Khanate TownsAkkerman Azaq-kale Bakhchisaray Kyzykermen FortressesIzmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun FortressKyzyl-yar Fortress Perekop VillagesAk-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash SinelnikovoSivash Tumnek" "Bukryn-bey","Bukryn-bey Official Information Kingdom Crimean Khanate Monarch Khan Islam Giray Title Vassal Personal Details Gender Male Bukryn-bey is initially a vassal of the Crimean Khanate. He dislikes being let go after being defeated in battle. This article is a stub. You can help out by expanding it. Crimean Khanate Monarch: Claimant: Khan Islam Giray Mehmed Giray Vassals: Ahmed-pasha Argun-bey Baesid-khan Baryn-bey Bukryn-bey Imad-pasha Mansur-bey Mirza Agish Mirza Appak Mirza Argyn Mirza Davletshi Mirza Divey Mirza Enikey Mirza Karach Mirza Yanmamed Mirza Yelchy Sedjet-bey Shirin-bey Uzyn-bey Yashlav-bey" "Bullets","Bullets are the gunpowder equivalent of crossbow bolts in With Fire & Sword. They are used by all firearms. If the player has more than one firearm in battle, the same set of bullets are shared among them. This article is a stub. You can help out by expanding it. ""Give us images or taste steel"" This article does not have any images.Please help the M&B Wiki by uploading one!" "Butter","Butter Classic/Warband Viking Conquest Games Base value 150 150 150 100 Weight 6.0 Item Quantity 30 30 30 90 Morale Bonus +8 +4 +2 +4 Spoils No Goods Type Food Made From... N/A Made Into... N/A Butter is a food item that provides a high morale bonus in classic Mount&Blade, however this bonus was reduced in Warband and then further reduced in With Fire & Sword. In Viking Conquest, you can purchase cows from farmsteads or randomly win them in tournaments. Each week, they'll produce butter, which will be added into your inventory. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Cabbages","Cabbages Games Base value 30 Weight 15.0 Item Quantity 50 Morale Bonus +4 +2 +3 Spoils No Goods Type Food Made From... N/A Made Into... N/A Cabbages are a food item that provides low to moderate morale bonus, based on the game in which they appear. While the rewards to morale may be lacking, cabbages are nonperishable and are generally quite cheap, making them a good choice if finances are more important than extra morale. In Viking Conquest, it is replaced with the consumable vegetables. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Calradic Empire","Calradic Empire Official Information Culture Imperial Calradian Capital Lycaron (possibly)Paravenos (formerly)Charasea (formerly) Ruler Disputed Claimant Lucon OsticosRhagaea PethrosGarios Comnos Minor Factions EleftheroiEmbers of the FlameHidden HandLegion of the Betrayed Faction Location Calradic Empire in purple The Calradic Empire (also known as the Calradian Empire or the Calrad Empire) is a formerly unified nation in Mount&Blade II: Bannerlord. Since the death of Emperor Arenicos, the Empire has fractured and been embroiled in a civil war between its northern, southern, and western splinter regions. Contents 1 History 1.1 Calradios the Great 1.2 End of the Monarchy 1.3 Expansion 1.4 Peak and Decline of the Empire 1.5 Prelude to the Civil War 1.6 Mount&Blade II: Bannerlord 1.7 Mount&Blade: Warband 2 Economy 3 Military 4 Strengths 5 Weaknesses 6 Troop Tree 7 Clans 8 Trivia 9 References History[] Calradios the Great[] The Calradic Empire can trace its beginnings to a warlord named Calradios the Great, who led a band of exiles northwards into the land that would eventually be named Calradia in order to make a new home for themselves through conquest. His descendants, the Calradoi, became one of the many tribes living in the hills bordering the Southern Sea and the Battanian woodlands. It is believed Calradios or one of his descendants founded the first Calradoi settlement of Charasea, which would later be known as Charas.[1] From this place of Calradios' landfall, the Calradoi began to form colonies in the lands around them, such as Pravend and Ortysia.[2] Eventually, the Calradoi moved their capital to Pravend. During this early wave of expansion, the Calradoi subjugated their neighbors and forced them to join a confederation of city-states. End of the Monarchy[] The Calradoi were governed by a monarch until its last ruler, the tyrant Cypegos, was slain by Echerion. After this event, the Calradoi were governed by two bodies: an assembly of free citizens, who would meet occasionally, and a permanent Senate of elders, mostly comprised of the largest landowners. Only when military necessity required it, would the Calradoi appoint an emperor to serve as their supreme commander.[3] Expansion[] The Calradic Empire at its greatest extent Calradios and his descendants conquered many of the natives and incorporated them into the burgeoning nation under the Dragon Banner, many ancient tribes such as the Palaic, Ialoic[4], Laconians, and Dryatic [5] and assimilated as imperial citizens. The Empire came to stretch all the way from the western coast of Calradia to the Great Grass Sea in the east, the single greatest power on the continent for hundreds of years. During the years of expansion, emperors were appointed more frequently until they simply remained in office even after the military need was gone. The imperial capital was moved out of Pravend and based where ever the emperor was typically in an army camp. When the free assembly of citizens met with the emperor, the army's veterans could shout down dissenters. The senators grew wealthy and corrupt, moving out into the conquered territories to stake their claim on new landholdings. Peak and Decline of the Empire[] The Empire had a policy of keeping the border tribes in a state of disarray: creating clients and allies in the Nahasa Desert and reducing the power of any ambitious Battanian king or nomadic khan through bribes and assassinations. Despite this, the Calradic Empire still experienced its share of conflict with these foreign states, sending imperial legions and hiring Vlandian mercenaries from overseas to continue its expansion and protect their borders. However, for sometime before the reign of Drosios Neretzes, the Calradic Empire was in a state of decline. Matters of imperial succession often caused a crisis which had to be resolved on the battlefield.[6] A great interregnum struck the Empire in which the most eastern and most western territories fell away and were only ruled by petty kings, governors and generals while the center fought over the crown of the Emperor. Nearly a century before the events of Bannerlord, the Vlandian mercenaries who had settled within the Empire's borders declared their independence under Osric Iron-Arm, seizing control of the capital city of Paravenos (which was later renamed to Pravend) and the rest of the Western Coast. Meanwhile, the steppe and desert tribes united into the Khuzait Khanate and the Aserai Sultanate, respectively, with the Khuzait pushing west into the Empire and taking its eastern provinces. During the year 1077, the Empire experienced one of its worst defeats in all its history. An alliance of Sturgians, Battanians, and Vlandians had declared war against the Empire and its Aserai and Khuzait allies. Under Emperor Neretzes, the army marched into Battanian lands, culminating in the Battle of Pendraic , wherein the imperials were slaughtered by falxmen, Vlandian horsemen, and Sturgian warriors. Neretzes fell in battle as the imperial camp was stormed by the enemy, with the Dragon Banner lost and only a handful of soldiers escaping to the safety of imperial territory. Prelude to the Civil War[] The leader of the Imperial rearguard, Arenicos Pethros, was declared the new emperor by the Senate. Arenicos fought in several engagements along the border and restored order to an empire in fear. A charismatic leader known for his opposition to corruption, Arenicos was able inspire the people while placating both populists and the Senate. He spoke widely of a restored empire but was not forthcoming on the details. During his reign, Arenicos established the Vaegir Guard, who were loyal only to him and turned a blind eye to cults which made him the object of their worship. In a controversial move, Arenicos disbanded the Imperial legions, relieving the strained Imperial treasury. Military duties fell to the imperial archons who were charged with maintaining their own retinues. Those legionaries who opposed this call established the Legion of the Betrayed. Following one successful campaign, he returned to his palace in southern Lycaron to spend time to rest. But as his guards came in to check on him, Arenicos was found dead in his personal chambers. With his death, the Empire collapsed into civil war. Mount&Blade II: Bannerlord[] By the year 1084, the Calradic Empire has descended into a three-way civil war: the Northern Empire, led by Senator Lucon Osticos, seeks to reestablish the primacy of the senate in electing an emperor, all the while being opposed by General Garios Comnos and Empress Rhagaea Pethros. The former seized the Western Empire, desiring to have the imperial military choose the new emperor, while the latter sought to have her daughter Ira succeed her father from the Southern Empire. Despite the disunity, the Empire's armies continue to be feared. They are masters of combined arms warfare with cataphracts, spear-formations, and archers. Mount&Blade: Warband[] By the time the Player arrives in Calradia on the 23rd of March in 1257, the Empire is long gone. The varying monarchs of Calradia all lay claim to the throne of the old emperors, based on forgotten dynastic marriages and the Empire's unwritten constitution. Companions often tell stories of the empire: Lezalit mentions how they ruled all of Calradia and beyond, while Jeremus talks of how there was no formal imperial line of succession. Bunduk will tell you about how the Empire had tribunes, who were the people's representatives under the emperor. Economy[] Different for each of the three factions due to their initial positions, availability and cost of resources (including expensive ones), opponents on their borders; their number of villages, castles, and cities, etc. Military[] A force consisting entirely of Imperial soldiers stands a cut above the Empire's neighbors in two things: troop variety and armor. Their troop selection has the most versatile composition, enabling the three different types of ranged support options, two variants of infantry, and having access to the most powerful lancer cavalry in the game from their noble troop line. Along with their heavy armour, their troops will have little trouble with contending against their rivals. Their only true weakness in evenly matched battles is being unprepared for the most specialized opponents, such as Sturgian shield and axe advance, extremely long range Battanian volley fire, or becoming encircled and scattered by a horde of Khuzait horsemen. They have somewhat late access to cavalry forces as well, but since imperial villages are numerous, it's still possible to recruit and field their light lancers early on, even if the Empire's heartland sees more than its fair share of incursions by both foreign cultures and the ongoing civil war. Strengths[] Extremely versatile composition of troop tree; one of the only two cultures (Vlandia) that have access to crossbow troops. Top-tier units possess excellent armor and survivability. Early access to archers. Imperial forces are recruited from the large central region of Calradia, enabling their availability to all factions. Weaknesses[] Units require more training and upgrades to specialize fully. Early infantry lacks polearms, increasing vulnerability to cavalry. Many troops do not possess full loadout; lack of throwing weapons or extra quiver reduces skirmishing ability. Melee Troops dont have a real helmet until reach tier 4, which greatly reduces survivabillity and, thus, less Legionaries (tier 5) appear on the battlefield. The imperial region is surrounded by opposing factions and its villages are often exploited, weakening recruit availability and economic potential. Troop Tree[] Troops of the Calradic Empire Peasant Looter Recruit Infantryman Archer Vigla Recruit Trained Infantryman Trained Archer Equite Veteran Infantryman Menavliaton Veteran Archer Crossbowman Heavy Horseman Legionary Elite Menavliaton Palatine Guard Bucellarii Sergeant Crossbowman Cataphract Elite Cataphract Clans[] Clans of the Calradic Empire Eleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed Clans of the Northern Empire Osticos Argoros Neretzes Impestores Dolentos Chonis Phalentes Vatatzes Serapides Clans of the Southern Empire Pethros Leonipardes Mestricaros Hongeros Julios Vizartos Avlonos Prienicos Vetranis Clans of the Western Empire Comnos Varros Dionicos Elaches Lonalion Sorados Corenios Maneolis Palladios Trivia[] Although there are three different imperial factions in Bannerlord, their cultural bonus stays the same. The Calradic Empire is heavily inspired by the Late Roman Empire/Byzantine Empire.[7] Like the Battanians, they are not visible on the overland map by the time of Warband, 173 years later. All their territory has been conquered in that area. However, as Warband's overworld map is smaller than Bannerlord's, the possibility exists that the Empire did manage to keep some of its territory further to the south and east in the non-playable area, as its inspiration (the Byzantines) did in the year 1200. Leaders of imperial clans from all three sub-factions bear the title of Archon, a nobility title of Greek origin also used in the Byzantine Empire. References[] ↑ settlements.xml game file, entry for ""Charas"" ↑ settlements.xml game file, entry for ""Pravend"" ↑ ↑ settlements.xml game file, entry for ""Galend"" ↑ settlements.xml game file, entries for ""Diathma"" and ""Argoron"" ↑ ↑ Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Camp","You can make camp at any time when on the map screen. Doing this allows you to perform the following actions: Camping on the beach Wait here for some time: You wait at the camp until you click on the screen. If you have selected a book to read, you will read it. Waiting will also recover health for all companions and the player if they are injured. This will speed up time (5x multiplier). You cannot camp for more than 7 consecutive days in classic Mount&Blade and With Fire & Sword, or 365 in Warband. Recruit some prisoners to join your party: Doing this will get you a few extra men, but will reduce morale (-3 to morale per troop that accepts). It is also likely that some, or all, of the recruited prisoners desert at night after being recruited if their morale is too low (the chance of some or all of them leaving is dependent on party morale, note that they will only try to escape the first night after being recruited, after that they are yours forever). Select a book to read: Reading will permanently increase your skill depending on the type of book. Retire from adventuring: You will stop your adventuring career. Game will show your game score and your corresponding retirement life. However, your game is not erased nor has it truly ended. The game saves and quits before showing you your score, allowing you to come back where you left off at any time. Change the name of your kingdom (Warband only): A function of the player's faction feature of Warband. Wagon Fort[] A Cossack fires from the shelter of his wagon fort. In With Fire & Sword, you also have the option to make a wagon fort. It is ideal when you have to fight a more powerful enemy on the plains. It decreases your map speed, but creates a defendable ""D"" shape with an entrance at the back made of carts. The size depends on the size of the army that it will contain. A very good tactic to use would be to make all the musketeers stand ground and use ranged weapons, and order your cavalry to dismount and have them and your infantry follow you to the wagon fort entrance. It is possible to jump over the wagon fort carts with horses, but the AI does not utilize this ability, so you can use this as an advantage as the enemy will only attack from one direction and it is very hard for your units to be routed or flanked." "Can crush through blocks","The Black Mace bearing the trait. Can crush through blocks is special effect only some kinds of Melee weapons can deal in Warband and With Fire & Sword. With this effect, a weapon can literally break through blocks, dealing damage and stuns over a shield or weapon block. It does not always happen, however. It depends on your speed bonus, the resistance of the shield, and some luck. It tends to occur against a shield in most cases, and very rarely against weapons. When on foot, only the overhead swing can result in a crushing blow. Against chamber blocking, if the attack made would have crushed through a normal block, it will also ignore chamber blocking but the slow speed of most crushing weapons can still result in the attack being interrupted by the enemy's own blow landing first. The chance of a block crush depends on the damage and crush angle. For example, a 90 degree full-speed hammer charge slam into the target will result in full damage and stun to the enemy, but a near-miss done standing still will fail for sure. Additionally, the effect's chances are based on the weight difference between the two weapons that clash. For example, it is possible to block a Sledgehammer with a Great Hammer, which weighs more, whereas a Maul can easily crush the block of an opponent that uses a one-handed sword. It is possible for an attack that breaks through a block to fail to do any damage by simply missing your opponent entirely, passing through the empty air between the shield and its wielder. This is particularly common when riding on a horse, as the weapons capable of breaking through blocks are often short and can have trouble dealing with elevation issues on even slightly uneven terrain. Weapons Affected[] Warband[] Iron Mace (two-handed) Great Hammer Maul Morningstar Sledgehammer With Fire & Sword[] Pikes Lances Black Mace Mace Flanged Mace Special Weapon Effects and Traits Bonus against shields Can crush through blocks Cannot be used on horsebackCan't be used to block Couched lance damage No shield UnbalancedModifiers — Modifiers (classic) Modifiers (Bannerlord)" "Cannot be used on horseback","A weapon with the Cannot be used on horseback trait. Cannot be used on horseback is a trait given to various oversized melee weapons, Crossbows, as well as the Board Shields, which disallows them to be used from horseback. In the case of Crossbows, this designation indicates that they actually can be shot from horseback, but can only be reloaded while dismounted. However all weapons can still be equipped, meaning a horse could be used purely for mobility and then dismounted to use the full array of heavy weapons. Weapons with this trait[] Mount&Blade/Warband[] Board Shield Heavy Board Shield Old Board Shield Plain Board Shield Crossbow Heavy Crossbow Pike Siege Crossbow War Hammer (Warband only) With Fire & Sword[] Pike Halberd Some firearms Some two handed swords/polearms Special Weapon Effects and Traits Bonus against shields Can crush through blocks Cannot be used on horsebackCan't be used to block Couched lance damage No shield UnbalancedModifiers — Modifiers (classic) Modifiers (Bannerlord)" "Capital city","Capital cities are the towns within each of the factions of Calradia that are the capitals of those factions. Though the cities themselves are not particularly distinguished from other towns, they are different in that they are the fiefdom of the factions' leaders and the court of the realm is located there. These cities are usually some of the wealthiest, but others, like Dhirim and Durquba, get more visits from caravans and may eventually prosper above the capitals. During gameplay, it is possible for capital cities to be changed. This can happen if they are lost into enemy hands, or occasionally the leader may just move their court on a whim. Mount&Blade and Warband[] The capital cities in Mount&Blade and Warband are the same, excluding the Sarranid Sultanate which wasn't added until Warband. The six capitals are: Jelkala, the capital city of the Kingdom of Rhodoks, ruled by King Graveth Praven, the capital city of the Kingdom of Swadia, ruled by King Harlaus Reyvadin, the capital city of the Kingdom of Vaegirs, ruled by King Yaroglek Sargoth, the capital city of the Kingdom of Nords, ruled by King Ragnar Shariz, the capital city of the Sarranid Sultanate, ruled by Sultan Hakim Tulga, the capital city of the Khergit Khanate, ruled by Sanjar Khan With Fire & Sword[] In With Fire & Sword, three towns and two fortresses serve as capital cities. They are: The Fortress of Pereyaslav (Hetman Bogdan Hmelnitski) The Town of Warsaw (King Jan Kasimir) The Town of Moscow (Tsar Alexei Mikhailovich) The Fortress of Allenstein Castle (King Carl Gustaf) The Town of Bakhchisaray (Khan Islam Giray) Bannerlord[] In Bannerlord, none of the kingdoms have a city considered a ""capital"". With the exception of the Fen Gruffendoc, the ruling clan of Battania, all the ruling clans have at least two cities under their control at the beginning of the game." "Caravans","Caravans keep the trade flow alive in the land of Calradia. There are caravans from every faction, and they travel to any and every town. If a caravan that you are escorting to a town gets attacked, you can help it fight off the attackers. Sometimes, if the caravan was fighting against overwhelming odds, you get an increase in relationship with the ""Commoners"" faction (this does not seem to have any impact on the game). This is only relevant to caravans that appear through a quest from the Guild Masters. Caravans usually have 25-40 mounted guards and one Caravan Master. They will employ several of their faction's low-mid tier footman and archer units, though the Khergit Khanate is an exception as they lack any infantry that qualify for the minimum tier requirements. Interactions[] ""Tell me about your journey."" - This option lets the Caravan Master tell you about his plans for trading. He'll tell you why he's going where, and what he's selling wherever he's going (this option is Warband only). ""I demand something from you!"" - This option gives you two choices: You can make him pay a toll for crossing the lands, making them give you a small amount of denars, depending on the player's level and troops in the party with a -1 penalty to the relation with the caravan's faction. You can also say ""No, I want everything you have!"" and attack the caravan. This option will give you -5 to your relation with the caravan's faction and -4 honor (unless your faction is at war with the faction). ""I have an offer..."" - If your relation with the caravan's faction is positive, this speech option appears. If you click it, the caravan will list an amount of denars that they will pay you for escorting them to their destination. Do not confuse this with the Guild Master's caravan escort quest. In this case, the caravan will not follow you, instead, you have to follow them. It's a relatively good form of income, considering that if you have enough troops, you can make easy denars by just chasing off intruders. Maximum Number Of Caravans[] The maximum number of caravans depends on the number of towns a faction has. Game 3+ Towns 2 Towns 1 Town 0 Towns 5 5 3 1 0 6" "Carpenter Axe/With Fire & Sword","Carpenter Axe Carpenter AxeOne-handedBase value: 100 thalersWeight: 1.5Swing: 22cSpeed rating: 85Weapon reach: 60Requires strength: 7Bonus against shieldsWith Fire & Sword" "Cartridges","Warband Mount&Blade See Also Flintlock Pistol Firearm Ammunitions (List) Ammunitions (List) Weapons (List)" "Cattle","Cattle are small parties of neutral troops that can be driven or brought along with you. Cattle can be bought or stolen from villages, although stealing them will reduce your relationship with the village. The price in that village will rise each time you buy cattle, but the cost will reset after some time. Cattle must be bought personally from the Village Elder - you can't buy the cattle directly from the trade menu. The number stolen and the chance to successfully steal them is based on your Looting skill. Cattle appears on the overland map once acquired, rather than going into your inventory. Upon encountering a herd, there will be three options: Unit render Leave it. If you leave it, the cattle will eventually despawn. Slaughter a given amount of cattle, giving you two pieces of fresh beef for every one head you slaughter. Herd them, driving them toward the location you want to go to. The best method is usually to move behind them and press space bar in order to wait. When they are far, then get close again. In With Fire & Sword and Viking Conquest, the cattle will follow you. Obtaining and |delivering cattle is a quest that can be given by village elders and marshalls. Guild Masters may give you a quest to drive a herd to another town. There is a glitch encountered by many Warband players where the ocean and oases (all water textures) have a cow graphic on them. There is a way to make cattle follow you in classic Mount&Blade and Warband. It is a simple task: all you have to do is change a number in one of the game's text files." "Cavalry Lance/With Fire & Sword","The Cavalry Lance can crush through blocks with a chance to kill enemies instantly. Cavalry Lance Cavalry LancePolearmBase value: 500 thalersWeight: 1.0Thrust: 22pSpeed rating: 88Weapon reach: 160Requires strength: 6Can crush though blocks Cavalry Lance Cavalry LancePolearmBase value: 600 thalersWeight: 1.0Thrust: 24pSpeed rating: 84Weapon reach: 160Requires strength: 7Can crush though blocks Cavalry Lance Cavalry LancePolearmBase value: 900 thalersWeight: 1.25Thrust: 26pSpeed rating: 78Weapon reach: 180Requires strength: 9Can crush though blocks" "Cebelu","Cebelu Troop Information Culture Crimean Khanate Wages ? thalers Acquired from... Prisoners or Mercenary Captain Upgrades to... Cebelu (veteran) Ransom Value ? thalers The Cebelu are elite light cavalrymen provided by the Ottoman Empire to help the Crimean Khanate. They are armed with a lance, shield, bow and arrows. The Cebulu also has light armour. Tactics[] These are versatile cavalry. They can perform as missile cavalry or lancers, but are generally weak in prolonged melee due to the lack of a sword or other short melee weapon. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Cebelu - Default Stats and Equipment Attributes Stat Points Level 10 Strength 8 Agility 8 Intelligence 0 Charisma 0 Health 43 Armor Head Turban Body Turkish Attire Hand None Foot Janissary Shoes Skills Skill Points Ironflesh 0 Power Strike 0 Grenade Throwing 0 Power Draw 2 Weapon Master 2 Shield 3 Athletics 0 Riding 5 Shooting from Horseback 4 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 115 Two Handed Weapons 95 Polearms 105 Archery 95 Firearms 0 Throwing 0 Weapons Melee Cavalry Lance Ranged Longbow, Tatar Arrows Shield Shield Mount Courser Wikipedia has an article on this subject at:Timariots Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran) National Mercenary Troops Tatar Infantryman Tatar Cavalryman Azap Cebelu Janissary Kalmyk Scottish Musketeer Scottish Pikeman Scottish Swordsman German Infantry Pikeman German Infantry Musketeer" "Cebelu (veteran)","Cebelu (veteran) Troop Information Culture Crimean Khanate Wages ? thalers Acquired from... Prisoners or Mercenary Captain Upgrades to... No Further Upgrades Ransom Value thaler The Cebelu are elite light cavalrymen provided by the Ottoman Empire to help the Crimean Khanate. They are armed with a lance, shield, bow and arrows. The Cebulu also has light armour. Tactics[] These are versatile cavalry. They can perform as missile cavalry or lancers, but are generally weak in prolonged melee due to the lack of a sword or other short melee weapon. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Cebelu (veteran) - Default Stats and Equipment Attributes Stat Points Level 13 Strength 9 Agility 9 Intelligence 0 Charisma 0 Health 46 Armor Head Turban Body Turkish Attire Hand None Foot Janissary Shoes Skills Skill Points Ironflesh 1 Power Strike 1 Grenade Throwing 0 Power Draw 3 Weapon Master 3 Shield 4 Athletics 0 Riding 5 Shooting from Horseback 5 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 130 Two Handed Weapons 110 Polearms 120 Archery 110 Firearms 0 Throwing 0 Weapons Melee Cavalry Lance Ranged Bow, Eastern Arrows Shield Shield Mount Courser Wikipedia has an article on this subject at:Timariots Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran) National Mercenary Troops Tatar Infantryman Tatar Cavalryman Azap Cebelu Janissary Kalmyk Scottish Musketeer Scottish Pikeman Scottish Swordsman German Infantry Pikeman German Infantry Musketeer" "Chain Armor","Chain Armor is an Eastern European form of Mail Hauberk. It is commonly worn by Cossacks, Tatars and Muscovites. ""Give us images or taste steel"" This article does not have any images.Please help the M&B Wiki by uploading one! This article is a stub. You can help out by expanding it." "Chain Mail Zupan","Chain Mail Zupan is a type of medium armor in With Fire & Sword. It consists of a mail shirt with arm protectors and rich purple coat over it. It is commonly worn by heaviest troops and commanders of the Cossack Hetmanate. ""Give us images or taste steel"" This article does not have any images.Please help the M&B Wiki by uploading one! This article is a stub. You can help out by expanding it." "Cheese","Cheese Classic/Warband Viking Conquest Games Base value 95 75 75 85 Weight 6.0 Item Quantity 30 30 30 90 Morale Bonus +5 +5 +3 +5 Spoils No Goods Type Food Made From... N/A Made Into... N/A Cheese is a food item that provides a moderate morale bonus in Mount&Blade, Warband, and Viking Conquest, but not quite as much of a bonus in With Fire & Sword. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Chekan/With Fire & Sword","Chekan ChekanOne-handedBase value: 700 thalersWeight: 1.5Swing: 25pSpeed rating: 93Weapon reach: 70Requires strength: 11With Fire & Sword" "Chenstokhova","Chenstokhova Settlement Information Type Village Kingdom Polish Commonwealth Fortification Lodz Castle World Map With Fire & SwordChenstokhovaKrakovTemplate:World Map/With Fire & Sword Chenstokhova is a village of the Polish Commonwealth, subordinate to Lodz Castle. Layout[] Player Elder Fugitive Chenstokhova is built on relatively flat terrain. It is a Polish-style village with eighteen houses and a chapel in the center. There are no distinctive features in the village. The Village Elder can be found standing in front of a straw-roofed house with smoke coming out of the chimney, to the left of the chapel if looking from the player's entrance. If sent here during a Hunt Down Fugitive quest, the Nervous Man can be found on the extreme opposite of the village, standing in front of a straw-roofed house. Trivia[] The name of this place is actually written Częstochowa in Polish. The game's spelling Chenstokhova is actually a Latinization of the Russian name Ченстохова, which transcribes the nasal vowel ę using en, since nasal vowels have disappeared in most major modern Slavic languages and Polish is the only one to retain them. The Proto-Slavic phoneme *ę would naturally evolve into Russian as я ja or а a. As an example, compare Proto-Slavic *čęstъ ""frequent"" which evolved into Polish częsty and Russian частый častyj. Wikipedia has an article on this subject at:Częstochowa Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Cherkassk","Cherkassk Settlement Information Type Town Kingdom Muscovite Tsardom Villages Oboyan World Map With Fire & SwordCherkasskOboyanTemplate:World Map/With Fire & Sword Not to be confused with Cherkassy.Cherkassk is a town of the Muscovite Tsardom, initially ruled by Chief Naum Vasiliev. It has the village Oboyan, which is far away from the town. Contents 1 Layout 2 Trade 2.1 Produces 2.2 Trades With 3 Trivia Layout[] At peace: Accessible area Player Lord's Hall Prison Tavern Merchants In a siege: Accessible area Player Siege Ladders Unlike in most towns, the tavern and shop do not have signs identifying them, but the tavern is in the middle of the accessible area. The arms and armor merchant stand in front of the same house. During a siege, the accessible area is larger and four ladders are used — one placed on the left of the gates and three on the right. Trade[] Produces[] Bread, Iron Dyes, Hemp Spice Trades With[] Azaq-kale Koenigsberg Moscow Sich Trivia[] Since the late 16th century, Cherkassk (now called Starocherkasskaya Старочеркасская, literally ""Old Cherkassk"") has been the center of Don Cossack culture for nearly two centuries, and was also the earlier capital of the Oblast of the Don Cossack Host during the Russian Empire. However, as Cherkassk was prone to regular floods, the capital of the oblast was moved to Novocherkassk (Новочеркасск, literally ""New Cherkassk"") on higher ground in 1805. Wikipedia has an article on this subject at:Starocherkasskaya Territory of the Muscovite Tsardom TownsCherkassk Moscow Pskov FortressesBryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' VillagesKlin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa TarusaValuiki Yefremovo" "Cherkassy","Cherkassy Settlement Information Type Fortress Kingdom Cossack Hetmanate Villages Kryliv World Map With Fire & SwordCherkassyKrylivTemplate:World Map/With Fire & Sword Not to be confused with Cherkassk. Cherkassy is a fortress of the Cossack Hetmanate, initially ruled by Colonel Petro Doroshenko.It has the village Kryliv. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders Cherkassy is built more resembling a town than a fortress. The Lord's Hall is on the end of the accessible area, directly facing the player. The prison is the small plank-roofed house on the left. During a siege, three ladders are placed on the left side of the gates. Wikipedia has an article on this subject at:Cherkasy Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha" "Chernigov","Chernigov Settlement Information Type Town Kingdom Cossack Hetmanate Villages BorispolKolomakKozeletsLoyewLubenetsSnovsk World Map With Fire & SwordChernigovBorispolKolomakKozeletsLoyewLubenetsSnovskTemplate:World Map/With Fire & Sword Chernigov is a town of the Cossack Hetmanate. At the start of the game it belongs to Colonel Bogdan Popovich. Contents 1 Layout 2 Trade 2.1 Produces 2.2 Trades With 3 Villages Layout[] At peace: Accessible area Player Lord's Hall Prison Tavern Merchants In a siege: Accessible area Player Siege Ladders The goods merchant is at the far end of the accessible area. There is a bug where the player can go outside of the accessible area of the town. One section of the invisible barriers was made so that it applied to the AI only. During a siege, two ladders are placed on the right of the gates. Trade[] Produces[] Flour Shag Hemp Honey Wine Trades With[] Lviv Moscow Pskov Riga Vilna Villages[] Borispol Kolomak Kozelets Loyew Lubenets Snovsk Wikipedia has an article on this subject at:Chernihiv Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha" "Chicken","Chicken Classic/Warband Viking Conquest Games Base value 75 95 95 65 Weight 10.0 Item Quantity 50 50 50 150 Morale Bonus +6 +8 +3 +8 Spoils No Yes Yes Yes Goods Type Food Made From... N/A Made Into... N/A Chicken is a food item that provides a good morale bonus, tying with bread for the highest available bonus in Warband, however this comes with the downside of spoilage. The bonus of this food is significantly less in With Fire & Sword. Chicken is fairly common. It may be found for sale in the marketplace or while raiding, but it is not often available when trading with villages. Spoilage[] Chicken will go through several stages over the course of five days before it becomes completely rotten: Chicken Fresh Chicken Day-old Chicken Two Days-old Chicken Smelling Chicken Rotten Chicken Despite the degradation of the food, the morale bonus remains constant until the chicken is fully rotten, at which point it is no longer edible and provides no bonus. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Chief Naum Vasiliev","Naum Vasiliev Official Information Kingdom Muscovite Tsardom Monarch Tsar Alexei Mikhailovich Title Vassal Personal Details Gender Male Chief Naum Vasiliev is initially a vassal of the Muscovite Tsardom. He is lord of Cherkassk at the start of the game. He commands a unique retinue of Don Cossacks. He is involved in a special mission related to the Muscovite Tsardom — Help the Don Cossacks. Trivia[] His full name is Naum Vasilyevich Vasilyev (Sheludyak) [Наум Васильевич Васильев (Шелудяк)]. Neither the dates nor places of his birth and death are known. He was the ataman of the Don Cossacks from 1639 to 1656. The tricolor banner depicted in the game is actually the Flag of the Don Cossacks. This article is a stub. You can help out by expanding it. Muscovite Tsardom Monarch: Claimant: Tsar Alexei Mikhailovich Stepan Razin Vassals: Afanasiy Ordin-Naschokin Alexei Trubetskoi Alexei Vorotynsky Andrei Khovansky Boris Pushkin Boris Repnin-Obolevsky Fyodor Hvorostinin Fyodor Volkonsky Ivan Sontsov-Zasekin Naum Vasiliev Nikita Odoevsky Pavel Neskachikhin Semyon Prozorovsky Semyon Rakhmanin Semyon Urusov Vasiliy Buturlin Vasiliy Sheremetyev Yakov Cherkassky Yuri Boryatinsky Yuri Buynosov-Rostovsky" "Chief Pavel Neskachikhin","Pavel Neskachikhin Official Information Kingdom Muscovite Tsardom Monarch Tsar Alexei Mikhailovich Title Vassal Personal Details Gender Male Chief Pavel Neskachikhin is initially a vassal of the Muscovite Tsardom. This article is a stub. You can help out by expanding it. Muscovite Tsardom Monarch: Claimant: Tsar Alexei Mikhailovich Stepan Razin Vassals: Afanasiy Ordin-Naschokin Alexei Trubetskoi Alexei Vorotynsky Andrei Khovansky Boris Pushkin Boris Repnin-Obolevsky Fyodor Hvorostinin Fyodor Volkonsky Ivan Sontsov-Zasekin Naum Vasiliev Nikita Odoevsky Pavel Neskachikhin Semyon Prozorovsky Semyon Rakhmanin Semyon Urusov Vasiliy Buturlin Vasiliy Sheremetyev Yakov Cherkassky Yuri Boryatinsky Yuri Buynosov-Rostovsky" "Circassian","Circassian Troop Information Culture Crimean Khanate Wages 7-11 thalers/week Acquired from... Infantry Commander Upgrades to... Circassian (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Circassians are regional mercenary horse archers of the Crimean Khanate. They can be hired in Azaq-kale and Kilburun Fortress. Tactics[] Medium cavalry usually found in low numbers within Crimean armies, they are reliable tier-three horse archers armed with a Kalmyk bow and a saber, rivaling Lithuanian Tatars, veteran Mirza Chambul, Cebelu, and Kalmyks in equipment, stats, and archery skills - their only downsides being slower horses and lacking a shield. Circassians are reasonably efficient at peppering enemy troops with arrows while on horseback but prone to being out-maneuvered by horsemen riding better mounts as well as becoming vulnerable when surrounded or being charged by troops armed with either lances or pikes, hence the best tactic is to support Circassians with other lower-or-high-tier horse archers - while backed up by other ranged troops from afar - in order to increase their bows' rate of fire. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Circassian - Default Stats and Equipment Attributes Stat Points Level 12 Strength 8 Agility 8 Intelligence 0 Charisma 0 Health 43 Armor Head Misiurka Body Chain Armor Hand None Foot Eastern Boots Skills Skill Points Ironflesh 0 Power Strike 0 Grenade Throwing 0 Power Draw 3 Weapon Master 0 Shield 0 Athletics 0 Riding 2 Shooting from Horseback 4 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 120 Two Handed Weapons 100 Polearms 110 Archery 90 Firearms 0 Throwing 0 Weapons Melee Simple Saber Ranged BowEastern Arrows Shield None Mount Saddle Horse Trivia[] ""Circassian"" refers to an ethnic group that inhabited the northwestern Caucasus in a region known as Circassia but currently live mainly in Turkey and the Middle East due to being exiled by the Russian Empire in the mid-1800s. The remnants still living in historical Circassia are better known - although a strictly collective term only used for some tribes- as the ""Adyghe"". The Karachay-Cherkess Republic - a federal subject of the Russian Federation - and its capital Cherkessk - not to be confused with Cherkassk) - are named after the Circassians. Azaq-kale, one of the towns they can be hired in in-game, falls in historical Circassia's territory. Wikipedia has an article on this subject at:Circassians Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran)" "Circassian (veteran)","Circassian (veteran) Troop Information Culture Crimean Khanate Wages 16-22 thalers/week Acquired from... Circassian Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Circassians (veterans) are veteran regional mercenary horse archers of the Crimean Khanate. Tactics[] Heavy cavalry usually found in very low numbers within Crimean armies, they are reliable tier-four horse archers armed with a Kalmyk bow and a saber, rivaling veteran Lithuanian Tatars, veteran Mirza Chambul, veteran Cebelu, and veteran Kalmyks in equipment, stats, and archery skills - their only downsides being slower horses and lacking a shield. Veteran Circassians are reasonably efficient at peppering enemy troops with arrows while on horseback but prone to being out-maneuvered by horsemen riding better mounts as well as becoming vulnerable when surrounded or being charged by troops armed with either lances or pikes, hence the best tactic is to support veteran Circassians with other lower-or-high-tier horse archers - while backed up by other ranged troops from afar - in order to increase their bows' rate of fire. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Circassian (veteran) - Default Stats and Equipment Attributes Stat Points Level 17 Strength 9 Agility 9 Intelligence 0 Charisma 0 Health 46 Armor Head Misiurka Body Chain Armor Hand None Foot Eastern Boots Skills Skill Points Ironflesh 1 Power Strike 0 Grenade Throwing 0 Power Draw 4 Weapon Master 0 Shield 0 Athletics 0 Riding 3 Shooting from Horseback 5 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 135 Two Handed Weapons 115 Polearms 125 Archery 105 Firearms 0 Throwing 0 Weapons Melee Saber Ranged BowEastern Arrows Shield None Mount Saddle Horse Trivia[] ""Circassian"" refers to an ethnic group that inhabited the northwestern Caucasus in a region known as Circassia but currently live mainly in Turkey and the Middle East due to being exiled by the Russian Empire in the mid-1800s. The remnants still living in historical Circassia are better known - although a strictly collective term only used for some tribes- as the ""Adyghe"". The Karachay-Cherkess Republic - a federal subject of the Russian Federation - and its capital Cherkessk - not to be confused with Cherkassk) - are named after the Circassians. Azaq-kale, one of the towns they can be hired in in-game, falls in historical Circassia's territory. Wikipedia has an article on this subject at:Circassians Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran)" "Claimants","Claimants may exist for certain factions, who all believe that they have been wronged and should rightfully be the ruler. They can be found randomly in castle or town keeps throughout the land, trying to raise support for their cause. With Fire & Sword being an exception, claimants will never be found within the borders of the faction for which they are the claimant. Talking to a traveller and paying a small fee will give you the current location of any claimant. Contents 1 Siding with a Claimant 1.1 The other side of the coin 1.2 Victory with a Claimant 2 Classic and Warband Claimants 3 With Fire & Sword Claimants 4 Viking Conquest Claimants Siding with a Claimant[] Once you find a claimant, they will tell you their side of the story and will ask you to take up their cause. If you have less than 200 renown, they will tell you that you need to gain more. With over 200 renown, the claimant will allow you to swear an oath of vassalage and your allegiance changes to the rebel faction. If you were starting your own kingdom, you have to give up your kingdom to become a vassal of the claimant. If you belonged to the faction that the claimant is trying to overthrow, the fiefs you currently own convert to the rebel faction of your claimant (temporarily under your control).Pledging fealty to a claimant increases your relations to 50. The other side of the coin[] Talking to the current leaders of each faction, you can ask for their side of the story. Both the claimant and the current leader have good reason for supporting their right to rule. Generally, the current sovereigns justify their right to rule with practical arguments (such as that the kingdom is better off under their rule), while the claimants justify their right to rule based on law or technicality (such as where their lineage places them in the traditional line of succession to the throne). As Mount&Blade is a sandbox game, it is never stated in-game who should be the rightful ruler of each faction - it is up to the player to decide. Victory with a Claimant[] Once you eliminate the original faction, your rebel faction becomes the ""original"" faction and you become the marshall of the new king or queen (permanently in classic; you can step down, but it can never be taken from you). Strangely, even with the claimant now on the throne, he/she does not get a title in front of his/her name, and the old ruler still retains his/her title. This is because the title is hard-coded inside the name string. In Warband, you also lose all the abilities associated with being a ruler such as assigning fiefs or sending emissaries. For this reason, beware of turning companions into lords during a claimant quest as they do not remain 'yours' when the original faction is defeated. Rather, they become lords of the new ""original"" faction led by the new monarch. If you'd like to have a companion as a prisoner, it may be easier to give them over during a claimant quest than force them to rebel during your own bid for kingship. Classic and Warband Claimants[] Dustum Khan Khergit Khanate Lethwin Far-Seeker Kingdom of Nords Lord Kastor of Veluca Kingdom of Rhodoks Lady Isolla of Suno Kingdom of Swadia Prince Valdym the Bastard Kingdom of Vaegirs Arwa the Pearled One Sarranid Sultanate With Fire & Sword Claimants[] Ivan Barabash Cossack Hetmanate Mehmed Giray Crimean Khanate Stepan Razin Muscovite Tsardom Janusz Radziwill Polish Commonwealth Former Queen Christina Kingdom of Sweden Viking Conquest Claimants[] Despite the large amount of factions, only a few of them have claimants. Tanist Bili Kingdom of Alban Jarl Thorgil Kingdom of Danmark Mael Elisedd ap Cyngen Kingdom of Gwynedd Aetheling Oswine Kingdom of Northhymbre Aetheling Ceorl Kingdom of West Seaxe Ard Tiarna Dungal Ui Neill of Aileach" "Claymore/With Fire & Sword","Claymore ClaymoreTwo-handedWeight: 3Swing: 40cThrust: 22pSpeed rating: 88Weapon reach: 125Requires strength: 13Bonus against shieldsWith Fire & Sword Claymore ClaymoreTwo-handedWeight: 3Swing: 34cThrust: 30pSpeed rating: 92Weapon reach: 125Requires strength: 13Bonus against shieldsWith Fire & Sword" "Club/With Fire & Sword","Club ClubOne-handedBase value: 850 thalersWeight: 2.25Swing: 28bSpeed rating: 98Weapon reach: 60Requires strength: 12Can crush through blocksWith Fire & Sword" "Coldstream Regiment of Foot Guards"," 2ndCSG Ranker The Coldstream Regiment of Foot Guards is a playable British Foot Guard regiment in the Napoleonic Wars DLC for Warband. The Coldstream guards are well known for being one of the oldest and most prestigious regiments in the British Army. Unit Stats[] Note: Polearms proficiency represent common weapons such as bayonets, Crossbows proficiency represent firearms. Ranker One handed: 50 Polearms: 145 Crossbows: 150 Strength: 14 Agility: 14 Ironflesh: 3 Powerstrike: 3 Athletics: 3 Ensign One handed: 50 Polearms: 130 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 3 Powerstrike: 3 Athletics: 3 Officer One handed: 80 Polearms: 80 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 3 Powerstrike: 3 Athletics: 3 Musicians One handed: 80 Polearms: 80 Crossbows: 50 Strength: 14 Agility: 14 Ironflesh: 3 Powerstrike: 3 Athletics: 3 Equipment[] Ranker Infantry Musket Ensign British 2nd King's Colour/British 2nd Reg. Colour Sword Officer Spyglass Pistol Officer Sword Drummer Drum Sword Fifer Flute Sword Gallery[] EnsignOfficerDrummerFifer2nd Coldstream in formation" "Colonel Alexander Casimir Wolowicz","Alexander Casimir Wolowicz Official Information Kingdom Polish Commonwealth Monarch King Jan Kasimir Title Vassal Personal Details Gender Male Colonel Alexander Casimir Wolowicz is initially a Vassal of Polish Commonwealth. He is the initial ruler of Dubensk Castle. Polish Commonwealth Monarch: Claimant: King Jan Kasimir Janusz Radziwill Vassals: Alexander Casimir Wolowicz Alexander Oginsky Andrzej Kmicic Boguslav Nesvizhsky Casimir Tyszkiewicz Fyodor Obukhovich Jan Skrzetuski Jan Sobieski Jan Zamojski Jan Zenowicz Janusz Kiszka Jerzy Halecki Krzysztof Grzymultowski Michal Vishnevetsky Michal Wolodyjowski Pavel Sapega Siegmund Slushka Stanislav Liantskoronsky Stanislaw Potocki Stefan Czarniecki" "Colonel Andrzej Kmicic","Andrzej Kmicic Official Information Kingdom Polish Commonwealth Monarch King Jan Kasimir Title Vassal Personal Details Gender Male Colonel Andrzej Kmicic is initially a Vassal of Polish Commonwealth. He is the lord of Polotsk, He is based on a fictional character from Henryk Sienkiewicz's novel The Deluge, who may have been inspired by a real person, Samuel Kmicic. In game, he commands a company of Lithuanian Tatars, Lisowski Riders and Volunteers. Wikipedia has an article on this subject at:Andrzej Kmicic Polish Commonwealth Monarch: Claimant: King Jan Kasimir Janusz Radziwill Vassals: Alexander Casimir Wolowicz Alexander Oginsky Andrzej Kmicic Boguslav Nesvizhsky Casimir Tyszkiewicz Fyodor Obukhovich Jan Skrzetuski Jan Sobieski Jan Zamojski Jan Zenowicz Janusz Kiszka Jerzy Halecki Krzysztof Grzymultowski Michal Vishnevetsky Michal Wolodyjowski Pavel Sapega Siegmund Slushka Stanislav Liantskoronsky Stanislaw Potocki Stefan Czarniecki" "Colonel Anton Zhdanovich","Anton Zhdanovich Official Information Kingdom Cossack Hetmanate Monarch Hetman Bogdan Hmelnitski Title Vassal Personal Details Gender Male Colonel Anton Zhdanovich is initially a vassal of the Cossack Hetmanate. He begins the game as the lord of Kiev. This article is a stub. You can help out by expanding it. Cossack Hetmanate Monarch: Claimant: Hetman Bogdan Hmelnitski Ivan Barabash Vassals: Anton Zhdanovich Bogdan Popovich Filon Jalaliy Fyodor Loboda Ivan Bogun Ivan Fedorenko Ivan Hmara Ivan Sirko Ivan Vygovsky Lavrin Sinonos Les' Gritsenko Lukyan Mozyra Maksim Nesterenko Martyn Pushkarenko Matviy Gladkiy Pavlo Gomon Petro Doroshenko Prokop Shumeiko Timofiy Nosach Vasil Zolotarenko" "Colonel Bogdan Popovich","Bogdan Popovich Official Information Kingdom Cossack Hetmanate Monarch Hetman Bogdan Hmelnitski Title Vassal Personal Details Gender Male Colonel Bogdan Popovich is initially a vassal of the Cossack Hetmanate. He begins the game as lord of Chernigov. This article is a stub. You can help out by expanding it. Cossack Hetmanate Monarch: Claimant: Hetman Bogdan Hmelnitski Ivan Barabash Vassals: Anton Zhdanovich Bogdan Popovich Filon Jalaliy Fyodor Loboda Ivan Bogun Ivan Fedorenko Ivan Hmara Ivan Sirko Ivan Vygovsky Lavrin Sinonos Les' Gritsenko Lukyan Mozyra Maksim Nesterenko Martyn Pushkarenko Matviy Gladkiy Pavlo Gomon Petro Doroshenko Prokop Shumeiko Timofiy Nosach Vasil Zolotarenko" "Colonel Filon Jalaliy","Filon Jalaliy Official Information Kingdom Cossack Hetmanate Monarch Hetman Bogdan Hmelnitski Title Vassal Personal Details Gender Male Colonel Filon Jalaliy is initially a vassal of the Cossack Hetmanate. He is based on Filon Dzhalaliy, also known as Dzhulaibek, a Cossack colonel of Crimean Tatar descent who served during the Khmelnytsky Uprising. Trivia[] His full name is Fylon Prokopovyč Džalalij (Филон Прокопович Джалалій). Depending on the source his surname is also written as Džupaj Джупай, Žežel’ Жежель, Džulaj Джулай, Dželalij Джелалій, or Džedžalij Джеджалій. Wikipedia has an article on this subject at:Dzhulaibek This article is a stub. You can help out by expanding it. Cossack Hetmanate Monarch: Claimant: Hetman Bogdan Hmelnitski Ivan Barabash Vassals: Anton Zhdanovich Bogdan Popovich Filon Jalaliy Fyodor Loboda Ivan Bogun Ivan Fedorenko Ivan Hmara Ivan Sirko Ivan Vygovsky Lavrin Sinonos Les' Gritsenko Lukyan Mozyra Maksim Nesterenko Martyn Pushkarenko Matviy Gladkiy Pavlo Gomon Petro Doroshenko Prokop Shumeiko Timofiy Nosach Vasil Zolotarenko" "Colonel Fyodor Loboda","Fyodor Loboda Official Information Kingdom Cossack Hetmanate Monarch Hetman Bogdan Hmelnitski Title Vassal Personal Details Gender Male Colonel Fyodor Loboda is initially a vassal of the Cossack Hetmanate. Trivia[] In Ukrainian he is called Fedir Loboda (Федір Лобода). He was the grandson of Hryhoriy Loboda (Григорій Лобода), the 23rd Hetman of the Zaporozhian Host. This article is a stub. You can help out by expanding it. Cossack Hetmanate Monarch: Claimant: Hetman Bogdan Hmelnitski Ivan Barabash Vassals: Anton Zhdanovich Bogdan Popovich Filon Jalaliy Fyodor Loboda Ivan Bogun Ivan Fedorenko Ivan Hmara Ivan Sirko Ivan Vygovsky Lavrin Sinonos Les' Gritsenko Lukyan Mozyra Maksim Nesterenko Martyn Pushkarenko Matviy Gladkiy Pavlo Gomon Petro Doroshenko Prokop Shumeiko Timofiy Nosach Vasil Zolotarenko" "Colonel Ivan Bogun","Ivan Bogun Official Information Kingdom Cossack Hetmanate Monarch Hetman Bogdan Hmelnitski Title Vassal Personal Details Gender Male Colonel Ivan Bogun is initially a vassal of the Cossack Hetmanate. He begins the game as the lord of Bratslav. He is based on the historical Ivan Bohun, who is also one of the primary antagonists in Henryk Sienkiewicz's novel, With Fire and Sword. He has a unique retinue of Rank Cossacks. This article is a stub. You can help out by expanding it. Wikipedia has an article on this subject at:Ivan Bohun Cossack Hetmanate Monarch: Claimant: Hetman Bogdan Hmelnitski Ivan Barabash Vassals: Anton Zhdanovich Bogdan Popovich Filon Jalaliy Fyodor Loboda Ivan Bogun Ivan Fedorenko Ivan Hmara Ivan Sirko Ivan Vygovsky Lavrin Sinonos Les' Gritsenko Lukyan Mozyra Maksim Nesterenko Martyn Pushkarenko Matviy Gladkiy Pavlo Gomon Petro Doroshenko Prokop Shumeiko Timofiy Nosach Vasil Zolotarenko" "Colonel Ivan Fedorenko","Ivan Fedorenko Official Information Kingdom Cossack Hetmanate Monarch Hetman Bogdan Hmelnitski Title Vassal Personal Details Gender Male Colonel Ivan Fedorenko is initially a vassal of the Cossack Hetmanate. He begins the game as the lord of Poltava. This article is a stub. You can help out by expanding it. Cossack Hetmanate Monarch: Claimant: Hetman Bogdan Hmelnitski Ivan Barabash Vassals: Anton Zhdanovich Bogdan Popovich Filon Jalaliy Fyodor Loboda Ivan Bogun Ivan Fedorenko Ivan Hmara Ivan Sirko Ivan Vygovsky Lavrin Sinonos Les' Gritsenko Lukyan Mozyra Maksim Nesterenko Martyn Pushkarenko Matviy Gladkiy Pavlo Gomon Petro Doroshenko Prokop Shumeiko Timofiy Nosach Vasil Zolotarenko" "Colonel Ivan Sirko","Ivan Sirko Official Information Kingdom Cossack Hetmanate Monarch Hetman Bogdan Hmelnitski Title Vassal Personal Details Gender Male Colonel Ivan Sirko is initially a vassal of the Cossack Hetmanate. He is based on a real-life Cossack military leader who lived from 1610 - 1680. He fought alongside Prince Aleksei Trubetskoi, another figure who inspired a character from With Fire & Sword, in a battle against the Crimean Khanate. Trivia[] He is said to have authored the legendary Reply of the Zaporozhian Cossacks. Wikipedia has an article on this subject at:Ivan Sirko This article is a stub. You can help out by expanding it. Cossack Hetmanate Monarch: Claimant: Hetman Bogdan Hmelnitski Ivan Barabash Vassals: Anton Zhdanovich Bogdan Popovich Filon Jalaliy Fyodor Loboda Ivan Bogun Ivan Fedorenko Ivan Hmara Ivan Sirko Ivan Vygovsky Lavrin Sinonos Les' Gritsenko Lukyan Mozyra Maksim Nesterenko Martyn Pushkarenko Matviy Gladkiy Pavlo Gomon Petro Doroshenko Prokop Shumeiko Timofiy Nosach Vasil Zolotarenko" "Colonel Jan Skrzetuski","Jan Skrzetuski Official Information Kingdom Polish Commonwealth Monarch King Jan Kasimir Title Vassal Personal Details Gender Male Colonel Jan Skrzetuski is initially a Vassal of Polish Commonwealth. He is the initial ruler of Zbarazh Fortress. He has a retinue of Armored Cossacks. He is based on a fictional character from Henryk Sienkiewicz's Novel With Fire and Sword. Wikipedia has an article on this subject at:Jan Skrzetuski Polish Commonwealth Monarch: Claimant: King Jan Kasimir Janusz Radziwill Vassals: Alexander Casimir Wolowicz Alexander Oginsky Andrzej Kmicic Boguslav Nesvizhsky Casimir Tyszkiewicz Fyodor Obukhovich Jan Skrzetuski Jan Sobieski Jan Zamojski Jan Zenowicz Janusz Kiszka Jerzy Halecki Krzysztof Grzymultowski Michal Vishnevetsky Michal Wolodyjowski Pavel Sapega Siegmund Slushka Stanislav Liantskoronsky Stanislaw Potocki Stefan Czarniecki" "Colonel Jan Zenowicz","Jan Zenowicz Official Information Kingdom Polish Commonwealth Monarch King Jan Kasimir Title Vassal Personal Details Gender Male Colonel Jan Zenowicz is initially a Vassal of Polish Commonwealth. He is the initial ruler of Bar Fortress. Polish Commonwealth Monarch: Claimant: King Jan Kasimir Janusz Radziwill Vassals: Alexander Casimir Wolowicz Alexander Oginsky Andrzej Kmicic Boguslav Nesvizhsky Casimir Tyszkiewicz Fyodor Obukhovich Jan Skrzetuski Jan Sobieski Jan Zamojski Jan Zenowicz Janusz Kiszka Jerzy Halecki Krzysztof Grzymultowski Michal Vishnevetsky Michal Wolodyjowski Pavel Sapega Siegmund Slushka Stanislav Liantskoronsky Stanislaw Potocki Stefan Czarniecki" "Colonel Jerzy Halecki","Jerzy Halecki Official Information Kingdom Polish Commonwealth Monarch King Jan Kasimir Title Vassal Personal Details Gender Male Colonel Jerzy Halecki is initially a Vassal of Polish Commonwealth. He is the initial ruler of Berestye Fortress. Polish Commonwealth Monarch: Claimant: King Jan Kasimir Janusz Radziwill Vassals: Alexander Casimir Wolowicz Alexander Oginsky Andrzej Kmicic Boguslav Nesvizhsky Casimir Tyszkiewicz Fyodor Obukhovich Jan Skrzetuski Jan Sobieski Jan Zamojski Jan Zenowicz Janusz Kiszka Jerzy Halecki Krzysztof Grzymultowski Michal Vishnevetsky Michal Wolodyjowski Pavel Sapega Siegmund Slushka Stanislav Liantskoronsky Stanislaw Potocki Stefan Czarniecki" "Colonel Lukyan Mozyra","Lukyan Mozyra Official Information Kingdom Cossack Hetmanate Monarch Hetman Bogdan Hmelnitski Title Vassal Personal Details Gender Male Colonel Lukyan Mozyra is initially a vassal of the Cossack Hetmanate. He begins the game as lord of Korsun. Trivia[] His personal banner is actually a simplification of the modern coat-of-arms of the city Korsun-Shevchenkivskyi.This article is a stub. You can help out by expanding it. Cossack Hetmanate Monarch: Claimant: Hetman Bogdan Hmelnitski Ivan Barabash Vassals: Anton Zhdanovich Bogdan Popovich Filon Jalaliy Fyodor Loboda Ivan Bogun Ivan Fedorenko Ivan Hmara Ivan Sirko Ivan Vygovsky Lavrin Sinonos Les' Gritsenko Lukyan Mozyra Maksim Nesterenko Martyn Pushkarenko Matviy Gladkiy Pavlo Gomon Petro Doroshenko Prokop Shumeiko Timofiy Nosach Vasil Zolotarenko" "Colonel Maksim Nesterenko","Maksim Nesterenko Official Information Kingdom Cossack Hetmanate Monarch Hetman Bogdan Hmelnitski Title Vassal Personal Details Gender Male Colonel Maksim Nesterenko is initially a vassal of the Cossack Hetmanate. For unknown reasons, he has the same banner as Colonel Matviy Gladkiy. This article is a stub. You can help out by expanding it. Cossack Hetmanate Monarch: Claimant: Hetman Bogdan Hmelnitski Ivan Barabash Vassals: Anton Zhdanovich Bogdan Popovich Filon Jalaliy Fyodor Loboda Ivan Bogun Ivan Fedorenko Ivan Hmara Ivan Sirko Ivan Vygovsky Lavrin Sinonos Les' Gritsenko Lukyan Mozyra Maksim Nesterenko Martyn Pushkarenko Matviy Gladkiy Pavlo Gomon Petro Doroshenko Prokop Shumeiko Timofiy Nosach Vasil Zolotarenko" "Colonel Martyn Pushkarenko","Martyn Pushkarenko Official Information Kingdom Cossack Hetmanate Monarch Hetman Bogdan Hmelnitski Title Vassal Personal Details Gender Male Colonel Martyn Pushkarenko is initially a vassal of the Cossack Hetmanate. This article is a stub. You can help out by expanding it. Cossack Hetmanate Monarch: Claimant: Hetman Bogdan Hmelnitski Ivan Barabash Vassals: Anton Zhdanovich Bogdan Popovich Filon Jalaliy Fyodor Loboda Ivan Bogun Ivan Fedorenko Ivan Hmara Ivan Sirko Ivan Vygovsky Lavrin Sinonos Les' Gritsenko Lukyan Mozyra Maksim Nesterenko Martyn Pushkarenko Matviy Gladkiy Pavlo Gomon Petro Doroshenko Prokop Shumeiko Timofiy Nosach Vasil Zolotarenko" "Colonel Matviy Gladkiy","Matviy Gladkiy Official Information Kingdom Cossack Hetmanate Monarch Hetman Bogdan Hmelnitski Title Vassal Personal Details Gender Male Colonel Matviy Gladkiy is initially a vassal of the Cossack Hetmanate. For unknown reasons, he has the same banner as Colonel Maksim Nesterenko. This article is a stub. You can help out by expanding it. Cossack Hetmanate Monarch: Claimant: Hetman Bogdan Hmelnitski Ivan Barabash Vassals: Anton Zhdanovich Bogdan Popovich Filon Jalaliy Fyodor Loboda Ivan Bogun Ivan Fedorenko Ivan Hmara Ivan Sirko Ivan Vygovsky Lavrin Sinonos Les' Gritsenko Lukyan Mozyra Maksim Nesterenko Martyn Pushkarenko Matviy Gladkiy Pavlo Gomon Petro Doroshenko Prokop Shumeiko Timofiy Nosach Vasil Zolotarenko" "Colonel Michal Wolodyjowski","Michal Wolodyjowski Official Information Kingdom Polish Commonwealth Monarch King Jan Kasimir Title Vassal Personal Details Gender Male Colonel Michal Wolodyjowski is initially a vassal of the Polish Commonwealth. He is the initial ruler of Minsk. He is based on a fictional character from Henryk Sienkiewicz's novels With Fire and Sword, The Deluge, and Fire in the Steppe. In game, he has a retinue of Lithuanian Tatars. Wikipedia has an article on this subject at:Michał Wołodyjowski Polish Commonwealth Monarch: Claimant: King Jan Kasimir Janusz Radziwill Vassals: Alexander Casimir Wolowicz Alexander Oginsky Andrzej Kmicic Boguslav Nesvizhsky Casimir Tyszkiewicz Fyodor Obukhovich Jan Skrzetuski Jan Sobieski Jan Zamojski Jan Zenowicz Janusz Kiszka Jerzy Halecki Krzysztof Grzymultowski Michal Vishnevetsky Michal Wolodyjowski Pavel Sapega Siegmund Slushka Stanislav Liantskoronsky Stanislaw Potocki Stefan Czarniecki" "Colonel Petro Doroshenko","Petro Doroshenko Official Information Kingdom Cossack Hetmanate Monarch Hetman Bogdan Hmelnitski Title Vassal Personal Details Gender Male Colonel Petro Doroshenko is initially a vassal of the Cossack Hetmanate. He begins the game as lord of Cherkassy. He has a unique retinue of Rank Cossacks. He is based on a real-life Cossack poltical and military leader who joined the Khmelnytsky Uprising in 1648 and would go on to become a hetman and a Russian voyevoda. He lived from 1627 - 1668. This article is a stub. You can help out by expanding it. Wikipedia has an article on this subject at:Petro Doroshenko Cossack Hetmanate Monarch: Claimant: Hetman Bogdan Hmelnitski Ivan Barabash Vassals: Anton Zhdanovich Bogdan Popovich Filon Jalaliy Fyodor Loboda Ivan Bogun Ivan Fedorenko Ivan Hmara Ivan Sirko Ivan Vygovsky Lavrin Sinonos Les' Gritsenko Lukyan Mozyra Maksim Nesterenko Martyn Pushkarenko Matviy Gladkiy Pavlo Gomon Petro Doroshenko Prokop Shumeiko Timofiy Nosach Vasil Zolotarenko" "Colonel Prokop Shumeiko","Prokop Shumeiko Official Information Kingdom Cossack Hetmanate Monarch Hetman Bogdan Hmelnitski Title Vassal Personal Details Gender Male Colonel Prokop Shumeiko is initially a vassal of the Cossack Hetmanate. This article is a stub. You can help out by expanding it. Cossack Hetmanate Monarch: Claimant: Hetman Bogdan Hmelnitski Ivan Barabash Vassals: Anton Zhdanovich Bogdan Popovich Filon Jalaliy Fyodor Loboda Ivan Bogun Ivan Fedorenko Ivan Hmara Ivan Sirko Ivan Vygovsky Lavrin Sinonos Les' Gritsenko Lukyan Mozyra Maksim Nesterenko Martyn Pushkarenko Matviy Gladkiy Pavlo Gomon Petro Doroshenko Prokop Shumeiko Timofiy Nosach Vasil Zolotarenko" "Colonel Timofiy Nosach","Timofiy Nosach Official Information Kingdom Cossack Hetmanate Monarch Hetman Bogdan Hmelnitski Title Vassal Personal Details Gender Male Colonel Timofiy Nosach is initially a vassal of the Cossack Hetmanate. This article is a stub. You can help out by expanding it. Cossack Hetmanate Monarch: Claimant: Hetman Bogdan Hmelnitski Ivan Barabash Vassals: Anton Zhdanovich Bogdan Popovich Filon Jalaliy Fyodor Loboda Ivan Bogun Ivan Fedorenko Ivan Hmara Ivan Sirko Ivan Vygovsky Lavrin Sinonos Les' Gritsenko Lukyan Mozyra Maksim Nesterenko Martyn Pushkarenko Matviy Gladkiy Pavlo Gomon Petro Doroshenko Prokop Shumeiko Timofiy Nosach Vasil Zolotarenko" "Colonel Vasil Zolotarenko","Vasil Zolotarenko Official Information Kingdom Cossack Hetmanate Monarch Hetman Bogdan Hmelnitski Title Vassal Personal Details Gender Male Colonel Vasil Zolotarenko is initially a vassal of the Cossack Hetmanate. He begins the game as lord of Ladyzhyn Fortress. Different from other lords, when the player meets Zolotarenko for the first time, he/she will not introduce himself/herself; instead, the dialogue leading to the quest To the Sich with a Prisoner will start immediately. He is based on an actual person, Vasyl Zolotarenko, who was Colonel of Nizhyn. He was also the brother of John Zolotarenko that was Acting hetman (temporary warlord) of the Cossacks in Belarus during the years 1654-1655. Hanna, sister of Basil and John, was third wife of Hetman Bohdan Khmelnytsky. Wikipedia has an article on this subject at:Vasyl Zolotarenko Cossack Hetmanate Monarch: Claimant: Hetman Bogdan Hmelnitski Ivan Barabash Vassals: Anton Zhdanovich Bogdan Popovich Filon Jalaliy Fyodor Loboda Ivan Bogun Ivan Fedorenko Ivan Hmara Ivan Sirko Ivan Vygovsky Lavrin Sinonos Les' Gritsenko Lukyan Mozyra Maksim Nesterenko Martyn Pushkarenko Matviy Gladkiy Pavlo Gomon Petro Doroshenko Prokop Shumeiko Timofiy Nosach Vasil Zolotarenko" "Colonel Zagloba","Colonel Zagloba Appears in Official Information Culture Polish Religion Catholicism Character Details Hire Cost Free Likes Bakhyt Liked by Oksana Dislikes Mamai, Priest Spasokukotsky, Hunger, Not Paid, Heavy Casualties, Retreating Colonel Zagloba is a hero only available in the main Polish quest line, The Deluge. Contents 1 Biography 2 Personality 3 Relationships 4 Dialogue 5 Stats and equipment 6 Trivia Biography[] Personality[] Relationships[] Dialogue[] Main article: Colonel Zagloba/Interactions Stats and equipment[] Colonel Zagloba - Default Stats and Equipment Attributes Stat Points Level 4 Strength 9 Agility 5 Intelligence 12 Charisma 12 Health 54 Armor Head Fur Cap Body Good Kuntush Hand ? Foot Old Boots Skills Skill Points Ironflesh 5 Power Strike 3 Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer 3 Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership 3 Trade ? Proficiencies Weapon Type Points One Handed Weapons 75 Two Handed Weapons 75 Polearms 75 Archery 75 Firearms 75 Throwing 75 Weapons Melee Simple Saber Ranged ? Shield ? Mount Sumpter Horse Trivia[] Zagloba is a key character in Polish author Henryk Sienkiewicz's famous Trilogy: With Fire and Sword, The Deluge, and Fire in the Steppe. Zagloba often provides comic relief in the novel. He is overly-talkative, mixing insults and doomsaying with invented tales of his own illustrious past. Despite those traits, he is noble in his loyalty to his friends as well as his bravery--though it sometimes takes extreme circumstances for him to show it. This article is a stub. You can help out by expanding it. Wikipedia has an article on this subject at:Onufry Zagloba Player's Companions Algirdas Bakhyt Colonel Zagloba Fatima Fedot Ingri Karlsson Mamai NogaiOksana Priest Spasokukotsky Sarabun Tepes Varvara Victor de la Buscador Yelisei" "Commander","Crimean commander of Cherkassy with all other commander types appointed The Commander is hirable from the Mayor when you own a town or a fortress in Mount&Blade: With Fire & Sword. His function is to make training of several units possible from the town center. When recruiting troops from him, he will ask for thalers (price in coin) and coppers (training period in days). Higher-tier troops become available as buildings are purchased and thus further commander types beyond the first are appointed - beware that, without the initial commander and even if all other types have been appointed, no other troops can be recruited. Name Commander Needed Buildings Needed Cost Maintenance Recruitment Time Troop Type Commander None Armory 1500 thalers 250 thalers 5 days Militia Infantry Commander Commander Barracks ? 300 thalers ? InfantryRegional Mercenaries Guard Commander CommanderInfantry Commander Barracks ? 500 thalers ? Guard Infantry Cavalry Commander Commander Stables 2900 thalers 400 thalers 5 days Cavalry Heavy Cavalry Commander CommanderCavalry Commander Stables 4200 thalers 600 thalers 4 days Heavy Cavalry Personal Guard Commander CommanderHeavy Cavalry Commander Stables 10000 thalers 650 thalers 10 days Personal Guard Cavalry Mercenary Commander Commander BarracksStables 2500 thalers 750 thalers 12 days National Mercenaries" "Companion","This article is a disambiguation page for Companion The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Companion may refer to: Companions Companions Companions Companions Angle Companion (Geneat) Norse Companion (Hirthmathr) Saxon Companion (Geneat)" "Company Commander Ivan Hmara","Ivan Hmara Official Information Kingdom Cossack Hetmanate Monarch Hetman Bogdan Hmelnitski Title Vassal Personal Details Gender Male Company Commander Ivan Hmara is initially a vassal of the Cossack Hetmanate. He has no fixed fiefs at the start of a game. This article is a stub. You can help out by expanding it. Cossack Hetmanate Monarch: Claimant: Hetman Bogdan Hmelnitski Ivan Barabash Vassals: Anton Zhdanovich Bogdan Popovich Filon Jalaliy Fyodor Loboda Ivan Bogun Ivan Fedorenko Ivan Hmara Ivan Sirko Ivan Vygovsky Lavrin Sinonos Les' Gritsenko Lukyan Mozyra Maksim Nesterenko Martyn Pushkarenko Matviy Gladkiy Pavlo Gomon Petro Doroshenko Prokop Shumeiko Timofiy Nosach Vasil Zolotarenko" "Company Commander Lavrin Sinonos","Lavrin Sinonos Official Information Kingdom Cossack Hetmanate Monarch Hetman Bogdan Hmelnitski Title Vassal Personal Details Gender Male Company Commander Lavrin Sinonos is initially a vassal of the Cossack Hetmanate. At the start, he may get some villages at random, but he has no fixed fiefs. This article is a stub. You can help out by expanding it. Cossack Hetmanate Monarch: Claimant: Hetman Bogdan Hmelnitski Ivan Barabash Vassals: Anton Zhdanovich Bogdan Popovich Filon Jalaliy Fyodor Loboda Ivan Bogun Ivan Fedorenko Ivan Hmara Ivan Sirko Ivan Vygovsky Lavrin Sinonos Les' Gritsenko Lukyan Mozyra Maksim Nesterenko Martyn Pushkarenko Matviy Gladkiy Pavlo Gomon Petro Doroshenko Prokop Shumeiko Timofiy Nosach Vasil Zolotarenko" "Company Commander Les' Gritsenko","Les' Gritsenko Official Information Kingdom Cossack Hetmanate Monarch Hetman Bogdan Hmelnitski Title Vassal Personal Details Gender Male Company Commander Les' Gritsenko is initially a vassal of the Cossack Hetmanate. This article is a stub. You can help out by expanding it. Cossack Hetmanate Monarch: Claimant: Hetman Bogdan Hmelnitski Ivan Barabash Vassals: Anton Zhdanovich Bogdan Popovich Filon Jalaliy Fyodor Loboda Ivan Bogun Ivan Fedorenko Ivan Hmara Ivan Sirko Ivan Vygovsky Lavrin Sinonos Les' Gritsenko Lukyan Mozyra Maksim Nesterenko Martyn Pushkarenko Matviy Gladkiy Pavlo Gomon Petro Doroshenko Prokop Shumeiko Timofiy Nosach Vasil Zolotarenko" "Composite Bow/With Fire & Sword","Composite Bow Composite BowBase value: 3500Weight: 1.3Damage: 30pAccuracy: 99Speed rating: 85Requires Power Draw: 4With Fire & Sword" "Cornet Siegmund Slushka","Siegmund Slushka Official Information Kingdom Polish Commonwealth Monarch King Jan Kasimir Title Vassal Personal Details Gender Male Cornet Siegmund Slushka is initially a Vassal of Polish Commonwealth. Triva[] His full name in Polish is written Zygmunt Adam Słuszka, in Belarusian Жыгімонт Адам Слушка (Žyhimont Adam Sluška), and in Russian Жигимонт Адам Слушка (Zhigimont Adam Slushka). The historical Zygmunt Słuszka belonged to the Ostoja coat-of-arms (depicted on the character's banner in the game), was the Grand Standard-Bearer of Lithuania (chorąży wielki litewski) in 1656, the Court Standard-Bearer of Lithuania (chorąży nadworny litewski) in 1649, and Elder (starosta) of Rechytsa in 1658-1672. Later in 1674 he would become elector of Jan III Sobieski from the Rechytsa powiat. Slushka's title, Cornet, was a military rank in multiple European nations for a commissioned officer in a cavalry troop. Today, this rank is equivalent to a Second Lieutenant. This makes Slushka the lowest-ranking noble in the game. Polish Commonwealth Monarch: Claimant: King Jan Kasimir Janusz Radziwill Vassals: Alexander Casimir Wolowicz Alexander Oginsky Andrzej Kmicic Boguslav Nesvizhsky Casimir Tyszkiewicz Fyodor Obukhovich Jan Skrzetuski Jan Sobieski Jan Zamojski Jan Zenowicz Janusz Kiszka Jerzy Halecki Krzysztof Grzymultowski Michal Vishnevetsky Michal Wolodyjowski Pavel Sapega Siegmund Slushka Stanislav Liantskoronsky Stanislaw Potocki Stefan Czarniecki" "Cossack Cap","The Cossack Cap is a distinctive form of fur hat. It comes in several colors, with or without feathers. It is commonly worn by troops of the Cossack Hetmanate. ""Give us images or taste steel"" This article does not have any images.Please help the M&B Wiki by uploading one! This article is a stub. You can help out by expanding it." "Cossack Hetmanate","Cossack Hetmanate Banner Troops Official Information Ruler Hetman Bogdan Hmelnitski Claimant Ivan Barabash Faction Location Cossacks in light red “ The Cossacks fight for their freedom and dream of one day forging their own state, one like the Polish Commonwealth, and just as powerful. But in this new nation, the Catholic Pole - the lyakh, as the Cossacks call him - he would no longer find himself among the gentry. Instead, all titles would be held by Orthodox Cossack leaders. Some years ago, the Zaporozhian Host, in a series of bloody battles, forced the Polish crown to grant them limited sovereignty, but now the times have changed. Today the Ukrainian Hetman fights under the hand of the Tsar of Moscow. ” — Jaques de Clermont The Cossack Hetmanate is a Ukrainian state that existed from 1649 to 1764. The Cossack Hetmanate was also called the Zaporozhian Host. The nation, located in the middle to southern region of Eastern Europe, is comprised of wild-spirited independent fighters lead by Hetman Bogdan Hmelnitski. The Cossacks fight against the Polish Commonwealth for their freedom. According to Jaques de Clermont, the Cossacks earned limited sovereignty in a series of bloody battles some years ago. Catholic Poles, however, still dominate the nobility. Those same Polish nobles fear losing titles to Orthodox Cossacks if Hmelnitski's rebellion leads to the establishment of a Cossack state. Cossack leader Bogdan Hmelnitski is forced to seek help from Russia in order to combat the powerful Poles. Together the Cossack Hetmanate and Muscovite Tsardom march on the Polish Commonwealth and the Crimean Khanate. The Secret of the Black Mace is the main questline for the Cossack Hetmanate. Contents 1 Rulers 2 Vassals 3 Tactics 3.1 Strengths 3.2 Weaknesses 4 Troop Tree 5 Territory 6 Battle Cries 7 Trivia Rulers[] Hetman Bogdan Hmelnitski Initial Ruler Ivan Barabash Claimant Vassals[] Army Chief Pavlo Gomon Company Commander Ivan Hmara Company Commander Lavrin Sinonos Company Commander Les' Gritsenko Colonel Anton Zhdanovich Colonel Bogdan Popovich Colonel Filon Jalaliy Colonel Fyodor Loboda Colonel Ivan Bogun Colonel Ivan Fedorenko Colonel Ivan Sirko Colonel Lukyan Mozyra Colonel Maksim Nesterenko Colonel Martyn Pushkarenko Colonel Matviy Gladkiy Colonel Petro Doroshenko Colonel Prokop Shumeiko Colonel Timofiy Nosach Colonel Vasil Zolotarenko Headquarters Clerk Ivan Vygovsky Tactics[] Strengths[] Best Musketeers in the game. Best Dragoons in the game. Reliable light cavalry. Weaknesses[] Low armor across the board. Few and subpar anti-cavalry units. Smallest unit roster. The Cossack Hetmanate is similar to the Kingdom of Rhodoks from Mount&Blade: Warband. Hetmanate Cossacks are firearm masters on foot and on horse but their roster is small, lacking heavily armored units and good anti-cavalry units. Hetmanate militia tier units Countryman, Poor Cossack and Poor Cossack Pikeman all perform average or above average for their class. The Countryman and Poor Cossack Pikeman are unfortunately the only anti-cavalry infantry units available to the Hetmanate but they are so poorly equipped (scythe, pitchfork or short lance) it is not advisable to use them any more than necessary. Hetmanate mainline troops are Zaporozhian Infantryman and Netyag. The Zaporozhian Infantryman is the best mainline musketeer in the game outperforming or equivalent to rival nation's elite musketeers. The Serduk is an upgrade being the best musketeer in the game with the best stats and equipped with Miquelet Muskets. The Netyag is equipped with a pistol and have good firearm stats however they are best suited for a light or medium infantry role due to their medium-high armor, 1H stats and lack of infantry alternatives for the Hetmanate. Finally, the mercenary Tatar Infantryman is equipped with a bow and is unremarkable, best used as a meat shield or filler. The Hetmanate Cossacks have three great units to fulfill a dragoon role: Djura, Watchman and the elite Zaporozhian Cavalryman. You will quickly and easily have access to the Djura and then the Watchman over time, both also serving as light cavalry for the Hetmanate. The Zaporozhian Cavalryman is the elite of the Hetmanate, the best dragoon equipped with medium-heavy armor spawning with either a Lance, saber or AP weapon able to counter inferior cavalry or infantry. The Pike Watchman is quite useful and capable of charging enemy cavalry but exceedingly average and lightly armored so expect them to die in numbers. Finally the Tatar Cavalryman suffers a similar fate to the Tatar Infantryman, outclassed by better alternatives but can be used as filler. Troop Tree[] Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran) Territory[] The territory of the Cossack Hetmanate starts with the following towns, fortresses, and villages. Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha Battle Cries[] insult marks lines heard in the middle of a battle. death marks lines heard on the death of a character. victory marks lines heard at the end of a battle by the winning side. File Name ukr_man_insult_1.wav ukr_man_insult_2.wav ukr_man_insult_3.wav ruk_man_insult_4.ogg ukr_man_insult_5.ogg ukr_man_victory_1.wav Trivia[] The Ruin was a period of time from Bogdan Hmelnitski's death in 1657 to the election of Hetman Ivan Mazepa in 1687, which was full of continuous strife, civil war, and foreign intervention. It ended when Hetman Ivan Mazepa was elected and brought stability and order to the state. The Hetmanate was incorporated into the Russian Empire in 1764. In the game's code, the Cossack Hetmanate is referred to as rhodok, the Kingdom of Rhodoks being similar in that it also historically revolted against the ""main"" faction - the Kingdom of Swadia in the lore of classic Mount&Blade - compared to the Polish Commonwealth in With Fire & Sword. Wikipedia has an article on this subject at:Cossack Hetmanate Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Cossack Mercenary Cavalryman","Camp Location[] Cossack Mercenaries hail from a camp deep in Cossack territory, between Cherkassy and Sich. Troop Ranks[] Cossack Mercenary Cavalryman (recruit) Cossack Mercenary Cavalryman (experienced) Cossack Mercenary Cavalryman (veteran) Cossack Mercenary Cavalryman (elite) Tactics[] Cossack Mercenary Cavalrymen can be customized to match your preferred tactics. They are initially equipped with a carbine, making them a poor version of Dragoons. Basic Equipment[] Weapons Simple SaberMatchlock Carbine Head Armor Simple Cossack Cap Body Armor Simple Zupan Foot Armor Village Boots Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Cossack Mercenary Cavalryman (elite)","Cossack Mercenary Cavalryman (elite) Troop Information Culture Cossack Hetmanate Wages thaler Acquired from... Prisoners or Cossack Mercenary Cavalryman (veteran) Upgrades to... No Further Upgrades Ransom Value thaler The Cossack Mercenary Cavalryman (elite) is a mercenary cavalryman associated with the Cossack Hetmanate. Tactics[] Cossack Mercenary Cavalrymen can be customized to match your preferred tactics. They are initially equipped with a carbine, making them a poor version of Dragoons. Basic Equipment[] Weapons Simple SaberMatchlock Carbine Head Armor Simple Cossack Cap Body Armor Simple Zupan Foot Armor Village Boots Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Cossack Mercenary Cavalryman (experienced)","Cossack Mercenary Cavalryman (experienced) Troop Information Culture Cossack Hetmanate Wages thaler Acquired from... Prisoners or Cossack Mercenary Cavalryman (recruit) Upgrades to... Cossack Mercenary Cavalryman (veteran) Ransom Value thaler The Cossack Mercenary Cavalryman (experienced) is a mercenary cavalryman associated with the Cossack Hetmanate, though it can be hired by any faction. Tactics[] Cossack Mercenary Cavalrymen can be customized to match your preferred tactics. They are initially equipped with a carbine, making them a poor version of Dragoons. Basic Equipment[] Weapons Simple SaberMatchlock Carbine Head Armor Simple Cossack Cap Body Armor Simple Zupan Foot Armor Village Boots Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Cossack Mercenary Cavalryman (recruit)","Cossack Mercenary Cavalryman (recruit) Troop Information Culture Cossack Hetmanate Wages thaler Acquired from... Prisoners or Mercenary Camp Upgrades to... Cossack Mercenary Cavalryman (experienced) Ransom Value thaler The Cossack Mercenary Cavalryman (recruit) is a mercenary cavalryman associated with the Cossack Hetmanate, though it can be hired by any faction. Tactics[] Cossack Mercenary Cavalrymen can be customized to match your preferred tactics. They are initially equipped with a carbine, making them a poor version of Dragoons. Basic Equipment[] Weapons Simple SaberMatchlock Carbine Head Armor Simple Cossack Cap Body Armor Simple Zupan Foot Armor Village Boots Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Cossack Mercenary Cavalryman (veteran)","Cossack Mercenary Cavalryman (veteran) Troop Information Culture Cossack Hetmanate Wages thaler Acquired from... Prisoners or Cossack Mercenary Cavalryman (experienced) Upgrades to... Cossack Mercenary Cavalryman (elite) Ransom Value thaler The Cossack Mercenary Cavalryman (veteran) is a mercenary cavalryman associated with the Cossack Hetmanate, though it can be hired by any faction. Tactics[] Cossack Mercenary Cavalrymen can be customized to match your preferred tactics. They are initially equipped with a carbine, making them a poor version of Dragoons. Basic Equipment[] Weapons Simple SaberMatchlock Carbine Head Armor Simple Cossack Cap Body Armor Simple Zupan Foot Armor Village Boots Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Cossack Mercenary Infantryman","Camp Location[] Cossack Mercenaries hail from a camp deep in Cossack territory, between Cherkassy and Sich. Troop Ranks[] Cossack Mercenary Infantryman (recruit) Cossack Mercenary Infantryman (experienced) Cossack Mercenary Infantryman (veteran) Cossack Mercenary Infantryman (elite) Tactics[] Cossack Mercenary Infantrymen can be customized to match your preferred tactics. They are initially armed with a saber instead of a lance, making them stronger against infantry and in sieges but weaker to cavalry. Basic Equipment[] Weapons Simple Cossack Saber Head Armor Simple Cossack Cap Body Armor Simple Zupan Foot Armor Village Boots There are several equipment options available from the Mercenary Captain: Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Cossack Mercenary Infantryman (elite)","Cossack Mercenary Infantryman (elite) Troop Information Culture Cossack Hetmanate Wages thaler Acquired from... Prisoners or Cossack Mercenary Infantryman (veteran) (upgrade) Upgrades to... No Further Upgrades Upgrade Cost Recruited for thaler Ransom Value thaler The Cossack Mercenary Infantryman (elite) is a mercenary infantryman associated with the Cossack Hetmanate. While associated with the Hetmanate, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] Cossack Mercenary Infantrymen can be customized to match your preferred tactics. They are initially armed with a saber instead of a lance, making them stronger against infantry and in sieges but weaker to cavalry. Basic Equipment[] Weapons Simple Cossack Saber Head Armor Simple Cossack Cap Body Armor Simple Zupan Foot Armor Village Boots There are several equipment options available from the Mercenary Captain: Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Cossack Mercenary Infantryman (experienced)","Cossack Mercenary Infantryman (experienced) Troop Information Culture Cossack Hetmanate Wages thaler Acquired from... Prisoners or Cossack Mercenary Infantryman (recruit) (upgrade) Upgrades to... Cossack Mercenary Infantryman (veteran) Upgrade Cost Recruited for thaler Ransom Value thaler The Cossack Mercenary Infantryman (experienced) is a mercenary infantryman associated with the Cossack Hetmanate. While associated with the Hetmanate, mercenaries know no master, but their paymaster, who pays for their service and demands no oath. Mercenary troops may be recruited at any time by any faction. Tactics[] Cossack Mercenary Infantrymen can be customized to match your preferred tactics. They are initially armed with a saber instead of a lance, making them stronger against infantry and in sieges but weaker to cavalry. Basic Equipment[] Weapons Simple Cossack Saber Head Armor Simple Cossack Cap Body Armor Simple Zupan Foot Armor Village Boots There are several equipment options available from the Mercenary Captain: Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Cossack Mercenary Infantryman (recruit)","Cossack Mercenary Infantryman (recruit) Troop Information Culture Cossack Hetmanate Wages 5 thaler Acquired from... Prisoners or Mercenary Camp Upgrades to... Cossack Mercenary Infantryman (experienced) Upgrade Cost Recruited for 10 thaler Ransom Value thaler The Cossack Mercenary Infantryman (recruit) is a mercenary infantryman associated with the Cossack Hetmanate. While associated with the Hetmanate, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] Cossack Mercenary Infantrymen can be customized to match your preferred tactics. They are initially armed with a saber instead of a lance, making them stronger against infantry and in sieges but weaker to cavalry. Basic Equipment[] Weapons Simple Cossack Saber Head Armor Simple Cossack Cap Body Armor Simple Zupan Foot Armor Village Boots There are several equipment options available from the Mercenary Captain: Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Cossack Mercenary Infantryman (veteran)","Cossack Mercenary Infantryman (veteran) Troop Information Culture Cossack Hetmanate Wages thaler Acquired from... Prisoners or Cossack Mercenary Infantryman (experienced) (upgrade) Upgrades to... Cossack Mercenary Infantryman (elite) Upgrade Cost Recruited for thaler Ransom Value thaler The Cossack Mercenary Infantryman (veteran) is a mercenary infantryman associated with the Cossack Hetmanate. While associated with the Hetmanate, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] Cossack Mercenary Infantrymen can be customized to match your preferred tactics. They are initially armed with a saber instead of a lance, making them stronger against infantry and in sieges but weaker to cavalry. Basic Equipment[] Weapons Simple Cossack Saber Head Armor Simple Cossack Cap Body Armor Simple Zupan Foot Armor Village Boots There are several equipment options available from the Mercenary Captain: Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Cossack Mercenary Rifleman","Camp Location[] Cossack Mercenaries hail from a camp deep in Cossack territory, between Cherkassy and Sich. Troop Ranks[] Cossack Mercenary Rifleman (recruit) Cossack Mercenary Rifleman (experienced) Cossack Mercenary Rifleman (veteran) Cossack Mercenary Rifleman (elite) Tactics[] Cossack Mercenary Riflemen can be customized to match your preferred tactics. They are the only Mercenary Riflemen initially armed with a lance and a pistol. Basic Equipment[] Weapons Simple LancePistol Head Armor Simple Cossack Cap Body Armor Simple Zupan Foot Armor Village Boots There are several equipment options available from the Mercenary Captain: Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Cossack Mercenary Rifleman (elite)","Cossack Mercenary Rifleman (elite) Troop Information Culture Cossack Hetmanate Wages thaler Acquired from... Prisoners or Cossack Mercenary Rifleman (veteran) (upgrade) Upgrades to... No Further Upgrades Ransom Value thaler The Cossack Mercenary Rifleman (elite) is a mercenary marksman infantryman associated with the Cossack Hetmanate, though it can be hired by any faction. Tactics[] Cossack Mercenary Riflemen can be customized to match your preferred tactics. They are the only Mercenary Riflemen initially armed with a lance and a pistol. Basic Equipment[] Weapons Simple LancePistol Head Armor Simple Cossack Cap Body Armor Simple Zupan Foot Armor Village Boots There are several equipment options available from the Mercenary Captain: Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Cossack Mercenary Rifleman (experienced)","Cossack Mercenary Rifleman (experienced) Troop Information Culture Cossack Hetmanate Wages thaler Acquired from... Prisoners or Cossack Mercenary Rifleman (recruit) (upgrade) Upgrades to... Cossack Mercenary Rifleman (veteran) Ransom Value thaler The Cossack Mercenary Rifleman (experienced) is a mercenary marksman infantryman associated with the Cossack Hetmanate. Tactics[] Cossack Mercenary Riflemen can be customized to match your preferred tactics. They are the only Mercenary Riflemen initially armed with a lance and a pistol. Basic Equipment[] Weapons Simple LancePistol Head Armor Simple Cossack Cap Body Armor Simple Zupan Foot Armor Village Boots There are several equipment options available from the Mercenary Captain: Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Cossack Mercenary Rifleman (recruit)","Cossack Mercenary Rifleman (recruit) Troop Information Culture Cossack Hetmanate Wages 5 thaler Acquired from... Prisoners or Mercenary Camp Upgrades to... Cossack Mercenary Rifleman (experienced) Upgrade Cost Recruited for 14 thaler Ransom Value thaler The Cossack Mercenary Rifleman (recruit) is a mercenary Rifleman associated with the Cossack Hetmanate. While associated with the Hetmanate, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] Cossack Mercenary Riflemen can be customized to match your preferred tactics. They are the only Mercenary Riflemen initially armed with a lance and a pistol. Basic Equipment[] Weapons Simple LancePistol Head Armor Simple Cossack Cap Body Armor Simple Zupan Foot Armor Village Boots There are several equipment options available from the Mercenary Captain: Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Cossack Mercenary Rifleman (veteran)","Cossack Mercenary Rifleman (veteran) Troop Information Culture Cossack Hetmanate Wages thaler Acquired from... Prisoners or Cossack Mercenary Rifleman (experienced) (upgrade) Upgrades to... Cossack Mercenary Rifleman (elite) Ransom Value thaler The Cossack Mercenary Rifleman (veteran) is a mercenary marksman infantryman associated with the Cossack Hetmanate, though it can be hired by any faction. Tactics[] Cossack Mercenary Riflemen can be customized to match your preferred tactics. They are the only Mercenary Riflemen initially armed with a lance and a pistol. Basic Equipment[] Weapons Simple LancePistol Head Armor Simple Cossack Cap Body Armor Simple Zupan Foot Armor Village Boots There are several equipment options available from the Mercenary Captain: Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Cossack Saber/With Fire & Sword","Cossack Saber Cossack SaberOne-handedBase value: 625 thalersWeight: 1.0Swing: 22cSpeed rating: 101Weapon reach: 95Requires strength: 7With Fire & Sword" "Count Casimir Tyszkiewicz","Casimir Tyszkiewicz Official Information Kingdom Polish Commonwealth Monarch King Jan Kasimir Title Vassal Personal Details Gender Male Count Casimir Tyszkiewicz is initially a Vassal of the Polish Commonwealth. He is the initial ruler of Lodz Castle. Polish Commonwealth Monarch: Claimant: King Jan Kasimir Janusz Radziwill Vassals: Alexander Casimir Wolowicz Alexander Oginsky Andrzej Kmicic Boguslav Nesvizhsky Casimir Tyszkiewicz Fyodor Obukhovich Jan Skrzetuski Jan Sobieski Jan Zamojski Jan Zenowicz Janusz Kiszka Jerzy Halecki Krzysztof Grzymultowski Michal Vishnevetsky Michal Wolodyjowski Pavel Sapega Siegmund Slushka Stanislav Liantskoronsky Stanislaw Potocki Stefan Czarniecki" "Count Orvar von Goya","Orvar von Goya Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male Count Orvar von Goya is initially a Vassal of the Kingdom of Sweden, and the lord of Torma. Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet" "Countryman","Countryman Troop Information Culture Cossack Hetmanate Wages 1 thaler/week Acquired from... Cossack villages- or -Infantry Commander Upgrades to... Poor Cossack- or -Poor Cossack Pikeman Upgrade Cost 10 thalers XP for Kill ? experience Ransom Value ? thalers Countrymen are village archers of the Cossack Hetmanate. Tactics[] Very poor fighters virtually unarmored as well as armed with basic melee weapons and Handmade Firearms, they should be upgraded as soon as possible. Their weak combat skills make them excellent cannon fodder while their low cost makes them easily recruited en masse - they can be used quite well to hold off the enemy long enough for far superior troops to destroy it. Recruiting them from an Infantry Commander costs 2 thalers and 4 coppers (training days). Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Countryman - Default Stats and Equipment Attributes Stat Points Level 3 Strength 6 Agility 6 Intelligence 0 Charisma 0 Health 41 Armor Head Village Cap Body Broadcloth DressSvitka Hand None Foot Village BootsBast Shoes Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 55 Two Handed Weapons 35 Polearms 45 Archery 10 Firearms 50 Throwing 0 Weapons Melee ScythePitchforkCarpenter Axe Ranged Handmade FirearmLight Bullets Shield None Mount None Gallery[] in-game stats and equipment Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran)" "Crimean Khanate","Crimean Khanate Banner Troops Official Information Ruler Khan Islam Giray Claimant Mehmed Giray Faction Location Crimeans in aquamarine “ Islam Giray, aided Bogdan Hmelnitski, depends on an independent Cossack Hetmanate to shield him against both the Muscovite Tsardom and the Polish Commonwealth. Islam Giray passes for a lavish ruler, and thus far he has sided with the Cossacks. But now that Ukraine has allied with Russia, there are rumors that the Tatars would betray the Cossacks, and ally with the Polish Commonwealth instead. ” — Jaques de Clermont The Crimean Khanate is one of the Nations of Eastern Europe featured in Mount&Blade: With Fire & Sword. It is led by Khan Islam Giray. It is a protectorate of the Ottoman Empire. The Crimeans are Tatars who live in the southern part of Eastern Europe, while the Khanate is the remnant of the once-great empire of Genghis Khan, as well as the Golden Horde. Its ""capital"" is Bakhchisaray. It is located in the south-east part of the overland map. The Crimean Khanate is one of two nations without a main questline, the other being the Kingdom of Sweden. Contents 1 Rulers 2 Vassals 3 Tactics 3.1 Strengths 3.2 Weaknesses 4 Troop Tree 5 Territory 6 Battle Cries 7 Trivia Rulers[] Khan Islam Giray Initial Ruler Mehmed Giray Claimant Vassals[] Baesid-khan Ahmed-pasha Imad-pasha Mirza Enikey Mirza Yanmamed Shirin-bey Mirza Davletshi Bukryn-bey Baryn-bey Argun-bey Sedjet-bey Mansur-bey Yashlav-bey Mirza Argyn Mirza Agish Mirza Divey Mirza Appak Mirza Karach Mirza Yelchy Uzyn-bey Tactics[] Strengths[] Excellent horse archers. Reliable heavy cavalry. Good elite light infantry and Janissary corps. Weaknesses[] Unreliable musketeers (Seymen). Lacking in cavalry-fighting infantry. No heavy infantry. The Crimean Khanate is similar to the Khergit Khanate faction of Mount&Blade: Warband. Generally the Khanate opts for a more traditional style of mounted steppe warfare, with few options for infantry and are most commonly seen with bows and shields. Most of the horse archers available to the Khanate are light, fast and deadly but Circassians and Mirza Chambul have medium-heavy armor and great skills to makeup for the lack of firearms. The Khanate has dedicated melee mounted swordsmen with shields like Nogai (light) and Asak Bey (heavy) and lancers in the form of Oglan (light) and Nokhor (heavy). If the player tries to imitate the infantry-centric warfare of Europe, there are only five (four reliably) infantry units available to the Khanate; one swordsman, two archers and two musketeers. Infantry front-lines should be made up of either: Ottoman Azaps (light melee infantry with fast sword and shield), Kapikulu (expendable militia-tier archers with sword and shield) or mercenaries (preferably heavy and/or anti-cavalry). The two musketeers available should be mixed with each other for mix of survivability and effectiveness. Seymen are hardy musketeers with heavy armor and a decent firearm but are slow with low stats, Ottoman Janissaries however are fast with good stats and firearms but have no armor. The Khanate has no mounted troops with firearms and Tatar Mercenary Cavalrymen cannot wield a carbine so it has to fulfill a dragoon, cuirassier, or reiter-type role with its horse archers. Crimean tactics against wagon forts consist of dismounting any ranged troops and firing a barrage of missiles, covering the melee troops' charge inside. Troop Tree[] Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran) Territory[] The territory of the Crimean Khanate starts with the following towns, fortresses, and villages. Territory of the Crimean Khanate TownsAkkerman Azaq-kale Bakhchisaray Kyzykermen FortressesIzmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun FortressKyzyl-yar Fortress Perekop VillagesAk-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash SinelnikovoSivash Tumnek Battle Cries[] insult marks lines heard in the middle of a battle. death marks lines heard on the death of a character. victory marks lines heard at the end of a battle by the winning side. File Name tatar_man_death_1.wav tatar_man_insult_1.wav tatar_man_insult_2.wav tatar_man_insult_3.wav tatar_man_insult_4.wav tatar_man_insult_5.wav Trivia[] The Khanate became a protectorate of the Ottoman Empire when the Ottomans intervened in the first khan's sons' struggle for power. The Ottoman sultan enjoyed veto power over the election of a new khan, and the Ottomans annexed the Crimean coast, but recognized the legitimacy of the khanate rule of the steppes, as the khans were descendants of the famous Genghis Khan. This relationship is evident in-game due to the Khanate's use of Janissary soldiers and Azaps, troops almost exclusively associated with the Ottoman Empire. The royal Giray family, descendants of the rulers of the Khanate, still lives to this day, living in Turkish cities such as Bursa, Istanbul, and in other countries as well. The title of ""bey"", shared by several Crimean nobles, is a Turkish title for chieftain. ""Mirza"", meanwhile, is originally a Persian title for a high nobleman or prince. In the game, banners of Crimean characters all use the same color scheme, only with different markings. This is semi-historical, as Turkic peoples have traditionally used ""tamgas"" - abstract markings - to serve as the emblem of their tribe, cla, or family, the same way Europe would use coats-of-arms or banners. As each tamga was distinct, one would not need to rely on colors to differentiate one tamga from another. In the game's code, the Crimean Khanate is referred to as khergit, the Khergit Khanate being similar in that both factions are nomadic and have bandits spawn in their territory (Tatar Raiders vs Steppe Bandits). Wikipedia has an article on this subject at:Crimean Khanate Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Crossbows","Crossbows are widely available throughout the game and are decent alternatives to bows, which usually require more patience to master. Crossbows initially do more base damage than other weapons but don't receive the same damage bonuses from player skills like other ranged or melee weapons so they quickly fall behind. Crossbows are unique in that they must be manually reloaded after every shot before they may be used again - loading itself requires the wielder to stand still to draw back the bow and lock it in while loading the bolt allows movement. Once loaded and unlike drawing back a bow, a crossbow will typically take less time to level at a target and can hold fire while aiming without losing accuracy. The more powerful crossbows may be shot, but not reloaded, on horseback - the player may dismount, reload, and continue to shoot, or remain mounted and pursue the enemy with other weapons. Crossbows make effective sidearms for cavalry players since they can often finish off wounded enemies where bows would be too slow or lack killing power. On horseback, crossbows may be fired in a roughly-250-degree arc starting 90 degrees to your right and ending 160 degrees to your left, making it impossible to fire directly behind your horse. Enemy troops will almost never fire their crossbows' last shot since loading the bolt empties their quiver, typically triggering melee behavior before they can finish aiming. A crossbowman on foot bends down when reloading, briefly reducing their profile and sometimes driving their back-mounted shield into the path of incoming fire. List of Crossbows[] ▼ Show/Hide Crossbows ▼ Weapon STR Damage Accuracy Attack Speed Missile Speed Weight Price Modifiers Other Hunting Crossbow - 37(pierce) 99 47 50 2.3 22 MasterworkBentCracked Light Crossbow 8 44(pierce) 99 45 59 2.5 67 MasterworkBentCracked Crossbow 8 49(pierce) 99 43 66 3.0 182 MasterworkBentCracked Cannot be used on horseback Heavy Crossbow 9 58(pierce) 99 41 68 3.5 349 MasterworkBentCracked Cannot be used on horseback Siege Crossbow 10 63(pierce) 99 37 70 3.8 683 MasterworkBentCracked Cannot be used on horseback ▲ Show/Hide Crossbows ▲ Bolts[] Crossbows require bolts in order to be used, but start combat already loaded with a single bolt. When all ammunition is gone, the weapon can no longer shoot any projectiles. Bolts automatically refill after battle. Larger bags with increased ammunition capacity (and price) are available to the player. ▼ Show/Hide Bolts ▼ Projectile Stack Amount Damage Weight Price Modifiers Bolts 29 1(pierce) 2.3 64 Large BagBent Steel Bolts 29 2(pierce) 2.5 210 Large BagBent ▲ Show/Hide Bolts ▲ Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment" "Crowbill/With Fire & Sword","Crowbill CrowbillOne-handedBase value: 650 thalersWeight: 1.25Swing: 24pSpeed rating: 96Weapon reach: 60Requires strength: 9With Fire & Sword" "Cuirassier","For other uses, see Cuirassier (disambiguation). Cuirassier Troop Information Culture Kingdom of Sweden Wages ? thalers/week Acquired from... Heavy Cavalry Commander Upgrades to... Cuirassier (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Cuirassiers are heavy horse archers of the Kingdom of Sweden. Tactics[] Medium cavalry armed with carbines or pistols, their Firearms skill is worse than Cossack Hetmanate mounted shooters' - hence why, like many Swedish troops, Cuirassiers are far more effective melee troops than ranged, best used by employing Dragoon-like tactics of approaching enemy lines, discharging firearms, then charging in for close combat. The player should not let Cuirassiers chase routing enemies - that's the Dragoons' job - unless they are sure no more reinforcements will arrive to continue the battle. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Cuirassier - Default Stats and Equipment Attributes Stat Points Level 15 Strength 9 Agility 8 Intelligence 0 Charisma 0 Health 48 Armor Head Hat Body Half-Cuirass Hand Infantry Gloves Foot Jackboots Skills Skill Points Ironflesh 2 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 4 Shield ? Athletics ? Riding 3 Shooting from Horseback 6 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 135 Two Handed Weapons 115 Polearms 125 Archery 0 Firearms 130 Throwing 0 Weapons Melee BroadswordShort Broadsword Ranged PistolOld PistolBullets Shield None Mount Saddle Horse Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran)" "Cuirassier Spearman","For other uses, see Cuirassier (disambiguation). Cuirassier Spearman Troop Information Culture Kingdom of Sweden Wages 35 thalers/week Acquired from... Heavy Cavalry Commander Upgrades to... Cuirassier Spearman (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Cuiraissier Spearmen are heavy cavalry of the Kingdom of Sweden. Tactics[] Medium shock cavalry armed with a short lance - replaced by a broadsword during sieges - and wearing their namesake half-plate cuirass, they are efficient in groups of 12 or more. Like Oglan and Winged Hussars, they are meant to charge straight into enemy lines, shattering them and causing weaker troops to rout, but Cuirassiers are utterly useless when dismounted and surrounded by enemy troops - especially pikemen and cavalry - hence why they are best used as support for Dragoons and/or Reiters. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Cuirassier Spearman - Default Stats and Equipment Attributes Stat Points Level 15 Strength 9 Agility 8 Intelligence 0 Charisma 0 Health 48 Armor Head Hat Body Half-Cuirass Hand Infantry Gloves Foot Jackboots Skills Skill Points Ironflesh 2 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 4 Shield ? Athletics ? Riding 3 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 150 Two Handed Weapons 130 Polearms 140 Archery 0 Firearms 0 Throwing 0 Weapons Melee Cavalry Lance Ranged None Shield None Mount Saddle Horse Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran)" "Cuirassier Spearman (veteran)","For other uses, see Cuirassier (disambiguation). Cuirassier Spearman (veteran) Troop Information Culture Kingdom of Sweden Wages ? thalers/week Acquired from... Cuirassier Spearman Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Cuiraissier Spearmen (veterans) are veteran heavy cavalry of the Kingdom of Sweden. Tactics[] Medium shock cavalry armed with a short lance - replaced by a broadsword during sieges - and wearing their namesake half-plate cuirass, they are efficient in groups of 12 or more. Like veteran Oglan and veteran Winged Hussars, they are meant to charge straight into enemy lines, shattering them and causing weaker troops to rout, but veteran Cuirassiers are utterly useless when dismounted and surrounded by enemy troops - especially pikemen and cavalry - hence why they are best used as support for veteran Dragoons and/or veteran Reiters. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Cuirassier Spearman (veteran) - Default Stats and Equipment Attributes Stat Points Level 20 Strength 10 Agility 9 Intelligence 0 Charisma 0 Health 51 Armor Head Hat Body Half-Cuirass Hand Leather Gloves Foot Jackboots Skills Skill Points Ironflesh 3 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 5 Shield ? Athletics ? Riding 5 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 165 Two Handed Weapons 145 Polearms 155 Archery 0 Firearms 0 Throwing 0 Weapons Melee Cavalry Lance Ranged None Shield None Mount Hunter Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran)" "Cuirassier (Custom Battle)","Cuirassier The Cuirassier is a character playable in the Custom Battle mode of Mount&Blade: With Fire & Sword. In-game description[] The cuirassiers (from the French word cuirass, armor) are a cavalry corps equipped with light chest armor, the cuirass. They developed in the 16th century in many European countries, and were designed to compensate for the dearth of knights in heavy cavalry. The cuirassiers' suite of armor (called 'cuirass armor') was reduced to a half-armor piece which was relatively inexpensive. By the 16th century, it consisted only of a helmet and a cuirass proper. Initially, when cuirassiers fought alongside knights, they wielded the same type of sword, but later they switched to using broadswords, and in certain armies, heavy sabers. Stats[] Cuirassier - Default Stats and Equipment Attributes Stat Points Level 20 Strength 12 Agility 14 Intelligence 0 Charisma 0 Health Armor Head Hat Body Breastplate Hand Infantry Gloves Foot Jackboots Skills Skill Points Ironflesh 3 Power Strike 2 Grenade Throwing 0 Power Draw 0 Weapon Master 3 Shield 0 Athletics 2 Riding 5 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 150 Two Handed Weapons 150 Polearms 150 Archery 150 Firearms 150 Throwing 150 Weapons Melee Cavalry Lance, Short Broadsword Ranged Shield Mount Courser This article is a stub. You can help out by expanding it. With Fire & Sword Custom Battle Troops Reiter Hussar Boyar Cuirassier Mounted Archer Musketeer Netyag Swordsman Rondartschier Pikeman Halberdier" "Cuirassier (disambiguation)","This article is a disambiguation page for Cuirassier (disambiguation) The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Cuirassier may refer to: Cuirassier (veteran) Cuirassier Spearman (veteran) Cuirassier (Custom Battle)" "Cuirassier (veteran)","For other uses, see Cuirassier (disambiguation). Cuirassier (veteran) Troop Information Culture Kingdom of Sweden Wages ? thalers/week Acquired from... Cuirassier Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Cuirassiers (veterans) are veteran heavy horse archers of the Kingdom of Sweden. Tactics[] Medium cavalry armed with carbines or pistols, their Firearms skill is worse than Cossack Hetmanate veteran mounted shooters', hence why - like many Swedish troops - veteran Cuirassiers are far more effective melee troops than ranged, best used by employing Dragoon-like tactics of approaching enemy lines, discharging firearms, then charging in for close combat. The player should not let veteran Cuirassiers chase routing enemies - that's the Dragoons' job - unless they are sure no more reinforcements will arrive to continue the battle. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Cuirassier (veteran) - Default Stats and Equipment Attributes Stat Points Level 20 Strength 10 Agility 9 Intelligence 0 Charisma 0 Health 51 Armor Head Hat Body Half-Cuirass Hand Leather Gloves Foot Jackboots Skills Skill Points Ironflesh 3 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 5 Shield ? Athletics ? Riding 4 Shooting from Horseback 7 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 150 Two Handed Weapons 130 Polearms 140 Archery 0 Firearms 145 Throwing 0 Weapons Melee BroadswordShort Broadsword Ranged PistolOld PistolBullets Shield None Mount Hunter Trivia[] They are not labeled as ""(veteran)"" in-game, making them indistinguishable from their recruitable counterparts. Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran)" "Custom Battle","Custom Battle Setup Screen Custom battles are a feature available only in Mount&Blade: Warband and Mount&Blade: With Fire & Sword. You have access to armies of factions (including outlaws) of up to 200 men (25 trials) and several characters. There are 3 sliders that change the percentage of troops of each type (cavalry, infantry, archers). Interestingly, if, say the Khergit Khanate had 36% infantry out of 100 men, they will have 36 Dismounted Lancers. These troops can also be fought with or against multiplayer bots. In Warband, there are 2 other unique troops that don't appear in single player normally, Nord Scouts and Rhodok Horsemen. Contents 1 Warband 1.1 Characters 1.2 Maps 1.2.1 Battle 1.2.2 Siege 2 With Fire & Sword 2.1 Troops 2.2 Maps 2.2.1 Battle 2.2.2 Siege 3 Classic Mount&Blade 3.1 Skirmish 1 3.2 Skirmish 2 3.3 Siege Defense 3.4 Skirmish 3 3.5 Siege Offense Warband[] Characters[] The player can control one of eleven characters in a custom battle: Rodrigo de Braganca Usiatra Hegen Konrad Sverre Borislav Stavros Gamara Aethrod Zaira Argo Sendnar Maps[] There are five different maps in Custom Battle, split up into two Game Types: Battle[] Farmhouse Oasis Tulbuk's Pass Siege[] Two modes are available for each siege map: offense and defense. Haima Castle Ulbas Castle With Fire & Sword[] Custom Battles reappear in With Fire & Sword, where a battle can be set up between any two of the five nations, in addition to outlaws. Troops[] Non-player troops will be troops unique to the nations chosen for battle. However, the player can choose one of the following troops, unique to custom battles: Reiter Hussar Boyar Cuirassier Mounted Archer Musketeer Netyag Swordsman Rondartschier Pikeman Halberdier Maps[] The pattern of five maps split up into three game types return in With Fire & Sword: Battle[] Swamp Delta Riverside Settlement Small Farmstead Siege[] Both maps are available in two modes: offense and defense. Wooden Fort Riverside Fortress Classic Mount&Blade[] The original Mount&Blade had ""scenarios"" instead. In the scenarios, you have a set lord or lady, and fight a set amount and tier of units of a set faction. There were 5 scenarios: Skirmish 1[] Premise: Swadian Lord Haringoth is traveling with his household knights when he spots a group of raiders preparing to attack a small hamlet. Shouting out his warcry, he spurs his horse forward and leads his loyal men to a fierce battle. Skirmish 2[] Premise: Vaegir Lord Mleza is leading a patrol of horsemen and archers in search of a group of bandits who plundered a caravan and ran away to the hills. Unfortunately, the bandits have recently met two other large groups who want a share of their booty and spotting the new threat, they decide to combine their forces. Siege Defense[] Premise: Rhodok Lady Brina is leading the defense of her castle against a Swadian army. Now, as the besiegers prepare for a final assault on the walls, she must make sure the attack does not succeed. Skirmish 3[] Premise: When the scouts inform Swadian Lord Grainwad of the presence of an enemy warband, he decides to act quickly and use the element of surprise against superior numbers. Siege Offense[] Premise: Nordic Lord Haeda has brought his fierce huscarls into the south with the promise of plunder. If he can make this castle fall to him today, he will settle in these lands and become the ruler of this valley." "Czaple","Czaple Settlement Information Type Village Kingdom Crimean Khanate Fortification Kalanchak Fortress World Map With Fire & SwordCzapleKalanchak FortressTemplate:World Map/With Fire & Sword Czaple is a village initially owned by the Crimean Khanate. It is subordinate to Kalanchak Fortress. Layout[] Player Elder Fugitive Czaple is built on flat terrain, with a body of water on the edge of the allocated land for the village, but access to this is blocked by an invisible barrier. It is a Tatar-style village with 21 houses and a mosque in the center. The Village Elder stands in front of the large house with white walls. If sent here during a Hunt Down Fugitive quest, the Nervous Man will stand in front of the third house on the left from the player's entrance. Territory of the Crimean Khanate TownsAkkerman Azaq-kale Bakhchisaray Kyzykermen FortressesIzmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun FortressKyzyl-yar Fortress Perekop VillagesAk-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash SinelnikovoSivash Tumnek" "Danish Elite Vikingr","Danish Elite Vikingr Troop Information Culture Norse Wages 90 Acquired from... Prisoner recruitment, liberating prisoners Upgrades to... N/A Danish Elite Vikingarnir (singular: Danish Elite Vikingr) are bandits that can be found in raiding parties on the sea or generated by longphorts (similar to camps). Sailing bonus[] They count as sailors for the party speed on sea bonus of up to 40% increase (if more then 50% of your party are considered sailors). Stats and Equipment[] Danish Elite Vikingr - Default Stats and Equipment Attributes Stat Points Level 29 Strength ? Agility ? Intelligence ? Charisma ? Health 73 Armor Head Norse Helm, Norse Helm with Leather, Norse Helm with Mail, Old Norse Helm, Old Norse Helm with Leather, Old Norse Helm with Mail Body Norse Hringserks, Norse Long Gambeson, Norse Gambeson, Cloaked Norse Hringserks Hand Leather Gloves Foot Quality Wrapping Boots Skills Skill Points Sea-King ? Navigation ? Ironflesh 9 Power Strike 6 Power Throw 2 Power Draw 2 Weapon Maintenance ? Weapon Master 9 Athletics ? Riding ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 220 Two Handed Weapons 220 Polearms 220 Archery 50 Crossbows 0 Throwing 240 Slings 170 Weapons Melee Langseax, Sword Ranged Throwing Spears Shield Danish Shield Mount ? Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr" "Date Fruit","Date Fruit Games Base value 120 Weight 40.0 Item Quantity 10 Morale Bonus +0 Spoils No Goods Type Trade Made From... N/A Made Into... N/A Date Fruits are an odd food-like trade good. Although they have a quantity, date fruits are not consumable, provide no morale bonus, nor are they used as a resource by any Productive Enterprise. Date fruits can be bought cheaply from Sarranid villages and sold for a premium anywhere else. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Denar","Denars are the currency in Mount&Blade, Warband, and Bannerlord. They are used in quests and in everyday Calradian life. They are minted from gold, silver, and possibly copper. With Fire & Sword uses thalers, and Viking Conquest uses peningas, but they are otherwise equivalent. ""Denars"" are also the currency of the real-life Republic of North Macedonia, but the Mount&Blade currency probably came from ""denarii"", which were coins used in ancient Rome and are also the etymologic origin of Macedonia's denar. Many other countries also use the similarly named ""dinars"", ""denier"", ""denari"", ""denario"", and ""denarius""; all also ultimately from the Roman denarius. Contents 1 Gaining Denars 1.1 Quests 1.2 Tournaments 1.3 Pillage 1.4 Merchanting 1.5 Combat 1.6 Enterprises 1.7 Negative denars (Console only) Gaining Denars[] When you first start out, the amount of denars you possess varies depending on your choices during character creation. For example, a Hunter, Street Urchin, or Game Poacher starts with fewer denars than an Impoverished Noble, Page, or Squire. Quests[] If you are lucky enough, you may find a Lord who wants their taxes to be collected from a village, or a town (depending on what fiefs the lord owns). You should take these quests. First, go to the village, and start collecting taxes. The village relation to you will drop slightly and if you continue to take them (when it asks you if you want to), it will drop again and some villagers may attack you. The drop in relation with the village is very little and can be recovered in one quest for the village, so if you want them to like you, it is no problem. Once you have completed collecting their money, the quest will be marked 'completed' and tell you to return to the Lord who gave you the quest. This part of the quest, however, has no time limit. So you can just keep the money and spend it yourself. You can get about 2000-8000 from doing this, which can be especially helpful in the beginning of the game. The Lord won't be able to give you more quests if you don't complete it, but there are many Lords and one barely matters. Plus, it's easy to earn back those denars later on in the game. Tournaments[] To quickly earn money, winning tournaments is ideal. Unfortunately, travelling to the tournaments can be long and boring and sometimes there are no tournaments being hosted at the time you ask a tournament master. You can make up to 4180 denars if you win the tournament with maximum bets on yourself, though repeatedly winning tournaments over a short span of time will decrease your maximum profits. Tournaments can be tough to win in the early game and if the tournament uses weapons that your character is not adept with, you may find yourself wasting money. Pillage[] Another option is to loot a village. Goods (as opposed to equipment) sell for almost the same price as its base value, so when it says it sells for 500, it basically does (it depends on the town you sell it to). A village's loot usually sells for 4000-6000 denars. To loot a village, you must be at war with the faction the village belongs to. Attacking a village, however, is dangerous and can ruin your reputation with your king if you are a vassal. It also reduces your honor by 3. If you already have a very negative reputation with the faction that owns the village, they will come and stop you. Since you can't stop looting, you will most likely be defeated in pitched battle. So it is best to loot when you have only just killed some farmers, and when you are not a vassal or mercenary. Some of your heroes will become unhappy if you loot villages. This can be problematic if you drive off someone like Jeremus, who many players rely on for his good medical skills. While Lords coming to protect their villagers can be dangerous, if you choose to loot a village belonging to a poor lord, he may try to stop you with as few as thirty troops. If your army is strong enough, you can defeat him and take him prisoner, which would help your finances even more than looting the village did, assuming you can hold on to him until a ransom is offered. Villages are slightly exploitable. If you attack by yourself and the peasants defeat you, you can attack again without waiting. Even if you are at 0 health. Since the fight takes no game time, you can try again and again as many times as you need. Each time you attack, you will lose 3 more Honor and the lord who owns the fief will hate you more and more. Other than that, there is no penalty. Note: When you fight with 0 health, any hit on you will knock you unconscious - even if it deals 0 damage. So watch out for their stones. Blocking will still prevent death. Merchanting[] You can also use some merchanting strategies to gain a lot of denars. The best places to do this are Curaw and Dhirim which both sell iron for low prices. You will generally want at least 2000 denars to do this so you can buy enough iron. They usually sell iron anywhere from 70-150 when it is cheap. You should try to buy as much iron as you can before the iron hits above 150 denars each to maximize your profit as they sell for about 300 in certain Towns. Each time you buy one, the price increases so don't buy too many. Also, when you sell them, the price drops so the more you have, the less you make per bar. You can easily gain 2000-4000 denars from buying and selling iron. Salt is also an effective strategy, as buying it at Wercheg then selling it to nearby Rivacheg can sometimes get you a 250 denar profit. Ahmerrad in the desert regions (Warband) is also a viable place to try, as buying salt there and then selling it to the Vaegirs (or generally the other side of the map) can lead to a similar profit. Merchanting is obviously benefitted by upgrading the trade skill, as buying prices are lower and selling prices are higher, but it also leads to a more effective ""Observe the local prices"" search (which tells you how much you may get buying certain goods at your location then selling them at particular towns), found in the marketplace dialogue. Another idea to trade, especially in the beginning, is buying cattle in villages, slaughter them and sell their beef in the towns. Just go to the village center, speak with the Village Elder, tell him you want to buy cattle. You might be lucky, so they will sell it for less than 50 denars. Take five of them, slaughter them, so you will get 10 fresh beef. Now sell it at the town, you should get 700 denars by investing less than 250. So that is a little ""starting boost"", as you don't invest much and it doesn't take much time. However, cattle often cost much more, so this strategy is not always profitable. In With Fire & Sword, there is a very simple trade strategy. Buy in the south and sell in the north, especially in Reval, Dorpat Fortress and Dzvinsk Castle. Combat[] Later in the game, whether you have joined a faction or are running your own, you will capture lords of enemy factions which can gain you a lot of money. A very good method for running an army of knights that is too large to sustain with food (morale drops too low), you can continually fight and win battles to constantly temporarily raise morale causing the knights to stay together. On top of that, you can constantly battle and defeat lords of other factions which will make your army happy and fill you pockets with money. If you have enterprises as well, you can be gaining money each week while you rampage through enemy territory defeating enemy lords. Enterprises[] Productive Enterprises added in Warband are the best way to make a large and secure income. A dyeworks costs 10000 denars but will make you roughly 500 denars each week. This will take 20 weeks to pay itself off, but since you must pay your troops each week, it will prove more valuable than you think. You can actually make money each week with enough enterprises even when your army is 150+ soldiers. Since they are in towns, they only fail to make money when the town is under siege or when an enemy faction owns the town. Villages on the other hand, will constantly get looted and your fiefs can fail to give you money at crucial times such as during war. Also, in order to protect castles and towns, you must have soldiers in them which often cost more than the castle or town's taxes. Also tax inefficiency comes into play once you have too many fiefs causing them to be less effective. Negative denars (Console only)[] Negative denars is a glitch within the game that can be achieved by overspending on upgrading more than 1 of a unit type at once. For example, if you had 80 denars, and 5 Vaegir Archers ready to upgrade for 40 denars each, upgrading them all at once will put you at -120 denars. This can only be done if you have enough money to upgrade at least one of the units, as any less will make the game state that you do not have enough money. This can only occur through the use of the slider in console editions, as ctr + click will only upgrade what you can afford. As the game was not designed to go negative, it will reset to 0 after entering a shop or spending/gaining money through interactions such as hiring or completing a quest that gives any cash reward, even if it is not greater than your defecit. This glitch is very useful, as you can upgrade units as much as you want, and remove your debts by recruiting from a local village and setting the counter back to 0." "Desert Bandit","Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Desert Bandit Troop Information Culture Bandits Wages 14-7 denars/week Acquired from... Prisoners Upgrades to... Sarranid Recruit Upgrade Cost 40 denars XP for Kill 96 experience Ransom Value 80 denars Desert Bandits are bandit cavalry in Mount&Blade: Warband. Tactics[] Roaming the deserts of Calradia, they spawn in groups of 4-58. Desert Bandits have the same kind of tunics and equipment as early-tier Sarranid Sultanate troops. They are lightly armed but also mounted, making them somewhat dangerous to low-level players - many Desert Bandits will attack with bows and jarids before moving in with one-handed maces, swords, and spears while those carrying lances have the ability to inflict couched lance damage, which can kill many characters with a single strike. Desert Bandits are usually found near the town of Ahmerrad or Durrin Castle. They are best fought with a combination of spear and ranged units, like Rhodok troops, or by fast moving cavalry, such as Swadian Men-at-Arms or Khergit Horse Archers. It can be difficult to defeat Desert Bandits with just melee infantry, but a tightly packed formation of heavier infantry is also difficult for such light cavalry to attack if they hold position. Desert Bandits will attack small groups such as village farmers or caravans but flee from parties they cannot easily defeat. Because of their horses, they are usually difficult to hunt down on the map as their movement speed is between 5-7. Catching Desert Bandits is best done with a small party of 30-50 mounted units and a companion with Path-finding to improve party speed. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Desert Bandit - Default Stats and Equipment Attributes Stat Points Level 12 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible) Desert Turban(Possible) Turban(Possible) Steppe Cap Body Worn RobeSkirmisher Armor Hand None Foot None Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw 3 Weapon Master ? Shield ? Athletics ? Riding 4 Horse Archery 3 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Crossbows 100 Throwing 100 Weapons Melee Light LanceSpearSarranid SwordFlanged Mace Ranged (Possible) Nomad Bow(Possible) Short Bow(Possible) Arrows(Possible) Jarids Shield (Possible) Leather Covered Round Shield Mount Desert HorseSaddle Horse Trivia[] They use the same overland map model as Deserters. Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr" "Deserters","For the With Fire & Sword version, see Rebel. For the Bannerlord version, see Deserter (Bannerlord). Deserters Troop Information Culture Varies Wages Varies Acquired from... Varies Upgrades to... Varies Upgrade Cost Varies XP for Kill Varies Ransom Value Varies Deserters are tiers-two-to-four bandit troops in Mount&Blade and Warband. Tactics[] The biggest difference between them and the more common bandits is that Deserters are usually stronger and have much better equipment - this is because their gangs mainly come from regular factions. Sometimes appearing in big high-tier groups, they will never spawn as tier-one recruits or as tier-five (six for Nord Huscarls) elite troops. If they interact with the player, they will demand a bribe amounting to a percentage of the player's current denars. Deserters are soldiers who have left their kingdoms to live as ""free brothers"". The player can encounter them anywhere but they are more common in border regions where conflicts have occurred. They usually come in medium-sized parties of a single troop type (e.g. 20 Swadian Militia). Due to their parties' higher troop quality, Deserters are often more hostile than similarly sized Looter parties and will usually drop much better equipment than other bandit-type parties. Low-to-mid tier infantry Deserters are good targets at early levels, as they usually have decent gear to be looted, provided you are mounted and have a lance of some sort or a powerful ranged weapon. Most Deserters will lack any kind of ranged attack or weapons long enough to counter a solitary rider gradually tearing away at their flanks. A particularly skilled player, even during early game, may choose to attack higher-tier infantry or even cavalry, as enemy riders often cannot compete with the more intelligent maneuvering of a human rider. As Deserters that split off from a lord's party will always be made up exclusively of a single troop type, unless they have freed prisoners from another party, specific strategies can usually be devised on how one wishes to deal with them. Infantry and archers can usually be trampled by groups of cavalry with little worry while heavy cavalry should usually be lured or chased into favorable terrain before they are engaged in order to minimize friendly casualties. Light and skirmish cavalry can be dealt with by holding firm in a deep formation or simply crushing them with heavier cavalry. If the player's party's morale has reached a certain low point and they do not have enough money or food to sustain the party, half its members will be randomly selected to defect and form a band of Deserters, which will immediately engage the remainder of the player's party without giving them a chance to escape. Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr" "Djura","Djura Troop Information Culture Cossack Hetmanate Wages 8 thalers/week Acquired from... Cavalry Commander Upgrades to... Djura (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Djura are regular horse archers of the Cossack Hetmanate. Tactics[] Despite being mainstay Cossack cavalry, they are poor, unrealiable, irregular militia light dragoons lacking any uniformity in weapons and equipment typical of their counterparts from other nations - their main weapons being pistols and simple sabers, Djura can spawn with either primitive Matchlock Carbines or Old Pistols. Compared to regular dragoons, Djura are arguably the worst such troops in the game, weaker than Jasaq and Volunteers. Although having average weapon proficiencies - being slightly better in melee than in ranged combat - on par with regular dragoons, Djura lack armor due to wearing simple civilian clothes instead of a typical dragoon's sturdy uniform, making them likely to be defeated by stronger ranged cavalry or infantry - due to their horses, however, Djura can be used effectively against slower infantry, using their mobility and range to counter light musketeers and militia troops. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Djura - Default Stats and Equipment Attributes Stat Points Level 8 Strength 8 Agility 7 Intelligence 0 Charisma 0 Health 47 Armor Head Cossack CapSimple Cossack Cap Body Simple Zupan Hand None Foot Village Boots Skills Skill Points Ironflesh 2 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 3 Shooting from Horseback 4 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 115 Two Handed Weapons 95 Polearms 105 Archery 0 Firearms 85 Throwing 0 Weapons Melee Simple SaberSimple Cossack Saber Ranged Matchlock CarbinePistolOld PistolLight Bullets Shield None Mount Saddle Horse Gallery[] In-game stats and equipment Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran)" "Djura (veteran)","Djura (veteran) Troop Information Culture Cossack Hetmanate Wages ? thalers/week Acquired from... Djura Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Djura (veterans) are veteran regular horse archers of the Cossack Hetmanate. Tactics[] Despite being mainstay Cossack cavalry, they are poor, unrealiable, irregular militia light dragoons lacking any uniformity in weapons and equipment typical of their counterparts from other nations - their main weapons being pistols and simple sabers, veteran Djura can spawn with either primitive Matchlock Carbines or Old Pistols. Compared to regular dragoons, veteran Djura are arguably the worst such troops in the game, weaker than veteran Jasaq and veteran Volunteers. Although having average weapon proficiencies - being slightly better in melee than in ranged combat - on par with regular dragoons, veteran Djura lack armor due to wearing simple civilian clothes instead of a typical dragoon's sturdy uniform, making them likely to be defeated by stronger ranged cavalry or infantry - due to their horses, however, veteran Djura can be used effectively against slower infantry, using their mobility and range to counter light musketeers and militia troops. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Djura (veteran) - Default Stats and Equipment Attributes Stat Points Level 11 Strength 9 Agility 8 Intelligence 0 Charisma 0 Health 50 Armor Head Cossack CapSimple Cossack Cap Body Simple Zupan Hand None Foot Old Boots Skills Skill Points Ironflesh 3 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 5 Shooting from Horseback 5 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 130 Two Handed Weapons 100 Polearms 120 Archery 0 Firearms 100 Throwing 0 Weapons Melee Simple SaberSimple Cossack Saber Ranged Matchlock CarbinePistolOld PistolBullets Shield None Mount Saddle Horse Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran)" "Dnieper","The Dneiper River on the overland map The Dnieper is a major river in Eastern Europe. It flows through Russia, Belarus, and Ukraine before emptying into the Black Sea. In Mount&Blade: With Fire & Sword, the Dnieper flows past several major fortresses and towns of the Cossack Hetmanate and the Crimean Khanate, including Chernigov, Kiev, Cherkassy, Sich, and Kyzykermen. Nogai, a companion, hails from the steppes along the Dnieper near the Crimean town of Perekop. He calls it the ""Dniepr"", its Polish name. The real-life line of the Dnieper would begin much further north through Smolensk when compared to its in-game counterpart. Wikipedia has an article on this subject at:Dnieper" "Dobrush","Dobrush Settlement Information Type Village Kingdom Polish Commonwealth Fortification Slutsk World Map With Fire & SwordDobrushSlutskTemplate:World Map/With Fire & Sword Dobrush is a village of the Polish Commonwealth. It is subordinate to Slutsk. Layout[] Player Elder Fugitive Dobrush is built on flat terrain. It is a Polish/Cossack-style village with sixteen houses. There is a lone tree surrounded by the houses, but there are no distinctive features. The Village Elder can be found in the center of the village, in front of the large wooden-roofed house. If sent here during a Hunt Down Fugitive quest, the Nervous Man can be found between the lone tree and the house directly behind it. Wikipedia has an article on this subject at:Dobrush Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Don Cossack (veteran)","Don Cossack (veteran) Troop Information Culture Muscovite Tsardom Wages ? thalers/week Acquired from... Village Cossack Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Don Cossacks (veterans) are veteran regional mercenary horse archers of the Muscovite Tsardom. Tactics[] Unarmored light dragoons armed with carbines, light lances, and sabers. They are appearance-wise very similar to Village Cossacks, wearing the same armor, riding the same horses, but wielding better-than weapons and having slightly higher-than skill values. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Don Cossack (veteran) - Default Stats and Equipment Attributes Stat Points Level 17 Strength 10 Agility 10 Intelligence 7 Charisma 2 Health 50 Armor Head Village Cap Body Simple Zupan Hand None Foot Old Cavalry Boots Skills Skill Points Ironflesh 3 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 6 Shooting from Horseback 5 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 140 Two Handed Weapons 140 Polearms 140 Archery 0 Firearms 140 Throwing 0 Weapons Melee Cavalry LanceSaber Ranged Wheellock CarbineSimple Wheellock CarbineBullets Shield None Mount Saddle Horse Wikipedia has an article on this subject at:Don Cossacks Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard" "Dorpat Fortress","Dorpat Fortress Settlement Information Type Fortress Kingdom Kingdom of Sweden Villages Weissenstein World Map With Fire & SwordDorpat FortressWeissensteinTemplate:World Map/With Fire & Sword Dorpat Fortress is a fortress of the Kingdom of Sweden, initially ruled by Ratsherr Otto Standbok. It has the village Weissenstein. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders The Lord's Hall is at the furthest corner of the accessible area, and can be accessed by going straight once the player passes through the gates. The prison is in a house on the left. During a siege, three ladders are placed beside the gates: one on the left and three on the right. When besieging this fortress, the player risks heavy losses due to spawning behind a bridge. It is worth choosing the option to let the siege proceed without the player's involvement, as losses will be automatically calculated purely based on the quantity and quality of the besieging and defending troops. Wikipedia has an article on this subject at:Tartu Territory of the Kingdom of Sweden TownsKoenigsberg Reval Riga FortressesAllenstein Castle Dorpat Fortress Dynaburg Fortress Dzvinsk Castle Narva Vyborg VillagesElbing Leal Nidritsa Panevezys Pilve Plunge Salis Siauliai Siegevold Tapiau TormaWeissenstein Wesenberg" "Dragoon","This article is a disambiguation page for Dragoon The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Dragoon may refer to: Polish Dragoon (veteran) Swedish Dragoon (veteran)" "Dried Meat","Dried Meat Classic/Warband Viking Conquest Games Base value 72 85 85 150 Weight 15.0 15.0 15.0 15.0 Item Quantity 50 50 50 150 Morale Bonus +5 +5 +2 +5 Spoils No Goods Type Food Made From... N/A Made Into... N/A Dried Meat is a food item that provides a moderate morale bonus. While it doesn't provide as much morale as beef, dried meat never spoils. If the player chooses ""poacher"" as their background, they will have two pieces of dried meat in their starting inventory. These can either be kept to feed your army, or sold for an initial money boost. In With Fire & Sword, the player starts with 2 pieces of dried meat and 2 pieces of bread. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Dubechnya","Dubechnya Settlement Information Type Village Kingdom Cossack Hetmanate Fortification Kiev World Map With Fire & SwordDubechnyaKievTemplate:World Map/With Fire & Sword Dubechnya is a village of the Cossack Hetmanate, subordinate to Kiev. Layout[] Player Elder Fugitive Dubechnya is built on rather flat terrain. It is a Polish/Cossack-style village with eighteen houses. Three fields surround the village, each with a few haystacks on top. There are no other distinctive features. The Village Elder can be found in the middle group of four houses, in front of the brick-roofed house. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be way beyond the area surrounded by the houses, on the edge of the field on the right of the player's entrance. Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha" "Dubensk Castle","Dubensk Castle Settlement Information Type Fortress Kingdom Polish Commonwealth Villages Stryi World Map With Fire & SwordDubensk CastleTemplate:World Map/With Fire & Sword Dubensk Castle is a fortress of the Polish Commonwealth, initially ruled by Colonel Alexander Casimir Wolowicz. It has the village Stryi. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders The Lord's Hall is in the furthest left corner of the fortress, once the player passes through the gates. The prison is in the furthest right corner. During a siege, four ladders are placed by the gates — two on each side — at an angle following the structure of the walls. Wikipedia has an article on this subject at:Dubno Castle Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Dunayivtsi","Dunayivtsi Settlement Information Type Village Kingdom Cossack Hetmanate Fortification Kamenets World Map With Fire & SwordDunayivtsiKamenetsTemplate:World Map/With Fire & Sword Dunayivtsi is a village of the Cossack Hetmanate, subordinate to Kamenets. Layout[] Player Elder Fugitive Dunayivtsi is built on a relatively flat surface, but there are some hills in various locations. It is a Polish/Cossack-style village with 24 houses. On a hill there is a chapel. Some houses are grouped by fences and there are several shelters for storage. There are three horses, some stacks of hay and some groups of barrels. The Village Elder can be found in front of the large brick-roofed house in the middle of the village. If sent here during a Hunt Down Fugitive quest, the Nervous Man will stand far away from the houses, under a tree directly opposite the player's entrance point. Wikipedia has an article on this subject at:Dunaivtsi Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha" "Dyes","Dyes Games Base value 200 Weight 10.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Raw material Made From... N/A Made Into... Velvet Dyes are a non-consumable trade good. They are used by a velvet weavery and dyeworks along with Raw Silk to produce Velvet. Dyes can be bought at almost half price at Jelkala and then sold for more than their base price in nearby Veluca. While the distance is greater, dyes can also be purchased at nearly a quarter of their base price in the Sarranid villages around Ahmerrad and Bariyye and sold for an even greater profit. However, the desert in this region is home to Desert Bandits and can be dangerous to traverse. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Dynaburg Fortress","Dynaburg Fortress Settlement Information Type Fortress Kingdom Kingdom of Sweden Villages Siegevold World Map With Fire & SwordDynaburg FortressSiegevoldTemplate:World Map/With Fire & Sword Dynaburg Fortress is a fortress of the Kingdom of Sweden, initially ruled by Baron Gustaf Wrangel. It has the village Siegevold. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders As the player passes through the gates, the Lord's Hall and prison are on the leftmost two houses. The Lord's Hall is on the right and the prison is on the left. During a siege, four ladders are placed on the left of the gates. Two are on the main walls, and two are on corner protruding the walls. Wikipedia has an article on this subject at:Dinaburga Castle Territory of the Kingdom of Sweden TownsKoenigsberg Reval Riga FortressesAllenstein Castle Dorpat Fortress Dynaburg Fortress Dzvinsk Castle Narva Vyborg VillagesElbing Leal Nidritsa Panevezys Pilve Plunge Salis Siauliai Siegevold Tapiau TormaWeissenstein Wesenberg" "Dzhankoy","Dzhankoy Settlement Information Type Village Kingdom Crimean Khanate Fortification Perekop World Map With Fire & SwordDzhankoyPerekopTemplate:World Map/With Fire & Sword Dzhankoy is a village initially owned by the Crimean Khanate, subordinate to Perekop. Layout[] Player Elder Fugitive Dzhankoy is built across a river, with a bridge connecting the halves. It is a Tatar-style village with eighteen houses: three on one side of the river, and fifteen on the other. The player enters on the side with three houses, and can get to the main part of the village by crossing the bridge. Access to the river is blocked by invisible barriers. In the main part of the village there are some tables with fish scattered over them. The Village Elder can be found standing under the shelter of the largest house in the middle of the main part of the village. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be standing under the piece of cloth that is hung between two houses. Wikipedia has an article on this subject at:Dzhankoy Territory of the Crimean Khanate TownsAkkerman Azaq-kale Bakhchisaray Kyzykermen FortressesIzmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun FortressKyzyl-yar Fortress Perekop VillagesAk-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash SinelnikovoSivash Tumnek" "Dzvinsk Castle","Dzvinsk Castle Settlement Information Type Fortress Kingdom Kingdom of Sweden Villages Pilve World Map With Fire & SwordDzvinsk CastlePilveTemplate:World Map/With Fire & Sword Dzvinsk Castle is a fortress of the Kingdom of Sweden, ruled by General Gustaf Evertsson Horn. It has the village Pilve. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders The Lord's Hall is on the extreme right, and the prison is on the extreme left, looking from the player's perspective as he/she passes through the gates. During a siege two ladders are placed on the walls, on the left side of the gates, near the ""gap"" in the wall. Wikipedia has an article on this subject at:Daugavpils Territory of the Kingdom of Sweden TownsKoenigsberg Reval Riga FortressesAllenstein Castle Dorpat Fortress Dynaburg Fortress Dzvinsk Castle Narva Vyborg VillagesElbing Leal Nidritsa Panevezys Pilve Plunge Salis Siauliai Siegevold Tapiau TormaWeissenstein Wesenberg" "Eastern Arrows/With Fire & Sword","Eastern Arrows Eastern Arrows (30 / 30)Base value: 500Weight: 2.5Piercing+1 to damage" "Eastern Broadsword/With Fire & Sword","Eastern Broadsword Eastern BroadswordOne-handedBase value: 3000 thalersWeight: 1.5Swing: 25cThrust: 17pSpeed rating: 97Weapon reach: 105With Fire & Sword" "Eastern Europe","The landscape of Eastern Europe in With Fire & Sword. 17th Century Eastern Europe is the setting for Mount&Blade: With Fire & Sword, comparable to Calradia in the previous games. It is inhabited by five nations: the Cossack Hetmanate, the Crimean Khanate, the Muscovite Tsardom, the Polish Commonwealth, and the Kingdom of Sweden. Contents 1 History 2 Hot Lead, Cold Steel 3 Mercenaries 4 Trivia History[] The plains, forests, steppes, and rivers of Eastern Europe saw numerous conflicts during the 17th Century. Rising states sought to expand into new territories, while established powers fought to hold on to the gains of previous eras. Four major religions clashed on the frontier of Europe as cultures fought for dominance in the hearts and minds of vast populations. With the collapse of the Mongol Golden Horde, a power vacuum developed in Eastern Europe, especially in what is today Ukraine. Soon Polish and Lithuanian nobles began settling serfs on its fertile fields, while Muscovite tsars expanded their autocracy southward towards their forebears' city, Kiev. Not willing to let these Christian nations expand unchecked, the Crimean Khanate, with the backing of the mighty Ottoman Empire, yearly raided the new settlements for slaves and plunder. In the north, the Protestant Swedes, battle-hardened by the Thirty Years' War, sought to create a Baltic empire at the expense of the Catholic and Orthodox powers in the region. Hot Lead, Cold Steel[] New technological developments spread like brush fire over the steppes during this century. Improvements in firearms, from the matchlock pistol and the brand-new flintlock musket, to the hand grenade and newly mobile field cannon, ran head on into the lance charges of the Polish hussars and the equestrian skill of the Khans. New firearms could devastate a cavalry charge or drive infantry from the field, but it never hurt to keep one's saber loose in its scabbard. Mercenaries[] Each nation features an associated Mercenary Camp which hires out: Mercenary Infantry Mercenary Marksmen Mercenary Cavalry Mercenaries are more expensive to recruit than faction troops. However, mercenaries can be equipped with selected equipment, permitting employers to tailor equipment to preferred tactics. Trivia[] If you look south from the Crimean Peninsula, you can see the northern coast of Asia Minor. It is also viewable if you go to the southern edge of the accessible map and tilt it diagonally." "Elbing","Elbing Settlement Information Type Village Kingdom Sweden Fortification Allenstein Castle World Map With Fire & SwordElbingAllenstein CastleTemplate:World Map/With Fire & Sword Elbing is a village initially owned by the Kingdom of Sweden, subordinate to Allenstein Castle. Layout[] Player Elder Fugitive Elbing is built on mountainous terrain covered with trees. It is a Swedish-style village with five houses and a windmill. There are fenced areas that grow wheat and squash. On the edge of the village there are also remnants of a destroyed castle. In the middle of the village there are haystacks with poles inserted into them; it is unknown what these are for. The Village Elder stands in front of the entrance to the windmill. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be standing behind the house with the least steep roof. Wikipedia has an article on this subject at:Elbląg Territory of the Kingdom of Sweden TownsKoenigsberg Reval Riga FortressesAllenstein Castle Dorpat Fortress Dynaburg Fortress Dzvinsk Castle Narva Vyborg VillagesElbing Leal Nidritsa Panevezys Pilve Plunge Salis Siauliai Siegevold Tapiau TormaWeissenstein Wesenberg" "Elector Frederick William","Frederick William Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male Elector Frederick William is initially a vassal of the Kingdom of Sweden. Frederick William begins the game as the ruler of Koenigsberg. He is based on a real person, Frederick William (1620–1688), who was Elector of Brandenburg and Duke of Prussia. Wikipedia has an article on this subject at:Frederick William, Elector of Brandenburg Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet" "Enhancement Mod (With Fire & Sword)","Enhancement Mod: Rule Your Own Kingdom is a mod for Mount&Blade: With Fire & Sword. The major element is to have a fuller gameplay experience when having a ""rebel"" kingdom (with no lord), and the ability to appoint party Heroes as lords of fiefs where they can patrol around just like the nobles of other nations. In addition, there are many other balance fixes, a new faction (Prussia) with troops and a new map. There are hash marks (#) in front of some location names meaning that location is a fort or fortress. Strategy[] Taking land as a noble in a warzone and then declaring your independence after building up troops is a decent way to play. Bugs[] The mod is explicitly untested for the major story line quests (The False Dmitry, The Deluge, The Secret of the Black Mace). External Links[] Download Official Taleworlds Forum Thread" "Esaq","Esaq Settlement Information Type Village Kingdom Crimean Khanate Fortification Azaq-kale World Map With Fire & SwordEsaqAzaq-kaleTemplate:World Map/With Fire & Sword Esaq is a village initially owned by the Crimean Khanate, subordinate to Azaq-kale. Layout[] Player Elder Fugitive Esaq is built on a relatively flat surface. It is a Tatar-style village with seventeen houses and a mosque in the middle. The Village Elder stands in front of the third house from the left, from the perspective of the player's entrance. If sent here during a Hunt Down Fugitive quest, the Nervous Man will hide behind the first house from the right, from the player's entrance. Territory of the Crimean Khanate TownsAkkerman Azaq-kale Bakhchisaray Kyzykermen FortressesIzmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun FortressKyzyl-yar Fortress Perekop VillagesAk-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash SinelnikovoSivash Tumnek" "Escort Merchant Caravan to (town)","Escort Merchant Caravan Given by Guild Master Time limit None Refresh rate ? days Reward Denars (varies), Relation +1, Renown +2, Experience (varies) Escort merchant caravan is a quest that can be given by the Guild Masters in towns. In With Fire & Sword, it is given by mayors. Contents 1 Briefing 2 Walkthrough 3 Transcript 3.1 Quest Briefing 3.2 Meeting Caravan 3.3 Quest Completed Briefing[] Escort the merchant caravan to the town of (town). Walkthrough[] It consists of accompanying a caravan to a specified town. The caravan will follow you, but may be slower and can be left behind if you don't wait for them to catch up. This quest is fairly straightforward and easy to accomplish, but can take a long time depending on the distance, and the reward is somewhat meager. This quest has an indefinite time limit, which ""ends"" upon being completed or the caravan being defeated. Transcript[] Quest Briefing[] I am going to send a caravan of goods to (town). However with all those bandits and deserters on the roads. I don't want to send them out without an escort. If you can lead that caravan to (town) in (amount) days, you will earn (amount) denars. Of course your party needs to be at least (amount) strong to offer them any protection. Alright. I will escort the caravan. Excellent. I am counting on you then. Good luck. Sorry. I can't do that right now. Well the job will be available for few more days I guess. Tell me if you decide to take it. Meeting Caravan[] Caravan Master; ""Greetings. You must be our escort, right?"" Player: ""Yes. My name is (player). I will lead you to (town)."" Caravan Master: ""Well, It is good to know we won't travel alone. What do you want us to do now? You follow my lead. I'll take you through a safe route. You stay here for a while. I'll go ahead and check the road. Quest Completed[] Well, we have almost reached (town). We can cover the rest of the way ourselves. Here's your pay... (amount) denars. Thanks for escorting us. Good luck." "Estate Cavalryman (veteran)","Estate Cavalryman (veteran) Troop Information Culture Muscovite Tsardom Wages ? thalers/week Acquired from... Gentry Cavalryman Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Estate Cavalrymen (veterans) are veteran heavy horse archers of the Muscovite Tsardom. Contents 1 Tactics 2 Stats and Equipment 3 Gallery 4 Trivia Tactics[] Essentially ranged but lower-stats and less armored Noble Guards, their role in battle is that of a heavily armed horse archer, comparable to veteran Kalmyk. Armed with bows, clad in brigandine armor, wearing spiked helmets, and riding heavy horses, Estate Cavalrymen do less ranged damage than dragoons but are far better in close combat. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Estate Cavalryman (veteran) - Default Stats and Equipment Attributes Stat Points Level 20 Strength 12 Agility 8 Intelligence 0 Charisma 0 Health 53 Armor Head ConeIron CapMisiurka Body BehteretsKuyak Hand None Foot Good Cavalry Boots Skills Skill Points Ironflesh 3 Power Strike 2 Grenade Throwing 0 Power Draw 3 Weapon Master 5 Shield 0 Athletics 0 Riding 5 Shooting from Horseback 5 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 175 Two Handed Weapons 155 Polearms 165 Archery 110 Firearms 0 Throwing 0 Weapons Melee SovnyaGood ChekanGood CrowbillSaber Ranged Tatar BowBowBarbed Arrows Shield None Mount CourserHunterSaddle Horse Gallery[] In-game stats and equipmentEstate Cavalryman on watchEstate Cavalryman in battle Trivia[] Historicaly, a wealthy landed cavalryman was duty-bound to equip a certain number of armed serfs for battle. Wikipedia has an article on this subject at:Landed Army Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard" "European Mercenary Cavalryman","Camp Location[] European Mercenaries hail from a camp deep in Swedish territory, between Siegevold and Weissenstein. Troop Ranks[] European Mercenary Cavalryman (recruit) European Mercenary Cavalryman (experienced) European Mercenary Cavalryman (veteran) European Mercenary Cavalryman (elite) Tactics[] European Mercenary Cavalrymen can be customized to match your preferred tactics. They are basic cheap dragoons. Basic Equipment[] Weapons Old Thrusting SwordMatchlock Carbine Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "European Mercenary Cavalryman (elite)","European Mercenary Cavalryman (elite) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or European Mercenary Cavalryman (veteran) (upgrade) Upgrades to... No Further Upgrades Ransom Value thaler The European Mercenary Cavalryman (elite) is a mercenary cavalryman associated with the Kingdom of Sweden, though it can be hired by any faction. Tactics[] European Mercenary Cavalrymen can be customized to match your preferred tactics. They are basic cheap dragoons. Basic Equipment[] Weapons Old Thrusting SwordMatchlock Carbine Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "European Mercenary Cavalryman (experienced)","European Mercenary Cavalryman (experienced) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or European Mercenary Cavalryman (recruit) Upgrades to... European Mercenary Cavalryman (veteran) Ransom Value thaler The European Mercenary Cavalryman (experienced) is a mercenary cavalryman associated with the Kingdom of Sweden, though it can be hired by any faction. Tactics[] European Mercenary Cavalrymen can be customized to match your preferred tactics. They are basic cheap dragoons. Basic Equipment[] Weapons Old Thrusting SwordMatchlock Carbine Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "European Mercenary Cavalryman (recruit)","European Mercenary Cavalryman (recruit) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or Mercenary Camp Upgrades to... European Mercenary Cavalryman (experienced) Ransom Value thaler The European Mercenary Cavalryman (recruit) is a mercenary cavalryman associated with the Kingdom of Sweden. Tactics[] European Mercenary Cavalrymen can be customized to match your preferred tactics. They are basic cheap dragoons. Basic Equipment[] Weapons Old Thrusting SwordMatchlock Carbine Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "European Mercenary Cavalryman (veteran)","European Mercenary Cavalryman (veteran) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or European Mercenary Cavalryman (experienced) (upgrade) Upgrades to... European Mercenary Cavalryman (elite) Ransom Value thaler The European Mercenary Cavalryman (veteran) is a mercenary cavalryman associated with the Kingdom of Sweden, but it can be hired by any faction. Tactics[] European Mercenary Cavalrymen can be customized to match your preferred tactics. They are basic cheap dragoons. Basic Equipment[] Weapons Old Thrusting SwordMatchlock Carbine Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "European Mercenary Infantryman","Camp Location[] European Mercenaries hail from a camp deep in Swedish territory, between Siegevold and Weissenstein. Troop Ranks[] European Mercenary Infantryman (recruit) European Mercenary Infantryman (experienced) European Mercenary Infantryman (veteran) European Mercenary Infantryman (elite) Tactics[] European Mercenary Infantrymen can be customized to match your preferred tactics. They are basic cheap pikemen. Basic Equipment[] Weapons Simple Pike Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "European Mercenary Infantryman (elite)","European Mercenary Infantryman (elite) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or European Mercenary Infantryman (veteran) (upgrade) Upgrades to... No Further Upgrades Upgrade Cost Recruited for thaler Ransom Value thaler The European Mercenary Infantryman (elite) is a mercenary infantryman associated with the Kingdom of Sweden. While associated with the Kingdom of Sweden, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] European Mercenary Infantrymen can be customized to match your preferred tactics. They are basic cheap pikemen. Basic Equipment[] Weapons Simple Pike Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "European Mercenary Infantryman (experienced)","European Mercenary Infantryman (experienced) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or European Mercenary Infantryman (recruit) (upgrade) Upgrades to... European Mercenary Infantryman (veteran) Upgrade Cost Recruited for thaler Ransom Value thaler The European Mercenary Infantryman (experienced) is a mercenary infantryman associated with the Kingdom of Sweden. While associated with the Kindgom of Sweden, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] European Mercenary Infantrymen can be customized to match your preferred tactics. They are basic cheap pikemen. Basic Equipment[] Weapons Simple Pike Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "European Mercenary Infantryman (recruit)","European Mercenary Infantryman (recruit) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or Mercenary Camp Upgrades to... European Mercenary Infantryman (experienced) Upgrade Cost Recruited for thaler Ransom Value thaler The European Mercenary Infantryman (recruit) is a mercenary infantryman associated with the Kingdom of Sweden. While associated with the Kindgom of Sweden, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] European Mercenary Infantrymen can be customized to match your preferred tactics. They are basic cheap pikemen. Basic Equipment[] Weapons Simple Pike Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "European Mercenary Infantryman (veteran)","European Mercenary Infantryman (veteran) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or European Mercenary Infantryman (experienced) (upgrade) Upgrades to... European Mercenary Infantryman (elite) Upgrade Cost Recruited for thaler Ransom Value thaler The European Mercenary Infantryman (veteran) is a mercenary infantryman associated with the Kingdom of Sweden. While associated with the Kingdom of Sweden, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] European Mercenary Infantrymen can be customized to match your preferred tactics. They are basic cheap pikemen. Basic Equipment[] Weapons Simple Pike Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "European Mercenary Rifleman","Camp Location[] European Mercenaries hail from a camp deep in Swedish territory, between Siegevold and Weissenstein. Troop Ranks[] European Mercenary Rifleman (recruit) European Mercenary Rifleman (experienced) European Mercenary Rifleman (veteran) European Mercenary Rifleman (elite) Tactics[] European Mercenary Riflemen can be customized to match your preferred tactics. They are basic cheap musketeers. Basic Equipment[] Weapons Old Short BroadswordMatchlock Musket Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "European Mercenary Rifleman (elite)","European Mercenary Rifleman (elite) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or European Mercenary Rifleman (veteran) (upgrade) Upgrades to... No Further Upgrades Upgrade Cost Recruited for thaler Ransom Value thaler The European Mercenary Rifleman (elite) is a mercenary Rifleman associated with the Kingdom of Sweden. While associated with the Kingdom of Sweden, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] European Mercenary Riflemen can be customized to match your preferred tactics. They are basic cheap musketeers. Basic Equipment[] Weapons Old Short BroadswordMatchlock Musket Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "European Mercenary Rifleman (experienced)","European Mercenary Rifleman (experienced) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or European Mercenary Rifleman (recruit) (upgrade) Upgrades to... European Mercenary Rifleman (veteran) Upgrade Cost thaler Ransom Value thaler The European Mercenary Rifleman (experienced) is a mercenary Rifleman associated with the Kingdom of Sweden. While associated with the Kingdom of Sweden, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] European Mercenary Riflemen can be customized to match your preferred tactics. They are basic cheap musketeers. Basic Equipment[] Weapons Old Short BroadswordMatchlock Musket Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "European Mercenary Rifleman (recruit)","European Mercenary Rifleman (recruit) Troop Information Culture Kingdom of Sweden Wages 5 thaler Acquired from... Prisoners or Mercenary Camp Upgrades to... European Mercenary Rifleman (experienced) Upgrade Cost Recruited for 14 thaler Ransom Value thaler The European Mercenary Rifleman (recruit) is a mercenary Rifleman associated with the Kingdom of Sweden. While associated with the Kingdom of Sweden, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] European Mercenary Riflemen can be customized to match your preferred tactics. They are basic cheap musketeers. Basic Equipment[] Weapons Old Short BroadswordMatchlock Musket Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "European Mercenary Rifleman (veteran)","European Mercenary Rifleman (veteran) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or European Mercenary Rifleman (experienced) (upgrade) Upgrades to... European Mercenary Rifleman (elite) Upgrade Cost Recruited for thaler Ransom Value thaler The European Mercenary Rifleman (veteran) is a mercenary Rifleman associated with the Kingdom of Sweden. While associated with the Kingdom of Sweden, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. However, most faction leaders do not normally choose them, possibly for expense reasons. Tactics[] European Mercenary Riflemen can be customized to match your preferred tactics. They are basic cheap musketeers. Basic Equipment[] Weapons Old Short BroadswordMatchlock Musket Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Experience","Overflow glitch after level 62. Experience is the variable that depicts a character's knowledge of combat and the land of Calradia. You and your troops can gain experience by fighting battles, completing quests, or training. When defeating an enemy in battle, the amount of experience received depends on the level of the enemy. Higher-tier enemies are higher level, and thus give more experience than lower ones. Note that lords and monarchs are often on very high levels and give even more experience. Upon reaching a certain amount of Experience, you level up. Every time you level up, you gain a skill point and an attribute point that you can use to upgrade your character (or heroes, if they are the ones who level up). The required experience for any heroes or the player character to gain a level is displayed on the character's individual skills screen. Rather than automatically levelling up, standard troops will remain in their current form even after earning enough experience to gain a level. Troops that can be promoted gain a + symbol next to their name. This is free in the original Mount&Blade, but in Warband and With Fire & Sword, you have to pay a few denars/thalers. Higher-tier troops also have higher wages than lower-tier ones. The maximum level is 62 due to an overflow glitch that occurs at 63. However, the amount of experience needed per level escalates rapidly after level 59, which makes achieving this level without cheating extremely difficult. The troop experience formula is different from heroes: it uses the exp requirement from troop level + 3, then multiplies it by 0.6% and adds a flat 30. The result is then doubled for bandit troops. The best way to level up in Warband is to fight. Be at the forefront of every battle. Experience table[] Level Experience Difference 1 0 0 2 600 600 3 1,360 760 4 2,296 936 5 3,426 1,130 6 4,768 1,342 7 6,345 1,577 8 8,179 1,834 9 10,297 2,118 10 13,010 2,713 11 16,161 3,151 12 19,806 3,645 13 24,007 4,201 14 28,832 4,825 15 34,362 5,530 16 40,682 6,320 17 47,892 7,210 18 56,103 8,211 19 65,441 9,338 20 77,233 11,792 21 90,809 13,576 Level Experience Difference 22 106,425 15,616 23 124,371 17,946 24 144,981 20,610 25 168,636 23,655 26 195,769 27,133 27 226,879 31,110 28 262,533 35,654 29 303,381 40,848 30 350,164 46,783 31 412,091 61,927 32 484,440 72,349 33 568,947 84,507 34 667,638 98,691 35 782,877 115,239 36 917,424 134,547 37 1,074,494 157,070 38 1,257,843 183,349 39 1,471,851 214,008 40 1,721,626 249,775 41 2,070,551 348,925 42 2,489,361 418,810 Level Experience Difference 43 2,992,033 502,672 44 3,595,340 603,307 45 4,319,408 724,068 46 5,188,389 868,981 47 6,231,267 1,042,878 48 7,482,821 1,251,554 49 8,984,785 1,501,964 50 11,236,531 2,251,746 51 14,051,314 2,814,783 52 17,569,892 3,518,578 53 21,968,216 4,398,324 54 27,466,220 5,498,004 55 34,338,824 6,872,604 56 42,929,680 8,590,856 57 53,668,348 10,738,668 58 67,091,784 13,423,436 59 83,871,184 16,779,400 60 160,204,608 76,333,424 61 320,304,608 160,100,000 62 644,046,016 323,741,408 63 N/A" "Factions","This article is a disambiguation page for Factions The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Factions appear in every Mount&Blade game. See Factions (classic) for the factions in the original Mount&Blade and Warband. See Nations for the factions in With Fire & Sword. See Nations (Napoleonic Wars) for the factions in Napoleonic Wars. See Factions (Viking Conquest) for the factions in Viking Conquest. See Factions (Bannerlord) for the factions in Bannerlord." "Factions (Bannerlord)","There are eight major factions or kingdoms, and several minor factions of each kingdom in Mount&Blade II: Bannerlord that comprise the powers of Calradia. List of Factions Banner Name Color Ruler Clans Ruling Clan Capital Minor Factions Aserai #b57a1e Sultan Unqid Banu Hulyan Banu Sarran Banu Qild Banu Qaraz Banu Arbas Banu Atij Banu Sarmal Banu Habbab Banu Ruwaid Banu Hulyan Quyaz Beni Zilal Jawwal Ghilman Battania #284e19 High King Caladog fen Gruffendoc fen Derngil fen Uvain fen Morcar fen Penraic fen Giall fen Eingal fen Caernacht fen Gruffendoc Marunath Wolfskins Khuzait #429081 Monchug Khan Urkhunait Khergit Arkit Tigrit Harfit Baltait Koltit Yanserit Oburit Urkhunait Makeb Karakhergit Sturgia #224277 Grand Prince Raganvad Gundaroving Kuloving Vagiroving Ormidoving Togaroving Isyaroving Vezhoving Ubroving Kostoroving Gundaroving Balgard Forest People Lake Rats Skolderbroda Vlandia #8d291a King Derthert dey Meroc dey Tihr dey Arromanc dey Cortain dey Gunric dey Valant dey Fortes dey Molarn dey Jelind dey Folcun dey Rothad dey Meroc Galend Brotherhood of the Woods Company of the Golden Boar Northern Empire #793191 Emperor Lucon Osticos Argoros Neretzes Impestores Dolentos Chonis Phalentes Vatatzes Serapides Osticos Diathma Eleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed Southern Empire #382188 Empress Rhagaea Pethros Leonipardes Mestricaros Hongeros Julios Vizartos Avlonos Prienicos Vetranis Pethros Lycaron Western Empire #591645 Emperor Garios Comnos Varros Dionicos Elaches Lonalion Sorados Corenios Maneolis Palladios Comnos Jalmarys Minor Factions[] Banners of all minor factions (v1.8.0 beta) Each minor faction is associated with a native culture and employ unique troops. They are clans and not kingdoms and, as such, are free to change faction allegiance like any other clan. They function as mercenary bands competing with the player's clan, unless or until the player establishes a kingdom or joins one as a noble. As a kingdom leader, the player may enlist these minor factions as mercenaries. Use the in-game encyclopedia ('N' by default) to determine which faction they currently associate with. Currently, a plausible unintended interaction may occur by recruiting minor factions to your own kingdom while doing so if their faction leader is your prisoner. This will make the game behave as if the minor faction is your vassal rather than a mercenary, and the mercenary company will be considered for votes for new fiefs. This will make it possible for mercenary companies to acquire their own fiefs. Should your contract with them expire, for example by an opposing faction hiring them, they will take their fiefs with them. Leaving an already established kingdom and not returning the fiefs you hold will anger any currently hired mercenary companies just as much as ordinary vassal clans, potentially reducing your reputation with them below what is required for the minor faction to consider taking on a contract with your kingdom in the future. The Bannerlord map as of Gamescon 2018 Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Factions (Viking Conquest)","There are twenty-one factions in Viking Conquest. List of Factions Banner Name Color Culture Religion Ruler Claimant Capital Kingdom of Alban #3333ff Pictish Christian Ruire Causantin mac Cinaeda Tanist Bili Scuin Kingdom of Alt Clut #88cc00 Briton Christian Ri Arthgal map Dumnagual - Dun Breatann Kingdom of Brycheiniog #ffff00 Briton Christian Ri Elisedd map Tewdr - Brycheiniog Kingdom of Connachta #66bbff Gaelic Christian Ruire Mugron mac Cothaid - Cruaghan Kingdom of Cornubia #3355ff Briton Christian Ri Dunyart map Eferferdyn - Bosvenegh Kingdom of Danmark #800000 Norse Pagan Konungr Horik Gottfredsson Jarl Thorgil Ribe Kingdom of East Engle #303da8 Angle Christian Cyning Eadmund Aethelberhting - Dunwic Kingdom of Friese #ff0088 Frisian Pagan Konungr Hrorek Hemmingsson - Dorestad Kingdom of Glywyssing #ff88dd Briton Christian Ri Hywel map Rhys - Caer Dyf Kingdom of Gwynedd #007a00 Briton Christian Ri Rhodri map Merfyn Mael Elisedd ap Cyngen Ynys Mon Kingdom of Laigin #e2007c Gaelic Christian Ruire Dunlaing mac Muiredaig - Maistiu Kingdom of Laithlind #e24e2b Norse Pagan Konungr Gudrod Ragnarson - Dubh Linn Kingdom of Mide #3b3eb4 Gaelic Christian Ruire Donnchad mac Eochocai - Temair Kingdom of Mierce #96adff Angle Christian Cyning Brugred Beorhtwulfing - Tomtun Kingdom of Mumain #ddffcc Gaelic Christian Ruire Cenn Faelad hua Mugthigirn - Caiseal Kingdom of Northhymbre #ff8899 Norse Pagan Jarl Halfdan Ragnarsson Aetheling Oswine Eidynburh Kingdom of Northvegr #999999 Norse Pagan Konungr Harald Halfdanarson - Tunsberg Kingdom of Uladh #dddd00 Gaelic Christian Ruire Lethlobar mac Loingsig - Rath Celtair Kingdom of West Seaxe #ff4f38 Saxon Christian Brytenwalda Aethelred Aethelwulfing Aetheling Ceorl Cippanhamm Tribe of Osraige #d7a554 Gaelic Christian Ruire Cerball mac Dunlainge - Ceall Cainnigh Ui Neill of Aileach #dd2244 Gaelic Christian Ard Ruire Aed mac Niall Ard Tiarna Dungal Aileach Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Factions (classic)","For other uses, see Factions. There are five factions in Mount&Blade, while Warband added a sixth. They are constantly at war, trying to take over each other's territory and fiefs. They will never conquer a whole faction without the help of the player. Each faction is distinguished by a different style of army; some have excellent infantry, others excellent archers or cavalry, or a combination of these units. Each faction has a monarch and his vassals, as well as a claimant to the throne who waits for someone (the player) to champion their cause. The claimants can be found in random town keeps, and you can ask a Traveller for their location for 30 denars. Claimants will never be found in a town belonging to the faction for which they are the claimant. For example, Prince Valdym the Bastard will never be found in a keep belonging to Kingdom of Vaegirs. The player can join a faction, start a rebellion, or create their own faction. In Mount&Blade, a player who has created a faction cannot have lords at their service. A player-created faction is regarded as a rebel faction, and the player, as the sole lord, is forced to protect and expand the entire kingdom. This is not the case in Warband, as a player may assign heroes as vassals and convince rival lords to defect. A faction will be eliminated a few days after all of their territory has been conquered and all of their armies have been defeated. If a faction has had all of its territory conquered but then regains a fief, the time until elimination will be reset, and the vassals of that faction will be able to start recruiting again. The factions present at the start of the game are listed below. For more information on each, go to their respective pages. Mount&Blade[] List of Factions Banner Name Color Ruler Claimant Capital Khergit Khanate #cc99ff Sanjar Khan Dustum Khan Tulga Kingdom of Nords #dddd33 King Ragnar Lethwin Far-Seeker Sargoth Kingdom of Rhodoks #33dddd King Graveth Lord Kastor of Veluca Jelkala Kingdom of Swadia #ee7744 King Harlaus Lady Isolla of Suno Praven Kingdom of Vaegirs #33dd33 King Yaroglek Prince Valdym the Bastard Reyvadin Warband[] List of Factions Banner Name Color Ruler Claimant Capital Khergit Khanate #cc99ff Sanjar Khan Dustum Khan Tulga Kingdom of Nords #33dddd King Ragnar Lethwin Far-Seeker Sargoth Kingdom of Rhodoks #33dd33 King Graveth Lord Kastor of Veluca Jelkala Kingdom of Swadia #ee7744 King Harlaus Lady Isolla of Suno Praven Kingdom of Vaegirs #ccbb99 King Yaroglek Prince Valdym the Bastard Reyvadin Sarranid Sultanate #dddd33 Sultan Hakim Arwa the Pearled One Shariz Selected Player Faction #ff0000 Player/Selected Claimant None Anywhere Creating Own Kingdom[] Main article: Conquering Calradia Main article: King of Calradia Warband allows you to create your own faction (color will be red) and give land to your companions to make them your own vassals. Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Fatima","Fatima Portrait Full Body Appears in Official Information Culture Crimean Khanate Religion Islam Character Details Found in Taverns Hire Cost 300 thalers Likes Karlsson Liked by None Dislikes NogaiOksanaRetreating Disliked by BakhytNogai Character Background Home Kafa Background Bodyguard (formerly) Gender Female Fatima is a companion in Mount&Blade: With Fire & Sword. Contents 1 Biography 2 Personality 3 Dialogue 4 Stats and Equipment 5 Trivia Biography[] Fatima was born in Kafa and was taken away from her parents at the age of 14. She was trained as a bodyguard and skilled in the blade and throwing weapons. At age 18, she was assigned as the Sultan's wife's bodyguard but earned the jealously of the eunuchs, who soon killed the wife. She was soon sold into slavery back to her hometown but she killed the slavers and managed to escape. She is now offering her services as a bodyguard and is hired by the player if met. She wishes to start her own business - possibly as a slaver - in her hometown. Personality[] Despite the difficult past that she experienced in life, she remains cold, ruthless, and even straightforward to the people she talks to. She never speaks too much unless necessary and is quite brutal to people who underestimate her strength, which often results in death for those who mess with her. She is quick on her feet and doesn't display any form of doubt or second thoughts, as she always deals with things by using violence. Despite the death and destruction she may cause to those who offend her, she is very loyal and values risking her life to protect the ones she must look after, like her master. She can display a bit of admiration for people who fought well in battle, using the right praises and rewards to show respect for their skill. Dialogue[] Main article: Fatima/Interactions Stats and Equipment[] Fatima - Default Stats and Equipment Attributes Stat Points Level 8 Strength 8 Agility 11 Intelligence 9 Charisma 9 Health 43 Armor Head None Body Female Dress Hand None Foot Janissary Shoes Skills Skill Points Ironflesh ? Power Strike 1 Grenade Throwing 4 Power Draw ? Weapon Master ? Shield 3 Athletics 4 Riding 3 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 90 Polearms 90 Archery 90 Firearms 90 Throwing 90 Weapons Melee Simple Yataghan Ranged Throwing Daggers Shield Shield Mount None Trivia[] Because grenades are the only throwing weapon normally available, hiring Fatima - who carries Throwing Daggers - is the only way to get another type. The player may appropriate her daggers so as to cheaply increase their Grenade Throwing skill without using expensive grenades. Player's Companions Algirdas Bakhyt Colonel Zagloba Fatima Fedot Ingri Karlsson Mamai NogaiOksana Priest Spasokukotsky Sarabun Tepes Varvara Victor de la Buscador Yelisei" "Fatima/Interactions","This is a list of interactions with Fatima. Contents 1 Introduction 2 Reencounter 3 Retirement 4 Rehire 5 Story: Kafa 6 Like Quotes 6.1 Karlsson 7 Dislike Quotes 7.1 Nogai 7.2 Oksana Introduction[] ""You going to offer me ten thaler to enter your room? Be aware that I have a very sharp dagger in my hand."" Oh, no... Quite the contrary, I just wanted to ask if there was anything I could do for you... ""Offended? Me? Believe me, those who offend me no longer walk this earth. I was born in Kafa. When I reached the age of fourteen, I was taken from my parents, brought to Istanbul and trained as a guard. At eighteen, I became the bodyguard of the Sultan's beloved wife. Yet soon my charge must have somehow offended the master. The eunuchs strangled her. After that, I was returned to Kafa. Not to my home, though -- to the slave market, where I was sold. But they forgot who they were dealing with. On the second night I slaughtered all the guards and vanished into the night."" You could be very useful in my party. ""I am ready to follow you even into Shaitan's jaws. I am adept at using the knife -- and an excellent marksman."" ""One thing I can't stand is cowardice and dishonor."" Well, gather yourself. We set out soon. ""Thank you! But first, please give me 300 thaler. I have found an excellent undercloth chain armor. Without proper armor, what sort of a bodyguard would I be?"" If you need it, then you need it. Here, 300 thaler. Excellent! Give me a few moments to get ready, and I'll be ready to move. Alas, I can't afford that at the moment. A bodyguard with a strong sense of decency? Sounds a bit silly, don't you think? It sounds like you might be more trouble than you're worth. Why assume something bad right away? Never mind, I am leaving. Reencounter[] Now I'm looking for a good man who is in need of a trusted guard. Retirement[] Forgive me, but I can no longer faithfully protect you. Your companions and your deeds are unacceptable for me. So long. -- Perhaps we shall meet again. Rehire[] Since we parted, you have changed quite a bit. I hope not for the worse, but we shall see. You are taking me back, right? Story: Kafa[] I can hear the roar of the surf. We shall soon see my town of Kafa. My home city is a great trade center. Our goods are very special. Slaves require fine treatment and provisions, for their price is determined by how well they look. Someday I shall return and open my own business. Slave trade is quite profitable, you know... Like Quotes[] Karlsson[] Karlsson -- now he's a true warrior. His jokes may be crude and his habits plain, but he can fight like no other! You should praise him highly, master, and reward him well for his deeds. That man never fails! Dislike Quotes[] Nogai[] Nogai is a parvenu with crazy ideas of an independent Nogai Khanate. Believe me, he will only bring trouble down on our heads. Turn your head, and I shall send his spirit to the Grey Steppe to meet his ancestors. My patience is at end. Oksana[] Oh, master! I can bear much, but not a witch in the party. The shaman tricks of that Oksana are not to my liking -- not at all. The other day she came and offered me a luck charm. To me -- a Muslim! When the Allah damns the infidels to death.." "Feasts","Feasts are a new feature introduced with Warband. Feasts were not included in the next installment of the series, With Fire & Sword (though they make a comeback in Viking Conquest). Feasts are held by wealthy and powerful land-owning nobles all over Calradia, specifically those wealthy enough to lord over towns and castles. Feasts typically last for short periods of time, but can last longer if the host is not close to the venue at the time the feast is started. These being gathering points of the rich and powerful, it is often wise for players to seek entry into them (though early in the game, this may not be easy). Feasts can be freely entered in neutral or allied towns by players with more than 200 renown. If renown is less than 200 the player may still request entry, but unless they are of noble birth, they will be refused by the guards. However, the nobles will arrange tournaments outside of the usual tournament rotation in order to compete against friends and rivals. These tournaments, like all others, can be freely entered by the player and their party and have the usual benefits for winning: increased renown, improved relation with the town, etc. Winning a tournament held alongside a feast allows the player to enter the feast and talk to the nobility attending. It is advised to try your luck in the accompanying tournament, even if you are capable of entering freely, where you can dedicate your victory to ladies at the castle afterwards. During the feast, there will be an abundance of ladies, especially of the eligible kind, to which the dedication may be more beneficial. Later in the game, as the player's renown increases and their relationship with nobles and monarchs improves, they may find themselves being invited to feasts personally from time to time. Attending these has the usual benefits, and talking to the host may grant the player a +2 relation bonus with him (so long as there are no outstanding events the host wishes to talk about, such as victories in battle, successful sieges, etc.) If the feast takes more than one day, you could receive a +2 bonus for every day you speak to the host while attending the party. Not attending feasts to which you are invited will have no negative effect on your relation with the host. Hosting your own feast[] You can hold your own feast, and though it can be boring and costly, it is the best and fastest way to improve relationship with lords (except for already hostile lords, who won't come to your home). To hold a feast on your own, you should first marry a lord or lady. Then you should stock your household inventory with feast resources like: Food (4 of each for magnificent) Drink (Wine, Ale) (4 of each for magnificent) Spice (2 for magnificent) Oil (1 for magnificent) For foods, you'll need at least 4 of each kind of food in game, from fresh meats (chicken, pork, beef) to grain and bread. The amount and diversity of resource determines outcome of the feast, e.g. a feast with plentiful but unvaried food is bad, but so is a feast with a very small amount of everything. If the household is fully stocked and you are prepared to start the feast, tell your spouse that everything is ready. The feast will start 4-5 days later, and lords will come to your castle/town. Every greeting with a lord will give you +1 relationship (which may be repeated every day of the feast), and if you hold them until the end of the feast, +2 relationship with them is gained along with bit of renown. To end the feast, simply tell one of the nobles in attendance that you wish to begin a campaign. Remember: as you start the feast, the items in the inventory will start to run out, so check your inventory often. Also, a feast may be held at any time, but they are unlikely to succeed in wartime as lords must attend to military matters. A tournament is likely to take place whenever you hold a feast in a town. This kind of tournament can be participated in several times a day, providing a boost in the town's relationship as well as your personal wealth. However, like all tournaments, the odds against you will decrease your winnings for each successive tournament." "Fedot","Fedot Appears in Official Information Culture Russian Religion Orthodox Christianity Character Details Hire Cost 400 thalers Likes Sarabun Liked by None Dislikes Bakhyt, Oksana, Kill local merchant, Bring back runaway serfs, robbing or raiding villages Disliked by Algirdas Character Background Home Tula Background HunterMercenary Fedot is a Russian Marksman and one of the Heroes in With Fire & Sword. You can hire him for 400 thalers. Contents 1 Biography 2 Personality 3 Relationships 4 Dialogue 5 Trivia 6 Stats and equipment Biography[] Fedot was the best marksman and hunter as his father taught him in the Tula woods. He served in Moscow as a marksman and married. One day, his wife is targeted by a Secret Department clerk and wish to flirt with her, but she was faithful and the clerk uses his position to separate between Fedot and his wife. He told the hunting clerk that Fedot saw a unicorn in the woods, making the clerk to sent Fedot to hunt the creature or he will be jailed. Fedot knew he was caught in a trap, so he use a poleaxe to kill the scheming clerk and sent his wife to his distant relatives in Astrakhan before deserting his post. He now serve as a mercenary in Eastern Europe. Personality[] There is not much more information about Fedot as of now, but it is known that he is a family-oriented man who is faithful to his wife where he willingly choose a dark path in order for him to protect her despite that he will get himself to jail. He is willing to do everything to help his wife even if she is very far away from him. He is also confident in his skills as a hunter and would be pleased to follow men who are good yet rebellious at the law for the sake of the innocent and common folk. Relationships[] Dialogue[] Main article: Fedot/Interactions Trivia[] Fedot is the same model of Bunduk from the original game, the only difference is the addition of beard. Fedot is a reference to the titular character of Leonid Filatov's satirical play-in-verse The Tale of Fedot the Strelets. Said character was a game hunter for the Tsar, who decided to separate him from his beautiful magical wife and, with the help of the head of secret police, sent him repeatedly on impossible quests, threatening to execute him should he fail. Stats and equipment[] Fedot - Default Stats and Equipment Attributes Stat Points Level 6 Strength 8 Agility 10 Intelligence 8 Charisma 7 Health 43 Armor Head Marksman Cap Body Marksman Caftan Hand ? Foot Bast Shoes Skills Skill Points Ironflesh ? Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 1 Shield ? Athletics 2 Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking 2 Tactics ? Path-finding 3 Spotting 3 Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 70 Two Handed Weapons 50 Polearms 60 Archery 0 Firearms 100 Throwing 0 Weapons Melee Simple Saber Ranged Matchlock Musket, Bullets Shield ? Mount ? Player's Companions Algirdas Bakhyt Colonel Zagloba Fatima Fedot Ingri Karlsson Mamai NogaiOksana Priest Spasokukotsky Sarabun Tepes Varvara Victor de la Buscador Yelisei" "Fedot/Interactions","This is a list of interactions with Fedot. Contents 1 Introduction 2 Reencounter 3 Retirement 4 Rehire 5 Story: Tula 6 Like Quotes 6.1 Sarabun 7 Dislike Quotes 7.1 Bakhyt 7.2 Oksana Introduction[] Greetings, stranger! Are you the one seeking men to hire? I am a marksman, Fedot is my name... Perhaps I am looking for something. Why is your coat so worn out, and my, look at that pole axe... Deserted the service, eh? ""You speak the truth. I fled -- and who wouldn't? I come from Tula, but in recent years I have served as a Moscow marksman. I was once a famed hunter, and brought game from the forests to the royal halls. My service went well, or would have, were it not for one Secret Department clerk. A skinny, wall-eyed fellow with a goatee, but he had set his sights on my wife. The foul creature knew that she was faithful to me, but he devised a dirty trick using the powers that came with his position. He whispered to the chief hunting clerk that I boasted in front of men that I saw a wondrous horse in the woods, that had a horn on its head. Our sire is quite keen on various rare animals, and so I was entrusted with the task of capturing this creature -- or get fired and thrown into the gaol for my idle talk. There was nothing I could do... My fate was to end up in a jail, and my wife would go straight into that clerk's bedroom. So I took my grandfather's pole-axe, went to the clerk's homestead and put him down like a pig. And my wife, Nastasia, I sent away in secret to Astrakhan, to distant relatives."" Follow me. I cannot promise you a horse with horns, but we shall have plenty of other game. I had nowhere to go. Few would dare hire a runaway marksman. I would be glad to follow you. You know, I can hit a squirrel's eye with an arroe, and I can read trails like no one else. I hope you are an honest warrior, and some rogue. I have seen much in my days of service, and Is hall not suffer innocents to be harmed. Exactly the man I need. After dinner we shall set out. Yes, but there's a small problem. My wife remains penniless. If you could give me 400 thaler, that I could send to her for her needs, I would go with you straight away. Otherwise I shall have to become ab brigand to raise money. Family must go first. Here, take the money. In war, the line between robbery and feats of arms is often blurred. 'Tis better we should part ways now. A sad tale. But I have heard the likes of it before. Farewell! Looks can be deceiving Reencounter[] Now I am looking for companions on my way. Retirement[] Listen, (sir/my lady). My heart is aching, and I am always worried about my wife, who is alone in foreign lands. Do not take it amiss, please, but I shall have to leave you for a while. Rehire[] I have found you at last! My wife is well, and I am ready to stand under your banner once more. Story: Tula[] A covert, concealed place for a shelter, refuge -- or a prison. This is what the word Tula means. It is the name of my hometown. Half a century ago, Tula was captured by False Dmitry, who waited here for the fall of Moscow. Some three years later, another impostor arrived here, the Thief of Tushino. In these woods, my father taught me to be the master of the hounds. Later, after I mastered following hare trails and putting arrows through the squirrel's eye, I was sent to Moscow. Like Quotes[] Sarabun[] Sir, I feel myself healthy and fresh. Recently Sarabun applied his leeches to me. That doctor is worthy of respect and honor. The balm he applied to my wounds after the fight healed them in but a few days. I am glad we have this ma of wisdom in our company. Dislike Quotes[] Bakhyt[] Allow me to speak! I do not like that Bakhyt with his hangman's habits. The very thought that I might have landed in the hands of his ilk, had I not fled Moscow... It sends shivers through me. Walking side by side with this monster is more dreadful by the day. I am not the timid type, but it is a haunting thing to have a hangman behind one's back. Oksana[] You know what, sir?! I am a straightforward man and I shall be frank. We should not drag that witch around with us. We don't need Oksana with her potions, charms and magic. Yesterday she gave everyone a potion ""against bullets"". I did not drink it, but went to a nearby church and lit a candle. If this continues, I fear I shall run out of candles." "Fiefs","Fiefs are the villages, towns, and castles scattered about the overland map. Each fief is owned by a vassal or, in the case of the capital city of a faction, the ruler of that faction. Fiefs can change hands in several ways, the most common way being during wartime. Villages, unlike castles and towns, cannot be captured directly. Instead, villages are associated with a nearby castle or town and when the castle or town is captured, so is the village. Contents 1 Initial Lords 2 Acquiring a Fief 2.1 Personal Fiefs 2.2 Becoming a Vassal 2.3 Faction Fiefs 3 Owning a Fief 3.1 Taxes 3.2 Reputation 3.3 Wealth 3.4 Interesting Facts 4 Bugs Initial Lords[] Every time you start a new game, the ownership of villages and castles is randomized with only a few exceptions. Towns are typically assigned to powerful lords and do not change unless the lord that owned it defects or is exiled. In With Fire & Sword, due to the game's historical setting, fortresses as well as towns are given to fixed lords, while villages are still randomly distributed. Acquiring a Fief[] Fiefs can be acquired in several ways, most of which involve capturing fiefs after a siege. Personal Fiefs[] Personal fiefs can be obtained by capturing a town or castle while not a vassal of any lord. This can be difficult as defenders of towns and castles are generally hundreds strong and if you are not a member of a faction, you will not have any allies to help you. A good strategy can be to wait until a castle or town has just been captured and then besiege it, as it will only have a small garrison of around 50-60 troops for castles and 80-90 troops for towns. Once captured, keeping a fief under your control can be difficult because you will most likely have insufficient numbers. Contrary to popular belief, right to rule does not affect the likelihood that others will declare war on and attack you (right to rule only affects the chances of other lords defecting to you). Factions may decide to declare war on you at any time, as your claim would be weaker than theirs, leading to an attack on your petty castle (or town, but it's unlikely you can capture one by yourself) with huge armies. In some cases, you may be faced with over a thousand men (in a cohesive realm), attacking villages one by one until they reach your capital castle/town, which is extremely difficult to stop. Unfortunately, the only way to decrease wars against you is to have a lot of power and land. This catch-22 is what makes starting your own faction exceedingly difficult for new players. But if you've spent enough time in Calradia as a mercenary for a faction, you can raise a large army and quit the faction at the end of your contract without penalty. If you have been sending companions to spread your claim (beware as some companions' claims for you conflict) then you will usually only have to deal with the kingdom you attacked. Becoming a Vassal[] When you become a vassal, you will be granted the poorest village in the faction you have joined, usually a village that has recently been looted. Sometimes, the lord who owns the castle associated with that village will dislike you and deny you entry to his castle. Once your relation with that lord improves, you will gain access to his castle. If you are playing a female character, the king of your chosen faction will say that giving a fief to a woman will cause other nobles to think he has been 'bewitched'. You can choose to fight fiefless for the king or reconsider taking your vows of allegiance. However, when a female character with high renown (over 700) becomes a vassal, she will have no trouble receiving a fief like a male character. Having lower renown is not a hindrance if you are on good terms with your liege. In Warband, a vote is cast to decide which lord gets the property every time a castle or town is captured by your faction. By telling a vassal that you support his choice, you will be rewarded with some points in relation towards them, unless for some reason they deny your support. This can be done once for each village, town, or castle your faction acquires, which should net you a lot of friends in the long run. Another way is to work as a mercenary against the faction you'd like to join, and any time you capture a lord (especially the king), you will usually gain a bonus to your relationship with that lord along with bonus honor when you release him from captivity. Once many of the lords in that faction like you (again, especially the king), you should have no trouble gaining fief after fief once you swear fealty. A king may ask you to become his vassal. This may occur after winning all tournaments, or after achieving a certain level of renown while having an overall positive standing with that faction. Faction Fiefs[] Capturing fiefs as a member (vassal) of a faction can only happen when your faction is at war with another faction (never provoke a war as a vassal). The marshall of your faction will summon lords of the same faction, then ride into enemy territory, possibly capturing castles and towns along the way. Keeping a captured fief for yourself (even if you captured it without the help of allies) is not guaranteed. The calculation to decide who gets a captured fief is based on renown, the current number of properties they own, and an element of luck: R = renown.t = number of towns.c = number of castles.V = number of villages.? = random number from 50-99.Bonus = 1.5 (for leader of party that took the fief).K = relationship with king (just for player). Take renown and add 500 as a base value. Divide by the 'ownership factor' which is 1+(owned towns*4)+(owned castles*2)+ owned villages. If you own two castles and three villages, the score would be 1+(0*4)+(2*2)+3=8 Multiply by a random integer number between 50 and 99 inclusive. The one who conquered the fief gets his score multiplied by 1.5. Add twice the relationship value with the king to the score, just for the player, this is not added for other vassals. In Warband, the effective relationship (K in the image) is capped to a minimum of -100 and a maximum of 100. In Warband, if the fief is a village, the score of vassals that don't have any fief is multiplied by 10. If you captured the fief yourself and did not request that the fief be awarded to you, your score is reduced. The player is only given the fief if they get the highest score of all lords in their faction. In Warband, you can try to persuade other vassals that you deserve the fief. If successful, their renown may be added to yours in the calculation. You can also recommend other vassals for fiefs, and this sometimes seems to have the odd reverse effect increasing the likelihood of the recommending player getting the fief, rather than the lord they recommended. Owning a Fief[] Once you have a fief, there are a few things to remember. Taxes[] Owning a fief generates taxes from the populace each week. In Warband, taxes from every fief you own add to your profits at the end of each week, so you do not have to visit your fiefs to collect them. Towns earn the most base taxes, villages second, and castles the least. The prosperity of each fief also affects the amount of taxes they produce, meaning a rich village will generate more in taxes than a very poor town will. The prosperity of a castle is affected by the prosperity of the villages that are geographically attached to that castle, even if the villages are not owned. Usually the player will not own a connected castle and village, unless they have large numbers of both villages and castles. You can raise the prosperity of a town by ensuring that its caravans reach their destinations and by completing quests from its Guild Master. You can raise village prosperity by stopping it from being raided, killing bandits if they invade, building improvements, and completing quests from its Village Elder. Also, when repeatedly purchasing imported goods from a town or village, the prosperity will eventually drop due to the lack of these goods, and they will no longer be available until trade has returned them, which can take a long time. For castles, the same methods can be employed on adjoining villages, but improvements cannot be built unless the adjoining village is owned. The profitability (net income) of a castle can be improved by reducing the size of the garrison. Reputation[] Once a village belongs to you or to your faction, you cannot loot and burn it, although you can still force the peasants to give you supplies. If you are already disliked by a village that becomes your fief, the villagers will remember and hate you, but you can still collect taxes. However, you will be unable to get recruits from this village. You can see your reputation in brackets in the description at the top along with a word describing how much they like or hate you, for example ""acceptive"", ""resentful"", ""hate you with a passion"", etc. If you intend to take part in sieges to earn further fiefs for yourself, you should avoid raiding nearby villages so that they will still like you when you own them. Burning villages also decreases their prosperity, which affects the taxes and recruits you can collect, so you should ensure any villages you may come to own remain in good condition. Wealth[] The taxes a fief generates are linked to its wealth, ranging from very poor to very rich. Improving a fief's wealth increases taxes and the amount of recruits you can obtain there. Improving a fief's wealth is difficult; once a fief is looted, the wealth will drop back to very poor for a long time. Improving the wealth is done by a range of actions. Increasing Reputation: This represents how happy the residents are with your rule. When your people hate you, they will leave first chance they get and the village will not grow beyond average, so you must improve the reputation to 0 or higher to gain any real wealth in your fiefs. Patrolling: Villagers need to go to a nearby town to obtain new resources and to sell their own surplus. Patrolling your territory to make sure your villagers are not attacked and taken prisoner along the route is needed if you wish to improve the fief's wealth, which can pose a problem to lords who have a wide range of fiefs. Trade: If the town the villagers trade in is poor, prices will be high, resulting in less affordable goods. Your villagers notice this too, as the wealth of the town influences the wealth of the villages and vice versa. A town with two poor villages and one average will tend to become poor after some time, due to the lack of production in the villages, and therefore lack of production in the town itself. The town will increase back to average if its villages are at average too, as this allows the town to produce more trade goods which will attract traders who will bring new goods. After some time, this will increase the town's wealth and give your village a chance to increase its own wealth, as it is directly linked to the town. A town will sometimes get besieged and conquered, which lowers its prosperity by -20. To prevent this, you can garrison rescued prisoners, no matter how weak (watchmen, camp followers, etc.) in the town so that enemies hesitate to attack it. To successfully improve the wealth of your fiefs, you should do all of the above, and for an extended amount of time. Depending on your goals, it might not be worth the effort to increase your fiefs' wealth as it takes a long time to do so. If you stop patrolling the region for a short amount of time, bandits will return and rob your villagers. A village requires 3000 denars to buy 1 unit of prosperity, but will only buy it when it has 3500 so that it still has a surplus should something happen, e.g. looting, change-of-hands, etc. Interesting Facts[] New goods appear in the emptied market of the village every 5 days Bugs[] Subject to a bug in 1.143 which shows troop names instead of fief names in dispute dialogs." "Finnish Harquebusier","Finnish Harquebusier Troop Information Culture Mercenaries Wages ? thalers/week Acquired from... Mercenary Commander Upgrades to... Finnish Harquebusier (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Finnish Harquebusiers are regional mercenary archers of the Kingdom of Sweden. They can be hired in Koenigsberg and Riga. Tactics[] Armed with Matchlock Muskets, their firepower is no better than militia marksmen's and will easily get out-ranged by regular and elite ones - unlike them, however, Finnish Harquebusiers have superior training, armor, and melee weaponry, making them formidable melee combatants best used in sieges or in wagon forts, where they can support pikemen and musketeers in close-quarters combat. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Finnish Harquebusier - Default Stats and Equipment Attributes Stat Points Level 6 Strength 7 Agility 6 Intelligence 3 Charisma 5 Health 48 Armor Head Kabasset Body Half-Cuirass Hand None Foot Shoes with Stockings Skills Skill Points Ironflesh 2 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 1 Shield ? Athletics ? Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 55 Two Handed Weapons 55 Polearms 55 Archery 0 Firearms 85 Throwing 0 Weapons Melee Thrusting Sword Ranged Matchlock MusketHeavy Bullets Shield None Mount None Trivia[] The arquebus - sometimes spelled ""harquebus"" - was an early portable firearm of low velocity and fired using a matchlock mechanism, hence why Finnish Harquebusiers use Matchlock Muskets in-game. Due to their name, they most likely hail from Finland, which was part of the Swedish Empire during the game's setting. Wikipedia has an article on this subject at:Harquebusier Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran)" "Finnish Harquebusier (veteran)","Finnish Harquebusier (veteran) Troop Information Culture Mercenaries Wages ? thalers/week Acquired from... Finnish Harquebusier Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Finnish Harquebusiers (veterans) are veteran regional mercenary archers of the Kingdom of Sweden. Tactics[] Carrying the same equipment as their predecessors - including Matchlock Muskets - but having much better stats, their firepower is no better than militia marksmen's and will easily get out-ranged by regular and elite ones - unlike them, however, veteran Finnish Harquebusiers have superior training, armor, and melee weaponry, making them formidable melee combatants best used in sieges or in wagon forts, where they can support pikemen and musketeers in close-quarters combat. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Finnish Harquebusier (veteran) - Default Stats and Equipment Attributes Stat Points Level ? Strength ? Agility ? Intelligence ? Charisma ? Health 51 Armor Head Kabasset Body Half-Cuirass Hand None Foot Shoes with Stockings Skills Skill Points Ironflesh 3 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 2 Shield ? Athletics ? Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 70 Two Handed Weapons 70 Polearms 70 Archery 0 Firearms 100 Throwing 0 Weapons Melee Thrusting Sword Ranged Matchlock MusketHeavy Bullets Shield None Mount None Trivia[] The arquebus - sometimes spelled ""harquebus"" - was an early portable firearm of low velocity and fired using a matchlock mechanism, hence why Finnish Harquebusiers use Matchlock Muskets in-game. Due to their name, they most likely hail from Finland, which was part of the Swedish Empire during the game's setting. Wikipedia has an article on this subject at:Harquebusier Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran)" "Firearms","Firearms are gunpowder-based ranged weapons in Mount&Blade: With Fire & Sword and Napoleonic Wars. Contents 1 Gameplay 1.1 Advantages 1.2 Disadvantages 2 With Fire & Sword 2.1 Muskets 2.2 Carbines 2.3 Pistols 3 Napoleonic Wars 3.1 Muskets 3.2 Rifles 3.3 Pistols 3.4 Other 4 Trivia 5 Gallery Gameplay[] Gameplay-wise, firearms function very similarly to crossbows - they can inflict very high damage but have a slow reloading rate - which they replace in With Fire & Sword as the counterpart to bows. Advantages[] Fast projectile speed reduces target dodging. High striking power disables targets in fewer shots. Less physical fitness/training required to use (as opposed to bows or melee weapons). Disadvantages[] Slow loading speed limits overall damage and can be interrupted. Difficult to see projectile trajectory. Less ammunition can be carried compared to bows. With Fire & Sword[] During the mid-17th century, firearms have been mass produced in European armies and have thus been highly augmented in both numbers and varieties in With Fire & Sword. By this time, the outdated Matchlock variant is still used by some Ottoman armies and militias, the Wheelock variant is very common in European armies, and the Miquelet variant has started to become more prominent but is only used by elite soldiers. There are three types of firearms in With Fire & Sword: Muskets[] Slowest to reload but most accurate yet cannot be used on horseback due to its heavy weight, there exists three variations: Matchlock (worse stats), Wheellock (commonly used by all nations except the Crimean Khanate), and Miquelet (better stats). There are also the Simple (slightly worse stats) and Good (best stats) subvariants and Handmade Firearms (worst stats of all but can be used on horseback) yet no double-barreled variant. Muskets can carry the Balanced, Tempered, or Masterwork modifiers. All nations have musketeer-infantry troops: Countryman and Poor Cossack wield Handmade Firearms; Seymen, Posad Marksman, Musket Militiaman, Militia Musketeer wield Matchlocks; Marksman, New Order Marksman, Zolnier, Musketeer, Lithuanian Musketeer, German Infantry Musketeer and Scottish Musketeer wield Wheelocks; Serduk, Janissary, German Infantry Musketeer (veteran), Lifeguard, and Mercenary Marksman wield Miquelets. Muskets are recommended for infantry-type companions skilled with Firearms (e.g. Fedot). Carbines[] Faster to reload than a musket - but less accurate - and more accurate than a pistol - but slower to reload There exists the same three variations and two subvariants as muskets as well as Dutch and Double-barreled Wheelock varieties, which are strangely less accurate than their pistol counterparts. All nations except the Crimean Khanate - which only uses horse archers - have medium-cavalry troops armed with carbines: Djura wield Matchlocks while Moscow Reiter, Polish Dragoon, and Swedish Dragoon wield Wheelocks. Pistols[] Fastest to reload but least accurate due to its short barrel, there exists three variations: Old (worst stats), ""Regular"" (commonly used by some cavalry troops), and Good (best stats and commonly used by Reiters and Generals. Each variation, in turn, has two subvariants: a shorter-barreled, faster-reloading one and a longer-barreled, more-accurate one. There is also the Double-barreled Miquelet (Flintlock) and the Dutch (both ""Regular"" and Double-barreled) varieties, which are strangely more accurate than their carbine counterparts. Due to its inferior stats, pistols are wielded only by a few cavalry troops - Djura, Watchman, Zaporozhian Cavalryman, Volunteer, Polish Reiter, Swedish Reiter, and Moscow Reiter - as well as non-cavalry - Netyag and Generals. Napoleonic Wars[] Firearms make a return in the Napoleonic Wars DLC. Muskets with bayonets are very common and are typically used by most infantry, while pistols, cavalry muskets, and rifles are used by other units. Muskets[] Muskets are the primary weapon of the backbone of each Napoleonic nation; the line infantry. They're cheap to mass produce, which makes them great military firearms for the time. Muskets in Napoleonic Wars are reasonably inaccurate and take a fair amount of time to reload. There are two variants of muskets, the infantry musket and the cavalry musket. The infantry musket is the ultimate equilibrium weapon: providing a fair reload time, accuracy and melee capability. It takes approximately 12 seconds to reload and cannot be used on horseback whatsoever, only put on the user's back to use if they are dismounted. The cavalry musket is less accurate, but is faster to reload. Its lack of a bayonet may be seen as a large disadvantage to many, as the bayonet is a very deadly weapon in the hands of a good player, while using the stock of a cavalry musket can be daunting. Cavalry muskets can be fired on horseback but only reloaded while the horse is stationary. Rifles[] Rifles of the time had rifling technology. Grooves cut into the interior of the barrel meant that cartridges would spin, which would give the advantage of superior long range accuracy over their musket counterparts. In game, this does have its drawbacks. Rifles have a slower reload time than muskets, at 16 seconds, and rifles can only melee with its stock which has its aforementioned problems. France does not have a rifleman class, their closest to a skirmisher class being their light infantry, which can only spawn with muskets. Rifles can be fired, but not reloaded on horseback. Pistols[] Pistols are the sidearms of officers in Napoleonic Wars, packing a decent amount of punch in a small package. Pistols should never be relied upon however, as they will only kill a full health opponent in one hit if it's a headshot, not to mention they're frighteningly inaccurate. However pistols do have the fastest reload time, and are the only firearm in the game to allow the user to move while reloading. Other[] Other less conventional choices are available for use. These are carbines and musketoons. The musketoon is available to very few troops, and is useful in very few situations. Essentially acting as a shotgun, the musketoon spreads out many shots in a large area at closer ranges. It has no bayonet and a slow reload time, on par with the rifles. It should be used carefully around teammates. Carbines are another choice for cavalry troops, acting very similarly to cavalry muskets, but are better at closer ranges for quick strikes, fitting perfectly for dragoon regiments. Trivia[] Firearms have existed since classic Mount&Blade in the form of a hidden Flintlock Pistol powered by Cartridges, both only accessible via the cheat menu. Gallery[] The original Flintlock PistolThe original Cartridges Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment" "Flanged Mace","The Flanged Mace is surprisingly effective at knocking people over, as it is tied with the Spiked Mace as the heaviest one-handed weapons in the game. The weight of the Flanged Mace makes it more effective at blocking weapons capable of crushing through blocks as well as staggering enemies that successfully block attacks from it. In With Fire & Sword , the Flanged Mace is a lighter, slower weapon that possesses the ability to crush through blocks as well. With Fire & Sword Warband See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List)" "Flanged Mace/With Fire & Sword","Flanged Mace Flanged MaceOne-handedBase value: 1200 thalersWeight: 2.0Swing: 29bSpeed rating: 99Weapon reach: 55Requires strength: 12Can crush through blocksWith Fire & Sword" "Flax Bundle","Flax Bundle Games Base value 150 150 280 Weight 40.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Raw material Made From... N/A Made Into... Linen Flax Bundles are a trade good used in Mount&Blade: Warband as a raw material for a linen weavery to produce linen. Flax can be cheaply purchased in Sargoth and sold for high amounts in Durquba. A much faster, but less profitable endeavor, is to buy flax from Praven and sell it to Suno. If you own a linen weavery you can buy flax and give it to your master weaver to cut down on the weekly cost of the business. In With Fire and Sword, flax bundles can be bought for under 100 thalers at villages and sold at fortresses for upwards of 300 thalers. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Flintlock Pistol","For firearms in With Fire & Sword, see Firearms. The Flintlock Pistol is a hidden weapon, inaccessible in a normal game without cheating or editing. It uses cartridges as ammunition, just like bows use arrows or crossbows use bolts. It is a very powerful weapon that uses the hidden Firearms proficiency and can shoot bullets at an incredible velocity, faster than any arrow. However, the Flintlock is wildly inaccurate and the bullet cannot be seen in order to adjust one's aim, making this weapon very difficult to use at range. Like other ranged weapons, the Pistol has reduced accuracy when on horseback, but the targeting reticule stays perfectly still while aiming. On the downside, this weapon is very slow to reload. Cleaning the barrel and loading a cartridge takes longer than reloading any crossbow. The Player or a Companion equipped with the Flintlock is able to use a shield and the Flintlock at the same time, since the user only needs one hand to operate it. Note that this weapon is not the same as the firearms featured in With Fire & Sword, which are actually crossbows under the hood. However, the Flintlock Pistol is a likely source of inspiration for them. Warband Mount&Blade See Also Firearms (List) Ranged Weapons (List) Weapons (List)" "Flintlock Pistol/Warband","Flintlock Pistol Flintlock PistolBase value: 230 denarsWeight: 1.5Damage: 45pAccuracy: 65Speed Rating: 38" "Flour","Flour Games Base value 91 85 Weight 50.0 Item Quantity 50 Morale Bonus +0 +1 Spoils No Goods Type Trade / Food Made From... N/A Made Into... N/A Flour was a consumable trade good in the original Mount&Blade. It was removed from Warband and then re-added as a basic food source in With Fire & Sword. In With Fire & Sword, its high weight and higher-than-average price makes flour less desirable than other provision goods, such as bread or apples, which offer a better morale boost. However, flour won't spoil, so it still provides a good stand-in when no better option is available. It is readily available in many towns and villages, particularly within the Polish Commonwealth and Cossack Hetmanate and can be purchased cheaply in Krakov, Warsaw, and Chernigov. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Flying Squirrel Entertainment","Flying Squirrel Entertainment logo. Flying Squirrel Entertainment is a small independent game development company based in Europe. They originally formed from the team behind the Mount & Musket modification for Mount&Blade: Warband and went on to make the official downloadable content expansion for the same game, Napoleonic Wars. Games[] Napoleonic Wars External links[] Flying Squirrel Entertainment website" "Food","Food is very important for your party. Each type of food which you have in your inventory gives your party morale, and consequently, if you run out of food, you will lose morale. Food can be bought at goods merchants in towns, or from the Village Elder at villages. Gradually, your party will eat the food, reducing its quantity. Food that is reduced in quantity also sells cheaper. Contents 1 Consumption 2 Quality 3 List of Food 3.1 Mount & Blade 3.2 Warband 3.3 With Fire & Sword 3.4 Viking Conquest 4 Unobtainable Food Consumption[] Your party will eat every 14 hours, with every unit of food quantity feeding 3 troops. In With Fire & Sword, these numbers have been adjusted slightly to every 6 hours and 10 troops per quantity. If you have multiple types of food in your inventory, your party will split the consumption between the available foods. So if you have 15 men (needing 5 quantities of food), and had one item of Bread and one item of Smoked Fish, then it will be split between the two items as evenly as possible. For example, consuming 2 quantities of bread and 3 of fish. Quality[] Certain foods are perishable. In classic Mount&Blade beef goes 'rotten' after five days, making it inedible. In Warband, pork and chicken are also affected by deterioration, though it takes a total of six days. The stages are: (Warband only) Fresh Day-old Two Days-old Smelling Rotten Despite the degradation of the food, the morale bonus does not decease until the meat is fully rotten, at which point it is no longer edible. Food that can rot is best used when traveling with a large army, where its large morale bonus is most useful and where it can be consumed before it spoils. Though it is possible to sell rotten food elsewhere, it returns little money and is best discarded if the player has just finished a battle in the field, in order to make space for captured items, which the player can use for himself, or get even more money by selling. List of Food[] The following is a list of foods that appear in each game. Mount & Blade[] List of Food Name Base Value Weight Quantity Morale Bonus Spoils? Apples 44 20.0 50 +5 No Beef 103 20.0 70 +7 Yes Bread 32 20.0 50 +4 No Butter 150 6.0 30 +8 No Cabbages 30 15.0 50 +4 No Cheese 95 6.0 30 +5 No Chicken 75 10.0 50 +6 No Dried Meat 72 15.0 50 +5 No Flour 91 50.0 50 - No Honey 136 5.0 30 +10 No Pork 85 15.0 50 +6 No Sausages 60 10.0 40 +5 No Smoked Fish 59 15.0 50 +5 No Wheat 77 50.0 50 - No Warband[] In Warband, some foods can be used as a raw ingredient to make other food or trade goods through a Productive Enterprise. List of Food Name Base Value Weight Quantity Morale Bonus Spoils? Made from... Made into... Beef 80 20.0 50 +7 Yes Cattle - Bread 50 30.0 50 +8 No Grain - Butter 150 6.0 30 +4 No - - Cabbages 30 15.0 50 +2 No - - Cheese 75 6.0 30 +5 No - - Chicken 95 10.0 50 +8 Yes - - Dried Meat 85 15.0 50 +5 No - - Fruit 44 20.0 50 +4 No - - Grain 30 30.0 50 +2 No - BreadAle Grapes 75 40.0 10 +3 No - Wine Honey 220 5.0 30 +6 No - - Olives 100 40.0 10 +1 No - Oil Pork 75 15.0 50 +6 Yes - - Sausages 85 10.0 40 +5 No - - Smoked Fish 65 15.0 50 +4 No - - With Fire & Sword[] List of Food Name Base Value Weight Quantity Morale Bonus Spoils? Apples 44 20.0 50 +3 No Beef 80 20.0 50 +2 Yes Beer 120 30.0 50 +5 No Bread 50 30.0 50 +3 No Butter 150 6.0 30 +2 No Cabbages 30 15.0 50 +3 No Cheese 75 6.0 30 +3 No Chicken 95 10.0 50 +3 Yes Dried Meat 85 15.0 50 +2 No Flour 85 50.0 50 +1 No Grapes 75 40.0 10 +2 No Honey 220 5.0 30 +3 No Olives 100 40.0 10 +1 No Pork 100 15.0 50 +3 Yes Sausages 85 10.0 40 +4 No Smoked Fish 65 15.0 50 +2 No Wheat 30 30.0 50 +1 No Wine 220 30.0 50 +5 No Viking Conquest[] List of Food Name Base Value Weight Quantity Morale Bonus Spoils? Barley 18 30.0 150 +3 No Beef 120 20.0 150 +7 Yes Boar Meat 110 20.0 120 +8 No Bread 25 15.0 150 +8 No Butter 100 6.0 90 +4 No Cheese 85 6.0 90 +5 No Chicken 65 10.0 150 +8 Yes Dried Meat 150 20.0 150 +5 No Fruit 40 20.0 150 +4 No Honey 220 5.0 90 +6 No Pork 89 15.0 150 +6 Yes Sausages 35 10.0 120 +5 No Smoked Fish 90 15.0 150 +4 No Vegetables 40 15.0 150 +2 No Wheat 20 30.0 150 +2 No Unobtainable Food[] Some foods exist as objects in the environment and cannot be obtained or eaten. These are most often seen in taverns, but may also decorate keeps and villages. A field of beansStrings of garlicA basket of marrowsA field of squash Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Footpad","Footpad Troop Information Culture Bandits Wages 22 peningas/week Acquired from... Ruffian Upgrades to... Brigand- or -Robber Upgrade Cost 368 peningas XP for Kill ? experience Ransom Value ? peningas Footpads are tier-two bandit infantry in Viking Conquest. They can be found in raiding parties on land. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Footpad - Default Stats and Equipment Attributes Stat Points Level 18 Strength 16 Agility 8 Intelligence 12 Charisma 12 Health 61 Armor Head Phrygian Body Tunic Hand None Foot Ragged Leather Shoes Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 5 Power Strike 3 Power Throw 2 Power Draw 2 Weapon Maintenance 0 Weapon Master 6 Athletics 4 Riding 2 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 4 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 140 Two Handed Weapons 90 Polearms 70 Archery 20 Crossbows 20 Throwing 110 Slings 100 Weapons Melee Short Axe Ranged None Shield Cracked Rawhide Shield Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr" "Foragers","""Give us images or taste steel"" This article does not have any images.Please help the M&B Wiki by uploading one! Foragers and patrols are the reconnaissance of all With Fire & Sword nations. They spawn as parties of between 10 - 16. One can find several medium class units of their nation and a few more of lower tier units of their nation seemingly in the respective ratio of 2:3. They make it easy for someone to make enemies with other nations without tediously locating caravans. Realistically, they are more viable than large armies as they would be more likely to perform raids on villages than armies would. They are lenient in the fact that they do not chase very far, instead preferring to stick to some kind of patrolling area which most of these parties seem to follow. Tactics[] Lacking a leader, their only tactic is to charge into battle mindlessly. Cavalry will overtake infantry and pepper one's forces until the infantry arrive. For example, Cossack patrols with Zaporozhian Cavalrymen will charge first, and the Poor Cossacks will follow up behind. Regardless of size and composition, all patrols have near enough no tactics at all." "Forest Bandit (classic)","Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Forest Bandit Troop Information Culture Bandits Wages 6-3 denars/week Acquired from... Looters- or -Prisoners Upgrades to... Swadian Recruit Upgrade Cost 40 denars XP for Kill 88 experience Ransom Value 73 denars Forest Bandits are bandit archers in Mount&Blade and Warband. Contents 1 Tactics 2 Quotes 3 Stats and Equipment 4 Trivia Tactics[] Inhabiting and roaming the dense forests of Calradia - mainly around the Kingdom of Swadia - they spawn in groups of 4-52. Forest Bandits are lightly armored and carry ranged weapons. They can be quite effective when attacking, as the large number of archers enables them to destroy most enemies at range. Even with their strength in numbers, Forest Bandits are ineffective against heavily armored soldiers, as their attacks are absorbed by their targets' armor. In close quarters, Forest Bandits have no chance versus most foot troops due to their poor melee skills, weak weapons, and lack of decent armor. Despite this, avoid fighting them with tier-one-or-two troops. You should kill Looters to level up your party members before trying to defeat Forest Bandits. Heavy cavalry is suggested against bigger groups of Forest Bandits, and Mercenary Cavalry, Swadian Knights, or Sarranid Mamlukes work well. Other highly effective units are heavy but fast infantry, such as Nord Huscarls. They can be upgraded to Swadian Recruits for 40 denars. This is recommended as it is the beginning of their journey to becoming Swadian Knights, some of the most powerful cavalry in the game. However, avoid upgrading if you need Forest Bandits as expendable skirmishers while on a prolonged campaign. Quotes[] Forest Bandits will say things like: ""Everything has a price... even your life!"" Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Forest Bandit - Default Stats and Equipment Attributes Stat Points Level 11 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible) Black Hood(Possible) Hood (a) Body Padded LeatherLeather JerkinRagged OutfitShirt Hand None Foot Leather BootsHide Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw 3 Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 90 Polearms 90 Archery 90 Crossbows 90 Throwing 90 Weapons Melee Quarter StaffAxeHatchet Ranged Short BowHunting BowArrows Shield None Mount None Trivia[] Being of Swadian origin, their usage of bows can be considered somewhat odd since their parent faction's troops employ only crossbows - yet it may be intentional, though, as crossbows were historically employed by professional soldiers only, meaning Forest Bandits would have to be Swadian deserters to get them. While they carried Longbows in classic Mount&Blade, they carry Hunting and Short Bows in Warband, making them a bit weaker. Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr" "Former Queen Christina","Former Queen Christina Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Claimant Personal Details Gender Female Former Queen Christina is the Claimant to the throne of Sweden. She is based on a real person who ruled Sweden from 1632-1654. Dialogue[] My name is Christina, the Sixth Queen of Sweden, the mistress of all Goths and Wends. I am the only daughter of King Gustaf II Adolf and Maria Eleanor of Brandenburg. All the estates of Sweden swore to me an oath of allegiance when I reached one year of age. As future queen, I received a splendid education. I mastered seven languages -- German, Dutch, Danish, Italian, Spanish, Greek and Latin Rising to the throne, I chose to remain a virgin, much like Elizabeth of England, and I chose my brother-in-law, Carl Gustaf of Pfalz, as my heir. Yet the treacherous Carl was not content with the natural flow of time, and desired to hurry his way to power. After securing the support of the army, he forced me to abdicate. And this after I won the Thirty-Year War and bestowed heretofore unimagined privileges on the nobles! I am sure, if only I issue a call, that Sweden will rally under my hand once more! Reporting back to King Carl Gustaf[] Christina is longing for the throne? She was always a loose cannon. First she almost led the nation into ruin -- doubled the ranks of nobles, gave away the lands of the crown, while she squandered the treasury for court entertainment and pretty-petties for her favorites. Then suddenly she turned to Catholicism. Whatever she might say today, she abdicated of her own free will. Her abdication was officially accepted at the Rijksdag, and taxes are set on Gottland, Aland, Asel, Pomerania and other regions. Sweden is a nation of Protestant soldiers, and it has no need for a Catholic queen who pretends she is Elizabeth of England. Trivia[] She succeeded her father as ruler at the age of 6, when he died at the Battle of Lutzen. She caused a scandal when she abdicated her throne and converted to Catholicism in 1654. Christina is one of the few women buried in the Vatican grotto. Even after you give her the Throne, interestingly, her name still appears as ""Former"" Queen Christina. The story of Queen Christina in the game is not accurate to real historical events. She was not forced to abdicate by Carl Gustaf, but rather abdicated on her own will, as she chose to convert to Catholicism (Sweden was a Lutheran kingdom) and left the kingdom for Rome in the Papal States. Hence, in the game, King Carl Gustaf gives a more accurate description of Queen Christina. Wikipedia has an article on this subject at:Christina, Queen of Sweden Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet" "Fortification","For upgrades in With Fire & Sword, see Fortifications. Fortifications are map entities that can be captured through sieges. Villages that belong to the fortification are captured with the fortification. Towns are centers of commerce. Castles have very limited capabilities in comparison. With Fire & Sword[] In With Fire & Sword, all fortifications are granted the same interaction options, harboring marketplaces and mayors (with the attendant upgrade options). In addition, a new class of fortification is introduced, the Fortress. The primary functional difference between Fortresses and Castles on one hand and towns on the other is that towns are permitted caravan destinations. Other differences include gunpowder demand and typical garrison size. See Also[] Towns Castles Fortresses Sieges List of Fortifications" "Fortifications","For the general term referring to towns, castles, or fortresses, see Fortification. Fortifications are a town improvement in With Fire & Sword. They are available through the mayor and is affected by your party's Engineer skill. The Fortifications will reduce the number of attackers that can fight during a siege. Construction[] Engineer Thalers Hours 0 12000 240 1 11400 228 2 10800 216 3 10200 204 4 9600 192 5 9000 180 6 8400 168 7 7800 156 8 7200 144 9 6600 132 10 6000 120 11 5400 108 12 4800 96 13 4200 84 14 3600 72" "Fortresses","Fortresses for the purposes of this wiki include all non-town Fortifications in Mount&Blade: With Fire & Sword and may be thought of as a combination of the previous games' castles and towns, adding marketplace and mayor functions to castles but lacking the importance of towns. The primary difference between Fortresses and towns in With Fire & Sword is still the typical size of the garrison. Towns usually feature about 3 times the garrison size as lesser fortifications. Towns can also receive caravans while fortresses may not. Fortresses Cossack BratslavCherkassyKamenetsKorsunLadyzhyn FortressPereyaslavPoltava Crimean Izmail FortressKafaKalanchak FortressKezlev FortressKilburun FortressKyzyl-yar FortressPerekop Muscovite Bryansk FortressIzum FortressKurskNovgorodRyazanRzhev FortressTulaTver' Polish Bar FortressBerestye FortressDubensk CastleKovno FortressLida CastleLodz CastleLublin MinskMyadzelsk CastlePolotskSlutskZbarazh Fortress Swedish Allenstein CastleDorpat FortressDynaburg FortressDzvinsk CastleNarvaVyborg Notes[] Fortresses are still called castle in the game files but will be called ""fortresses"" on this wiki to segregate them from Mount&Blade and Warband. Some Polish and Swedish fortresses are still called ""castle"", such as Allenstein Castle. Unlike in Mount&Blade and Warband, some fortresses have the suffix ""Castle"" or ""Fortress"" despite not sharing a name with a related village. See Also[] List of castles Towns Fortification" "Founding a new kingdom","A player's own kingdom, consisting of Sargoth, Tehlrog Castle, Alburq Castle and their respective villages. Founding your own kingdom is a feature new to Warband. It is the ability to set yourself up as a king or queen of your own fully fledged faction. Trying to conquer land in the original Mount&Blade while being unaffiliated with a leader shows a long text stating that you are a ""commoner"" and have no right to be ""treated as a king"". All monarchs have a claim to the throne of Calradia. In addition to the player's struggles to become the supreme ruler of their own territory, should they wish to do so, they must also compete for the title of King/Queen of Calradia. In With Fire & Sword, there is no way to found a new kingdom, but rebelling against a monarch for a claimant will create a temporary faction with the claimant as the ruler. Once the rebellion succeeds, the claimant faction will disappear, and the new monarch will rule the original nation. Contents 1 Becoming a Monarch 2 Ruling 2.1 Your Court 2.2 The Minister and Ruling Options 2.3 Vassals Joining the Kingdom 2.4 Relations With Your Vassals 3 Tips and Tricks Becoming a Monarch[] Before you start your own kingdom, make sure you have a lot of renown, either honor or dishonor (depending on your liking and desired relations), and especially, a lot of right to rule. When starting the game, it is best to first be a vassal of another kingdom, and when you are powerful, revolt and start your own kingdom. This gives you a chance to make friends, who will become your vassals. Also, it will give you a fair fight when you start; a level 5 king is not going to be popular or effective, at least level 20 is recommended. The first requirement of ascending to the throne is that you cannot be tied to another claimant. In other words, you must not be part of a rebellion or a vassal of one of the current factions. If you already are, there are three ways out: ask to be released from your oath, be denied a fief you requested and dispute the judgment by force, or ask your husband to join you in a rebellion (female characters only). If you are currently questing for a claimant, you can convince the claimant to abandon the rebellion, and you will take over the entire territory you conquered for them at the cost of honor (you will receive the ability to rename your faction and give fiefs to your heroes). If you did not manage to secede from your liege with lands and are a landless unaffiliated person, all that is required is to start conquering. You need negative relations with a faction to conquer its fiefs. Having solved a dispute over a fief by force or starting a rebellion will lead to war with the faction you're in. If you're not currently at war or in any faction, you can attack a lord or monarch to go to war with the faction; consider that you will lose a lot of relationship points with the monarch, making him your enemy. It is advisable to extort tolls of a caravan from the faction you wish to conquer, this will decrease your relation with that faction by -1, avoid unnecessary relationship penalties with lords/villages, and allow you to besiege that faction's fiefs once you reach negative relations. Once you have a castle or town, you will be given the opportunity to name your new faction and begin your rule. A good strategy can be to wait until a castle or town has just been captured and then siege it, as it will only have a small garrison of around 50-60 troops for castles and 80-90 troops for towns. This is useful as you will be fighting with no allies for your first siege. Note: You cannot attack the castles or towns of a faction with which you do not have a negative relation. If you attack a lord, village, peasant, or attack/extort tolls from a caravan, you will lose relation with their faction and will then have the option to besiege castles and towns of that faction. Ruling[] Your Court[] When you start your own kingdom, you will be told that a court has been set up in your kingdom's capital. This capital is automatically assigned to the first town or castle you obtained and still possess. If you do not have any towns, the court will be held in the first castle you obtained. The court can be moved at any time, though certain materials are required (Tools and Velvet). The court is where your main affairs are conducted, where your minister stays, where your feasts are held, and where vassals go if they wish to join your kingdom. The court is where all decisions are made, from giving fiefs to vassals to choosing a new marshall to conquer foreign lands. The Minister and Ruling Options[] As a ruler, you have many new options. Your first task is to appoint a minister to look after your lands; this can be a hero, a wife, or even a prominent local (randomly generated NPC). However, it is not advisable to choose the prominent local, as you will be unable to take full advantage of minister features (heroes are automatically chosen if you have them in your party). By talking to this minister, you can conduct different affairs of state. Diplomats can be dispatched to the other factions to declare war or attempt to get other monarchs to recognize your legitimacy. Fiefs can be distributed amongst your vassals, and the current marshall and minister can be changed. If you chose the prominent local, you will only have the option to change the marshall and minister. If you choose one of your heroes as a minister, you may swap them back into your party at any time. It is common amongst players to appoint a hero that doesn't get along well in the group as a minister, as they will no longer quarrel with other heroes. It is also possible to hire a new hero at the tavern just to make them a minister, as there is no difference between a high-level and low-level hero as minister. This can be useful if the player wants to keep their current heroes. Vassals Joining the Kingdom[] Lord Doru wishes to join the players faction. Note the change in Lord Doru's prefix before you even allow him in the kingdom. As a ruler, you will often find landless lords from other kingdoms in your court, hoping to become your vassal. This can happen at random for the most part, but it is also heavily influenced by their personality, their experience with their last kingdom, your renown, and how many unassigned fiefs you have. You can try to get other nobles to defect to your cause by talking to them privately and asking how they feel about their liege, but do not expect a high success rate; while the nobles may dislike their current ruler, most dislike being branded a traitor even more. Much like recruiting lords for a claimant's cause, trying to get other lords to join your kingdom is heavily dependent on renown, number and location of fiefs, kingdom's total troop size, affection, your charisma, your persuasion level, and mere chance. A notable exception is your husband when playing a female character, an option appears when talking to him that instantly makes him join your faction regardless of your relations with him. You may also grant one of your heroes a fief, automatically making them one of your vassals. They will leave your party. While heroes can become your most loyal lords, you are also making the choice to remove a customizable, powerful ever-growing troop from your party. On the other hand, you will have that powerful hero with another army in the field at your disposal. Be careful when appointing heroes as lords, as two who don't like each other may carry their grudges into the field, allowing one to possibly defect to another kingdom. Also, appointing a commoner hero as a vassal will cause a large, retroactive penalty in relations to most of your current and even future vassals. It is recommended to make someone of noble blood a vassal. However, most of them will only recruit faction-specific troops (e.g. Matheld will only recruit Nordic units), so if you don't want a vassal recruiting say, Khergits only, and you think it is worth it, appoint a commoner instead. You could also consider Rolf and Lezalit as vassals: they are both non-faction-specific nobles. Relations With Your Vassals[] As a ruler of your newly founded kingdom, you will find the game even more challenging. As a vassal, one of your ally lords defecting to an enemy can be a positive thing, allowing you to capture their fiefs and possibly claim them for yourself. When you are king/queen this changes dramatically - you'll need to keep a watch on your vassals' ""relation to their liege"" (open ""notes"", go to characters and select the lord). You cannot keep every and all lords happy, as some will like honor while others will dislike honor. You must choose carefully. Even former heroes may defect to another kingdom, and with this, you lose the fiefs they hold to the kingdom they defect to. However, taking action and preemptively removing the vassal from his post will anger the other lords of your kingdom, so the more lords you have, the harder it becomes to rule your kingdom. When you are at the near-end of the game and have only one or two kingdoms left to conquer, the number of vassals of the rival kingdom(s) will be incredibly high compared to the early start. At this point, you must be ready to face armies of 4000+ men, but when done correctly you can easily muster a force of 6000+ men, depending on the number of vassals you have. Capturing other lords is not recommended, as this will lower relations with these lords and make it harder for you to convert them to your cause. Not all lords like this idea, but the majority will thank you, and when you reach +50 relations with a given lord getting them to defect to your side will be fairly easy, but it is also dependent upon the relationship they have with their current liege. The more vassals you have, the more your vassals will fight amongst themselves, weakening your nation from within. Try to resolve fights amongst your vassals and hold regular feasts to improve your relations with the lords of your realm. Listen to your current lords when giving out new fiefs to your vassals. Each time you give away fiefs your relation with all the lords who disagree with your decision will drop by 1 to 3, and in the long run, this can destroy your nation by causing your vassals to defect to your rivals. Since the size of a lord's army is directly proportional to the number and wealth of his fiefs, it can be beneficial to only have a few lords, but give them several fiefs each. This avoids the problem of taking massive relation drops with the entire realm when assigning a fief, without sacrificing the strength of your realm too much. Managing the relationship with your lords is difficult but can be coordinated with a little thought. Giving a lord (not a hero) a fief will increase the relationship with the lord by 10 and slightly increase relations with that lord's friends by 1 or 2 points, but reduce your relationship with most other Lords by 1 to 3 depending on their relationship to the receiving lord. If a lord is defeated in battle, you will lose one or two relationship with him as well. Giving yourself fiefs gives no negative or positive relationship with any lord. Certain Lords with unpleasant personalities will lose relationship points faster than others: it is a good idea to give any 'danger' Lords only village fiefs, so that if they defect there is no loss of land, as the village is tied to its castle or town. All of these factors are dependent upon vassal personalities. The more you learn about the quirks of every vassal personality, and the more easily you are able to identify them, the easier it will be to manage your kingdom. For example, a kingdom full of good-natured and upstanding lords will not only be harmonious, with no new rivalries, but they do not become upset when someone else is granted a fief, and their relationship with the player cannot decrease below 100 if the player's honor is 300 or more. However, they are very difficult to convince to defect from their kingdom. On the contrary, pitiless, sadistic, and quarrelsome lords are easy to make defect; a relation of -10 with their liege may be all that is required to get them to renounce their oath, while with more chivalrous lords the bar is higher. Despite this, they are much more difficult to manage, and quick to betray the player (as well as other rulers). Tips and Tricks[] Use opportunities! If you find a castle/town with a garrison of around 100 or less, take it! If the faction owning the town is being ripped to shreds by other factions, even better! Know the flow of war, and when factions are weak, use that opportunity to get a head-start on your kingdom. However, you may be at war with two factions, as the faction it is originally from will declare war to ""regain lost territory"" (shown below). When taking your first settlement, target a location in which the current owner was also the initial owner at the start of the game. This will make other kingdoms less likely to invade you. For example, if you take Sargoth from the Kingdom of Rhodoks, the Rhodoks will retaliate, but the Kingdom of Nords will probably also declare war against you to take their city back or ""regain lost territory"", leaving you at war with two factions. Also, the Nords are known to declare war to cleave power from another faction. There is a chance you can persuade a lord to defect to your kingdom before you have a kingdom at all, if you can persuade a lord who owns a town, you can defend a +300 garrison town instead of the 0 garrisons you get when you conquer a town, making your early kingdom easier to defend. Try to convince a lord who owns a strong town, likes you, and has a negative relationship with the current liege. If you have lords seeking to join your faction whom you don't want to accept (e.g. because their personality makes them more trouble than they are worth), instead of telling them their service is not needed and driving them to another faction, just ignore them at least until your throne room is so full that you have to talk to some of them to make room for lords you want to let into the faction. The more potential enemies you can keep off the field, the better." "France","The banner of France. France, or Empire Français, is a nation in the Mount&Blade: Warband downloadable content, Napoleonic Wars. Contents 1 Background 2 Units 3 Voice commands & Battle cries 4 Youtube Gameplay Video Background[] Led by Napoleon Bonaparte himself, the French Empire in 1812 is the most powerful continental state in Europe. Two decades of Revolutionary and Napoleonic warfare have strengthened her huge armies and expanded her borders and spheres of political influence. In 1812 the French armies fight all across the continent - from the mountains of Portugal to the endless steppes of Russia. The French tricolour was already raised over Berlin, and Vienna has been captured - for the first time in the city’s history. All major European nations have already suffered defeats against Bonaparte’s Grande Armée, but the widely stretched French nation is now literally surrounded by the enemies. France will have to battle against the whole of Europe. Again... Units[] Infantry 45e Regiment d'infanterie de ligne - Line Infantry 84e Regiment d'infanterie de ligne - Line Infantry Legion de la Vistule - Line Infantry 1er Régiment de Grenadiers á pied de la Garde Impériale - Guard Infantry 15eme Regiment d'infanterie Ligere - Light Infantry Cavalry 2e Regiment de Hussards - Hussar Regiment de Chevau-Legers Lancers de la Garde - Lancer Regiment de Dragons de l'Imperatrice - Dragoon 9eme Regiment de Cuirassiers - Cuirassier 1er Regiment de Carabiniers - Carabinier Regiment de Grenadiers a Cheval de la Garde - Heavy Cavalry Specialists L'Artillerie - Artillery Sappeur - Engineer Ship Crew - Infantry (Intrepide) L'Empereur Napoleon Bonaparte - Commander Voice commands & Battle cries[] Battle cries ""Vive l’Empereur!"" - Long live the emperor! ""En avant!"" - Forwards! ""Ecrasez les!"" - Crush them! ""On va leur percer le flanc!"" - We will pierce their flanks! ""Vive la France!"" - Long live france! ""A l'attaque"" - To the attack! ""A la bataille"" - To the battle! ""Vive la patrie"" - Long live the Mother/Fatherland Surrender ""Je me rends!"" - I surrender! ""On se rend!"" - We surrender! ""La Garde meurt mais ne se rent pas!"" - The old guard dies but never surrenders ! ""Ne tirez pas!"" - Do not shoot! ""Sauve qui peut"" - Save me! Officer ""Armes!"" - Weapons ready! ""Aux armes!"" - To arms! ""En joue!"" - Aim! ""Feu!"" - Fire! ""Chargez!"" - Charge! ""Chargez les baionnettes"" - Bayonet charge! ""Baionettes au canon!"" - Bayonets and cannons! ""Compagnie, avancez!"" - Company, Advance! ""Compagnie, En avant marche!"" - Company, Forwards march! ""Compagnie, en avant!"" - Company, Forwards! ""Tenez la position!"" - Hold the position! ""Tenez cette position!"" - Hold this position! ""Défendez cette position!"" - Defend this position! ""Feu à volonté!"" - Fire at will! ""Compagnie, avec moi!"" - Company, with me! ""Avec moi!"" - With me! ""Compagnie, suivez moi!"" - Company, follow me! ""Compagnie, derrière moi!"" - Company, behind me! ""Compagnie, sur moi!"" - Company, on me! ""Reculez"" - Fall back! ""Retirez-vous!"" - Get out of here! ""Retraite!"" - Retreat! Youtube Gameplay Video[] Mount & Blade Napoleonic Wars - Part 2: Attack Of The Frogs Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Friese","The Frisians are a Christian culture in Viking Conquest. During the storyline campaign, the player begins in the Kingdom of Friese and starts slightly northeast or northwest of the tutorial village of Doccinga. Contents 1 History 2 Factions 3 Troops 4 Trivia History[] Prior to the game's events, Friese was a Frankish territory. The Danes later freed the disgruntled Frisians but gave the monarchy to a Danish puppet king, Hrorek Hemmingsson. This once again sparked the rebellious fury of the Frisians. Factions[] There is only one Frisian kingdom: Friese. When the Woden Ric is sunk, you wash up near Doccinga and will meet with Thonkrik, the village elder. Once he sends you on the quest to Kennemer, the Jarl quests begin. Once on To Kill a King you have a choice: help the Jarl and kill the Konungr or rush to the coast and help Doccinga defend against Sven Bull-Neck. Banner Name Color Ruler Claimant Capital Kingdom of Friese #ff0088 Konungr Hrorek Hemmingsson - Dorestad Troops[] Frisian Troops Frisian Warrior Horseman Veteran Trivia[] Even though Friese is a puppet state of the Kingdom of Danmark, they still go to war against Northhymbre, another puppet state. Most of the Frisians are Christians, although their rulers are mostly pagan. There is a monastery named Willibrod in the north of Friese. Wikipedia has an article on this subject at:Frisian Kingdom Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Fruit","Apples / Fruit Classic/Warband Viking Conquest Games Base value 44 44 44 40 Weight 20.0 Item Quantity 50 50 50 150 Morale Bonus +5 +4 +3 +4 Spoils No Goods Type Food Made From... N/A Made Into... N/A Fruit is a food item that provides a moderate morale bonus. This item is called Apples in the original game and in With Fire & Sword. Fruit is very cheap and ideal for low level players. Apple trees can be found in a few villages. Red and green apples seen growing in Kwynn. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Furs","Furs Classic/Warband Viking Conquest Games Base value 391 Weight 40.0 Item Quantity N/A N/A N/A 30 Morale Bonus +0 Spoils No Goods Type Trade Made From... N/A Made Into... N/A Furs are a non-consumable trade good. In Warband, furs are sold for a significantly lower price at Khudan and Rivacheg as well as the nearby villages of Fisdnar, Udiniad, Uslum, Shapeshte, Shulus, Tismirr, and Vezin. They can be sold for between 95% and 105% base value across most of Calradia, with the exception of Curaw, Ichamur, Reyvadin, Suno, Tulga, and Uxkhal where it is sold for between 65% and 85% base value. In With Fire & Sword, furs are available in the marketplaces of Smolensk, Moscow, and Pskov. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Gaels","The Gaels are a Christian culture in Viking Conquest. History[] Gaelic tribes in Ireland The Gaels have been in Ireland for thousands of years and had never broken to invaders. During the Roman Era of British history, the Gaels never thought of conquering the Roman lands since they were much stronger than them. After the collapse of the Roman Empire and the subsequent retreat of the Roman administration and army from Britain, the Gaels, along with the Picts, began raiding Britain. These raids were ultimately stopped by Anglo-Saxon mercenaries hired by King Vortigern for this express purpose, with the added side effect that this eventually triggered the Anglo-Saxon settlement of Britain. Although prevented from conquering Britain, the Gaels did not completely stop their raids on the island. In particular, Gaelic raiders begun settling in Scotland, and ultimately merged with the Picts to create the Kingdom of Alban. Factions[] There are seven Gaelic kingdoms: Connachta, Laigin, Mide, Mumain, Uladh, the Tribe of Osraige, and the Ui Neill of Aileach. The Norse Kingdom of Laithlind also controls territory in Ireland. Like the Brittonic areas, the Gaelic kingdoms rarely come into play in the main storyline. However, with the exception of Laithlind, all Irish factions are decently strong when it comes to war with other factions. Banner Name Color Ruler Claimant Capital Kingdom of Connachta #66bbff Ruire Mugron mac Cothaid - Cruaghan Kingdom of Laigin #e2007c Ruire Dunlaing mac Muiredaig - Maistiu Kingdom of Mide #3b3eb4 Ruire Donnchad mac Eochocai - Temair Kingdom of Mumain #ddffcc Ruire Cenn Faelad hua Mugthigirn - Caiseal Kingdom of Uladh #dddd00 Ruire Lethlobar mac Loingsig - Rath Celtair Tribe of Osraige #d7a554 Ruire Cerball mac Dunlainge - Ceall Cainnigh Ui Neill of Aileach #dd2244 Ard Ruire Aed mac Niall Ard Tiarna Dungal Aileach Troops[] Gaelic Troops Serf Priest Laborer Skirmisher Freeholder Warrior Veteran Skirmisher Veteran Standard Bearer Champion Elite Skirmisher Horseman Noble Bodyguard Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Gameplay mechanics","While the majority of the Mount&Blade series' gameplay centers on combat aspects, the larger game has a deep, strategic element, especially if played without cheats. Mount&Blade is a sandbox game, however, to achieve whatever objectives the player sets for him or herself - be they military, political, role-playing, or something else - the player must make careful choices. These choices basically revolve around the careful balance and management of four concepts: Money, Renown, Honor, and a register of Relationships. These four concepts intersect with and are backdropped by the constraints of Time, Geography, Player Character, Combat Success, Military Expedience, and Risk. This article's goal is to be a jumping point for each concept as well as to explain the balance between them. Contents 1 Money 2 Renown 3 Honor 4 relationship 5 Politics 6 Time 7 Geography 8 Player Character 8.1 Combat Success Money[] Money (denars/thalers/peningas) is made from quests, taxes, trade, pillaging, battle, tournaments, and from prisoners as ransoms. Different players can use character strengths to increase income - a player with a high Trade skill can earn more from trading whereas a player with high Looting may consider battle or pillaging, while a player who is a lord may rely largely on taxes, and a player with high Persuasion might rely on quests. Money is spent most expensively on troop upkeep and equipment for the player and heroes, but also on recruitment, certain quests, food, bribes to bandits, lords, commoners, and feasts. When making strategic decisions, money is most commonly a trade-off for honor, relationship, and military expedience. In Calradia, as in the real world, money also buys time - hiring a mercenary party at a premium may be better than training a recruit from scratch. Renown[] Renown is the player's personal fame. Almost all actions will yield renown, but renown also degrades with time, and with certain failures. And renown is not easy to earn rapidly. Renown becomes harder and harder to earn the higher the player's level. While no game situations demand renown to be given up, many situations are out of the reach of players without a certain level of renown - namely the abilities to become a lord or lady, the ability to woo, ask for, and marry a lady, the ability to become a marshall, and the ability to lead a claimant's rebellion. NPCs also react differently to players with high renown, and life, in terms of time, money, fief-owning, kingdom building, and relationship are all lubricated with renown. Just as importantly, a player's party size is closely tied to renown. Since almost all players will earn renown at some point or another, the greatest trade off for renown is the costly time needed to attain it and the largely combat risks associated with trying to build renown faster. Risk Greater Risk typically generates greater rewards, particularly so with combat and renown. Winning when at a severe numerical disadvantage tends to yield large amounts of renown quickly. However, such engagements can quickly wear down your troops and your character's health. Losing fights usually costs both money and time. Honor[] Honor is the player's ""karma"". Honor is gained when enemy lords are let go, when certain quests are completed without pay, and when political quests are handled in a certain manner. Honor is lost when enemy lords are captured for ransom and upon completion of certain ""dishonorable"" quests. Honor is also lost if you refuse to give up a lady's suit after losing a duel. Having honor affects the relationship gain of a certain subset of lords' personalities that are also honorable quite rapidly if you have never met them. While honor can provide relationship gains with that segment, maintaining honor by refusing certain quests can degrade your relationship with others. Honor costs money, time, and military expedience. Maintaining and building honor can eat away at quest income, which also raises the specter of time. Setting enemy lords free brings them quickly back as a military power, again raising time as a specter. Military Expedience Military Expedience typically operates at odds with honor. In the short term it is advantageous to hold enemy lords as it decreases the number of troop stacks wandering the map. However, by releasing them you gain honor which has long term benefits. relationship[] Not only is relationship balanced against considerations of time, money, honor, and military expedience, each relationship must be balanced against other relationships. Few relationship gains are truly free - even the military rescue of an embattled lord carries combat risk. Some relationships are set up to be diametrically opposed - relationship gains and losses from political intrigue or affronted suitors and the ladies you woo. Others carry subtler trade-offs. Again, time, money, and geography might affect your decision to gather favor with a particular town or village instead of a lord. Time and money might cause a player to raid a village for money and food at the expense of relationship. Money may cause a player to sink thousands of denars into improving his relationship with an uncooperative lord. The passage of time might soften a lord's stance. relationship can have the following effects: Monarchs: Increases the chance you will be awarded fiefs. Lords: Extremely negative (at least -10) relationship precludes the lord from coming to your military assistance or improving relationship by acting in concert in combat. High relationship increases their political support for you, their support for your inclusion into their family through marriage, and increases the chance they'll defect to your kingdom. Towns: Increases tax revenue and lowers prices. Villages: Increases the number of, quality of, and willingness of the population to be recruited into your army. Also increases tax revenue and lowers prices. Ladies: Increases their likelihood to accept you for marriage. A positive relationship with an ever married Lady will allow you to ask favors of her (like increasing relationship with another Lord, in Warband). Politics[] Main article: Politics Main article: Marriage Time[] Events in Calradia reset on daily and weekly timers. Almost all actions take map time. The longer a player is unable to act, the stronger his opponents become, the more renown they gain, the larger bandit parties grow and respawn, the more trade bogs down, the more likely a lady will be wooed away, and the more likely a fief is raided or lost. Additionally, every week, the player must pay troop wages, placing a very real cost on time. While quests usually offer enough time to complete, some delivery quests are on tight schedules. And time forces a player to choose between quests and other priorities such as making money, recruiting and training, building relationship, or participating in Military campaigns. Unlike classic Mount&Blade, Warband's Calradia is not easily traversed in a few hours. Time is not a great issue early in the game but becomes more important the more entangled the player becomes with Calradia. Additionally, night offers advantages and hazards different from those of day. The change of seasons affect caravans, and combat weather patterns. Geography[] In Warband, geography plays a much larger role in controlling the movement of players and NPCs alike. Bandit Camps easily bog down trade in locales, and mountains and woods provide dangerous chokepoints that can force a player to choose between an inescapable ambush through a fast route, or a safe route that takes too much time. Fiefs too far away to be defended might not be worth accepting. Low coastal regions are also more likely to become fogged in the morning - providing both visual impairments for a player's party as well as during combat. Player Character[] The specific characteristics a player chooses can affect the strategies and relative trade-offs between other considerations. Recruitment Party size Party composition Fiefs Attributes Skills Equipment Combat Success[] Combat Success is perhaps the most common way to collect renown. Victory in combat often depends on the player character, as unsupervised battles become pure numerical contests often with costly losses." "General Arvid Vittenberg","Arvid Vittenberg Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male General Arvid Vittenberg is initially a Vassal of the Kingdom of Sweden. He is based on a real person, Arvid Wittenberg (1606–1657), who was a Swedish count, field marshal, and privy councillor. Wikipedia has an article on this subject at:Arvid Wittenberg This article is a stub. You can help out by expanding it. Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet" "General Brahe Wisingsborg","Brahe Wisingsborg Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male General Brahe Wisingsborg is initially a Vassal of the Kingdom of Sweden. Wikipedia has an article on this subject at:Per Brahe the Younger Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet" "General Gustaf Evertsson Horn","General Gustaf Evertsson Horn Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male General Gustaf Evertsson Horn is a vassal of high renown of King Carl Gustaf in the Kingdom of Sweden. He begins the game as the ruler of Dzvinsk Castle. He is based on a the real Gustaf Evertsson Horn (1614 - 1666), a Swedish military leader and politician. Wikipedia has an article on this subject at:Gustav Evertsson Horn Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet" "General Robert Douglas","Robert Douglas Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male General Robert Douglas is initially a Vassal of the Kingdom of Sweden. He commands a unique retinue of Scottish Pikemen, Musketeer and Swordsmen. He is based on a real person, Robert Douglas (1611–1662), who was a Scottish Field Marshal in the Swedish army, during the Thirty Years' War and the Swedish-Polish wars. Wikipedia has an article on this subject at:Robert Douglas, Count of Skenninge Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet" "General Simon Grundel-Hemfet","Simon Grundel-Hemfet Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male General Simon Grundel-Hemfet is initially a vassal of the Kingdom of Sweden. At the start of a campaign, he is randomly given some villages. Wikipedia has an article on this subject at:Simon Grundel-Helmfelt Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet" "Gentry Cavalryman","Gentry Cavalryman Troop Information Culture Muscovite Tsardom Wages ? thalers/week Acquired from... Heavy Cavalry Commander Upgrades to... Estate Cavalryman (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Gentry Cavalrymen are heavy horse archers of the Muscovite Tsardom. Contents 1 Tactics 2 Stats and Equipment 3 Gallery 4 Trivia Tactics[] Essentially improved Armed Serfs, their role in battle is that of a heavily armed horse archer, comparable to Kalmyk. Armed with bows, clad in mail armor or padded coats, wearing mail armor or padded caps, and riding light horses, Gentry Cavalrymen do less ranged damage than dragoons but are far better in close combat. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Gentry Cavalryman - Default Stats and Equipment Attributes Stat Points Level 15 Strength 11 Agility 7 Intelligence 0 Charisma 0 Health 50 Armor Head MisiurkaPaper Cap Body BehteretsTegilai Hand None Foot Cavalry Boots Skills Skill Points Ironflesh 2 Power Strike 1 Grenade Throwing 0 Power Draw 2 Weapon Master 4 Shield 0 Athletics 0 Riding 4 Shooting from Horseback 4 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 160 Two Handed Weapons 140 Polearms 150 Archery 95 Firearms 0 Throwing 0 Weapons Melee SovnyaChekanCrowbillSaber Ranged LongbowBowEastern Arrows Shield None Mount Saddle Horse Gallery[] In-game stats and equipment Trivia[] Historicaly, a wealthy landed cavalryman was duty-bound to equip a certain number of armed serfs for battle. Wikipedia has an article on this subject at:Landed Army Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard" "Geography","Geography is one of the gameplay mechanics, referring to the topographical features of a region. The Mount&Blade games create notional regions inhabited by various factions. Mount&Blade and Warband take place in Calradia. With Fire & Sword takes place in Eastern Europe. Types of Terrain[] Terrain varies widely through both worlds ranging across: Mountains feature extreme altitude changes and steep inclines. Cavalry is impaired here. Steppes are mostly flat with little vegetation, excellent cavalry terrain. Plains feature varied but mostly flat terrain, often featuring low hills, sparse trees and a shallow creek. Forests are typically hilly with denser trees. Archers are often impaired by the limited sightlines and cavalry is hindered by the trees and inclines. Tundras are usually flat or hilly, with a few trees here and there. Deserts are similar to steppes, but with even less vegetation." "German Infantry Musketeer","German Infantry Musketeer Troop Information Culture Polish Commonwealth Wages 9 thaler Acquired from... Prisoners or Commander Upgrades to... German Infantry Musketeer (veteran) XP for Kill 67 XP Ransom Value 67 thalers German Infantry Musketeers are elite native infantry of the Polish Commonwealth. Strangely enough, they also work as Mercenaries for Muscovite Tsardom. Hence their name, they are Catholic German mercenaries that the Polish Commonwealth acquired from the Holy Roman Empire, as they wear the distinguishable yellow vest and blue pants. Carrying sturdy head and body armor for protection and equipped with a Wheellock Musket and Good Sword, the German Infantry Musketeer is a highly improved and westernized version of the Polish Zolnier musketeer unit. Its Veteran version is equipped with the more accurate Miquelet Musket with better stats. They become available for hire at Polish/Muscovite fortifications after a Commander and Infantry/Mercenary Commander have been hired. These mercenaries are different from the mercenaries available at Mercenary Camps as they are only available at Polish and Muscovite fortifications and can therefore only be recruited by Polish and Muscovite faction members. Tactics[] The German Infantry Musketeer is the best musketeer unit that the Polish Commonwealth and Muscovite Tsardom can muster. Its stats and equipment far surpasses its weaker Polish and Muscovite counterparts, making it more efficient in the battlefield and during sieges. Both their regular and veteran counterparts are deadly in a musket firing line, and Are equally matched to the Swedish Lifeguard in terms of stats and melee equipment. While the Swedish and Cossack elite musketeer is equipped with the better Miquelet Musket for ranged combat, the German musketeer carries a morion, which is highly protective against overhead attacks. Though the German Infantry Musketeer can defeat light infantry and cavalry easily with their sword, like all musketeer units, they are vulnerable to medium and heavy cavalry. They will use the butt of their musket once they are in melee, which makes it a poor melee weapon if they don't have enough time to pull out their better sword. Therefore, protecting them with pikemen (German Infantry Pikemen are more useful than the alternatives) improves their effectiveness so that they can fire several rounds into charging enemies without fear of being overwhelmed. To use the German Infantry Musketeers effectively in battle, position them in 2 or 3 rows on the top of hill to give covering fire for your charging cavalry. If you have pikemen, be sure to place them in front of the musketeers, but not too close or else they will cover their line of fire and not too far or else the cavalry or infantry will pass the pikemen, reach toward the top of the hill and slaughter your musketeers. While defending a siege, it is best to stockpile German Musketeers to garrison the fort. Once the battle has started, position your Musketeers in 2 rows in the courtyard to give suppressing fire to the enemy, while your infantry, pikemen, and dismounted melee cavalry block the staircase by charging into the masses of enemies. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. German Infantry Musketeer - Default Stats and Equipment Attributes Stat Points Level 12 Strength 10 Agility 8 Intelligence 0 Charisma 0 Health 49 Armor Head Morion, Cabasset Body German Musketeer Line Uniform Hand ? Foot Shoes with Stockings Skills Skill Points Ironflesh 2 Power Strike 2 Grenade Throwing 0 Power Draw ? Weapon Master 3 Shield ? Athletics 1 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 70 Polearms 80 Archery 0 Firearms 130 Throwing 0 Weapons Melee Good Sword Ranged Wheellock Musket, Bullets Shield ? Mount ? Trivia[] German Infantry Musketeers are Imperial mercenaries (Holy Roman Empire). The Polish Commonwealth had recruited 8,000 German mercenaries against the Cossacks in the Cossack-Polish War (1648–57). Some German Musketeers were veteran marksmen from the Imperial Army who survived the Thirty Years War (1618-1648). Since they were well disciplined and were both expert marksmen and fencers, they were difficult opponents for the Cossacks, whom a large portion knew little how to fight. The Swedish-Polish war that occurred later saw many of them face rematches against their old Swedish and Scottish adversaries from the Thirty Years' War. They fared less well against the professional soldiers that had defeated them before and accordingly suffered heavy losses, but they played a key role in helping the Commonwealth endure the invasion. Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran) Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard" "German Infantry Musketeer (veteran)","German Infantry Musketeer (veteran) Troop Information Culture Polish Commonwealth Acquired from... German Infantry Musketeer Upgrades to... N/A German Infantry Musketeer (veteran) looks similar to regular German Infantry Musketeer, but has a better Miquelet Musket. They are elite native infantry of the Polish Commonwealth. Strangely enough, they also work as mercenaries for the Muscovite Tsardom. Tactics[] In battle, German Infantry Musketeer can be considered an equivalent of Swadian Sharpshooter. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. German Infantry Musketeer (veteran) - Default Stats and Equipment Attributes Stat Points Level 16 Strength 11 Agility 9 Intelligence 0 Charisma 0 Health 52 Armor Head Morion, Cabasset Body German Musketeer Line Uniform Hand Infantry Gloves Foot Shoes With Stockings Skills Skill Points Ironflesh 3 Power Strike 3 Grenade Throwing 0 Power Draw ? Weapon Master 4 Shield ? Athletics 1 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 105 Two Handed Weapons 85 Polearms 95 Archery 0 Firearms 145 Throwing 0 Weapons Melee Good Sword Ranged Miquelet Musket, Bullets Shield ? Mount ? Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "German Infantry Pikeman","German Infantry Pikeman Troop Information Culture Polish Commonwealth, Muscovite Tsardom Wages 9 thaler Acquired from... Prisoners or Commander Upgrades to... German Infantry Pikeman (veteran) XP for Kill 67 XP Ransom Value 67 thalers German Infantry Pikeman are elite native infantry of the Polish Commonwealth. Strangely enough, they also work as mercenaries for the Muscovite Tsardom. Hence their name, these pikemen units are German mercenaries recruited from the Holy Roman Empire. Carrying heavy head and body armor, the German Pikeman is the improved, westernized version of the Polish and Muscovite Pikemen. They are equally matched to the Swedish Pikeman in terms of stats and equipment. They become available for hire along with the German Infantry Musketeer at Polish or Muscovite fortifications after a Commander and Mercenary Commander have been hired. Regional mercenaries are different from the mercenaries available at Mercenary Camps as they are only available at Polish fortifications and can therefore only be recruited by Polish faction members. Tactics[] The German Infantry Pikeman is the best Pikeman Unit that the Polish Commonwealth and Muscovite Tsardom can muster. In terms of stats and equipment, German Pikeman is more efficient on the battlefield than their weaker Polish or Muscovite counterparts. The fact that they carry a morion, breast plate, and leg guards make them more resilient to enemy attacks. Since they carry long pikes, they are very effective at slowing and breaking up cavalry charges. Once the fighting is in melee, German Pikemen can hold their position far better than the Zolniers and Militiamen. They can also be used against infantry as long as they keep formation. Since German Pikemen carry broadswords during sieges, they can be classified as ""Heavy Infantry"" and are very useful at either attacking or defending fortifications. In order to use German Pikemen effectively during battle, order them to form 2 or 3 tight columns in front of the Musketeer Units to protect them against charging cavalry or infantry. Placing them on a sloping hill is a good place to keep enemies at bay, but be careful of where you position your pikemen; if they are too close to the Musketeers, they cover their line of fire, but if they are too far to the Musketeers, the cavalry will pass the pikemen and will slaughter your musketeer units. During sieges, make sure that the Pikemen stay together as they attack or defend enemy fortifications. If you are attacking, make sure the musketeers from a line of fire to protect the besieging pikemen. If you are defending, make sure you stockpile German pikemen units as well as musketeers. Once the battle has started, place your pikemen in tight formation at the bottom of the staircase to counter the large waves of enemies, while the musketeers can shoot them in the flank. Mixing the pikemen with heavy infantry and dismounted melee cavalry will increase their effectiveness at defending the position. If you have an army consisting of German Infantry Musketeers and Pikemen in the battlefield and during sieges, you can bet that they will hold their ground and repulse enemy attacks far better than the alternatives. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. German Infantry Pikeman - Default Stats and Equipment Attributes Stat Points Level 12 Strength 10 Agility 7 Intelligence 0 Charisma 0 Health 45 Armor Head Morion, Cabasset Body German Infantry Line Uniform Hand Infantry Gloves Foot Shoes with Stockings Skills Skill Points Ironflesh ? Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 2 Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 135 Two Handed Weapons 115 Polearms 125 Archery 0 Firearms 0 Throwing 0 Weapons Melee Simple Pike Ranged ? Shield ? Mount ? Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran) Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard" "German Infantry Pikeman (veteran)","German Infantry Pikeman (veteran) Troop Information Culture Polish Commonwealth Acquired from... German Infantry Pikeman (upgrade) Upgrades to... N/A German Infantry Pikeman (veteran) is the heaviest infantry unit in Polish Commonwealth and Muscovite Tsardom. They are elite native infantry of the Polish Commonwealth. Strangely enough, they also work as mercenaries for the Muscovite Tsardom. Tactics[] In battle German Infantry Pikeman can be considered an equivalent of Swadian Infantry. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. German Infantry Pikeman (veteran) - Default Stats and Equipment Attributes Stat Points Level 16 Strength 11 Agility 8 Intelligence 0 Charisma 0 Health 48 Armor Head Morion, Cabasset Body German Infantry Line Uniform Hand Leather Gloves Foot Shoes with Stockings Skills Skill Points Ironflesh 1 Power Strike 2 Grenade Throwing 0 Power Draw ? Weapon Master 3 Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 150 Two Handed Weapons 130 Polearms 140 Archery 0 Firearms 0 Throwing 0 Weapons Melee Pike Ranged ? Shield ? Mount ? Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "German Pikeman","For other uses, see Pikeman. German Pikeman Troop Information Culture Mercenaries Wages ? thalers/week Acquired from... Mercenary Commander Upgrades to... German Pikeman (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers German Pikemen are regional mercenary infantry of the Kingdom of Sweden. They can be hired in Narva and Allenstein Castle. Tactics[] Somewhere between their Swedish and Scottish counterparts strength-wise, they have better-than armor but lower-than stats. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. German Pikeman - Default Stats and Equipment Attributes Stat Points Level 7 Strength 8 Agility 6 Intelligence 4 Charisma 2 Health 46 Armor Head Simple Morion Body Cuirass On Leather Coat Hand Infantry Gloves Foot Infantry Boots Skills Skill Points Ironflesh ? Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 2 Shield ? Athletics ? Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 105 Two Handed Weapons 105 Polearms 105 Archery 0 Firearms 0 Throwing 0 Weapons Melee Simple Pike Ranged None Shield None Mount None Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran)" "German Pikeman (veteran)","For other uses, see Pikeman. German Pikeman (veteran) Troop Information Culture Mercenaries Wages ? thalers/week Acquired from... German Pikeman Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers German Pikemen (veterans) are veteran regional mercenary infantry of the Kingdom of Sweden. Tactics[] Somewhere between their Swedish and Scottish counterparts strength-wise, they have better-than armor but lower-than stats. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. German Pikeman (veteran) - Default Stats and Equipment Attributes Stat Points Level ? Strength ? Agility ? Intelligence ? Charisma ? Health ? Armor Head ? Body ? Hand ? Foot ? Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons ? Two Handed Weapons ? Polearms ? Archery 0 Firearms 0 Throwing 0 Weapons Melee ? Ranged None Shield None Mount None Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran)" "Gloves","For gloves featured in Mount&Blade:With Fire & Sword, see Gloves (With Fire & Sword). Leather Gloves from Mount&Blade and Warband, showing the style change. Gloves are a minor type of Armor that offer small bonuses to the Body Armor statistic. They can be quite expensive for the minimal benefits they provide, even more so in the original Mount&Blade as their prices were decreased for Warband. When modifiers are applied, the price of gloves can increase drastically. Gloves give such a small bonus that sometimes, negative modifiers can completely annul their benefits (e.g.: Tattered or Ragged Leather Gloves will not grant armor, only encumbrance). Despite the high cost, it may be a good idea to buy a set of leather gloves in the early game, as this will noticeably decrease damage taken from Looters and Forest Bandits, the main concern of a player who has just begun a playthrough. In contrast, Viking Conquest only has Leather Gloves, which remain at a low price and have had their body armor rating improved to +6 from +2. They are inexpensive and are upgraded cheaply at armorers, making them a good early investment for extra protection. List of Gloves[] The following is a complete list of all gloves available in Warband: ▼ Show/Hide Gloves ▼ Gloves Body Armor Weight Base Value Modifiers Gauntlets 7 1.0 1040 Rusty, Battered, Crude, Thick, Reinforced, Lordly Lamellar Gauntlets 6 0.75 910 Rusty, Battered, Crude, Thick, Reinforced, Lordly Leather Gloves 2 0.25 90 Tattered, Ragged, Sturdy, Thick, Hardened Mail Mittens 4 0.5 350 Rusty, Battered, Crude, Thick, Reinforced, Lordly Scale Gauntlets 5 0.75 710 Rusty, Battered, Crude, Thick, Reinforced, Lordly ▲ Show/Hide Gloves ▲ Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment" "Gloves (With Fire & Sword)","For (Mount & Blade) Gloves, see Gloves. Similar to others games in the series, Gloves in With Fire and Sword are a minor type of Armor that offer small bonuses to the Body Armor statistic. They are usually expensive for minimum benefits. In the latest version of the game (v1.143), gloves' appearance seems to change from the one presented in the original Mount & Blade to the style adopted in Warband when equipped by the main character. Like other items in Mount&Blade: With Fire & Sword, there are different gloves with the same name or appearance although distinct statistics. List of Gloves[] The following is a complete list of all gloves available in With Fire & Sword. Note not all might be available to the player without the use of modding or cheats. Click [Expand] to see the whole table. Tables can be sorted by clicking on one of the boxes on the top row. Gloves Body Armor Weight Base Value Cavalry Gloves 3 0.25 300 Infantry Gloves 1 0.25 100 Armor Gauntlets 5 1.00 2000 Leather 2 0.25 200 Reiter Gauntlets 6 1.25 2500 Armor Gauntlets 6 1.25 2500 Battered Gloves 1 0.25 100 Leather Gloves 3 0.25 200 Fur Gloves 5 0.25 300 Gauntlets 8 1.00 500 Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment This article is a stub. You can help out by expanding it." "Good Broadsword/With Fire & Sword","Good Broadsword Good BroadswordOne-handedBase value: 800 thalersWeight: 1.5Swing: 26cThrust: 21pSpeed rating: 88Weapon reach: 110Requires strength: 10With Fire & Sword Good Broadsword Good BroadswordOne-handedBase value: 2000 thalersWeight: 1.75Swing: 32cThrust: 25pSpeed rating: 84Weapon reach: 117Requires strength: 10With Fire & Sword" "Good Chekan/With Fire & Sword","Good Chekan Good ChekanOne-handedBase value: 900 thalersWeight: 1.5Swing: 28pSpeed rating: 94Weapon reach: 70Requires strength: 12With Fire & Sword" "Good Crowbill/With Fire & Sword","Good Crowbill Good CrowbillOne-handedBase value: 850 thalersWeight: 1.25Swing: 27pSpeed rating: 98Weapon reach: 60Requires strength: 10With Fire & Sword" "Good Hatchet/With Fire & Sword","Good Hatchet Good HatchetOne-handedBase value: 1450 thalersWeight: 1.75Swing: 30cSpeed rating: 99Weapon reach: 60Requires strength: 9Bonus against shieldsWith Fire & Sword" "Good Short Broadsword/With Fire & Sword","Good Short Broadsword Good Short BroadswordOne-handedBase value: 1000 thalersWeight: 1.5Swing: 28cThrust: 20pSpeed rating: 98Weapon reach: 90Requires strength: 9With Fire & Sword Good Short Broadsword Good Short BroadswordOne-handedBase value: 1200 thalersWeight: 1.5Swing: 29cThrust: 20pSpeed rating: 96Weapon reach: 95Requires strength: 9With Fire & Sword" "Good Sword/With Fire & Sword","Good Sword Good SwordOne-handedBase value: 800 thalersWeight: 0.75Thrust: 27pSpeed rating: 106Weapon reach: 100With Fire & Sword Good Sword Good SwordOne-handedBase value: 500 thalersWeight: 0.75Thrust: 23pSpeed rating: 102Weapon reach: 100With Fire & Sword Good Sword Good SwordOne-handedBase value: 650 thalersWeight: 0.75Thrust: 25pSpeed rating: 104Weapon reach: 97With Fire & Sword Good Sword Good SwordOne-handedBase value: 1250 thalersWeight: 1.0Thrust: 30pSpeed rating: 108Weapon reach: 100With Fire & Sword" "Good Yataghan","Yataghans are among the fastest melee weapons in With Fire & Sword. They are the default weapon of Azaps and most Crimean low-tier troops. With Fire & Sword See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List)" "Good Yataghan/With Fire & Sword","Good Yataghan Good YataghanOne-handedBase value: 1200 thalersWeight: 1.0Swing: 26cSpeed rating: 106Weapon reach: 80With Fire & Sword" "Goods","Goods are a type of item that can be purchased at villages and towns, or found as loot from caravans, bandit camps and raiding villages. Goods serve several roles in Mount&Blade, including trade, food and production. Contents 1 General 1.1 Weight 1.2 Prices 2 Type of Goods 2.1 Food 2.2 Household Goods 2.3 Trade Goods 3 Goods Table 4 Notes General[] Goods cannot be directly used, although food is consumed automatically, but you can buy them and sell them at other towns or villages for a profit, or if you own a Productive Enterprise, you can give your master craftsman raw materials instead of having him buy them from the market (although he will usually be able to get them for a good price). Likewise, you can tell your master craftsman to hold onto the goods the enterprise produces so that you can trade them yourself for higher profit. Weight[] All goods have a weight and are typically quite heavy, which can slow down your Party Speed. It is worth taking along some extra horses to serve as pack mules to maintain your overland speed if you want to trade and still hunt down bandits, or outrun them, during your trips between towns. Prices[] The prices of goods are highly variable, and based upon an abstract model of Supply and Demand, which is covered in the trade page. All goods have a True Price, this is the game-assigned value of each good. This is rarely ever what the actual price of the goods will be, buy/sale price is modified based upon the local abundance or scarcity of that product. You can purchase goods where they are abundant and cheap, and sell where they are scarce and valuable to earn a profit. If you wish to engage in trade, only purchase goods when they are notably less than the True Value listed unless you are sure that there is a town where the scarcity of the good will drive up the value even further. Type of Goods[] Many goods are not used directly by towns or villages, and are used only as a raw material for the creation of another type of good. Finished products, meanwhile, consume those raw materials in their creation, and part of trade is based around moving supplies of raw materials to the places where they are turned into finished products. Most food items are already a ""finished product"" as soon as they are created. Grain is unique it can be made into two finished products, and velvet is unique in that it requires two different raw materials. The player can also own a Productive Enterprise which allows the player to convert a small amount of those raw materials into finished products in their cities, as well. Food[] For more info on food, see Food. While all food can be eaten, some, like grain, can be used as raw ingredients to make other items by craftsmen at a Productive Enterprise. Household Goods[] Household goods include food, oil, spice, ale and wine. You should maintain a supply of these goods in your court if you own a fief, so they can be used in Feasts to raise relations to other lords. Trade Goods[] Some goods have no use except in trade, and are just Trade Goods. Goods Table[] The following is a list of household and trade goods, for a complete list of foods, see the food page. For more specific information, see individual good pages. Name Weight Type Made from... Base Values Ale 30 House Grain 84 120 - 280 Date Fruit 40 Trade - - 120 120 - Dyes 10 Trade - - 200 200 - Flax Bundle 40 Trade - - 150 150 280 Furs 40 Trade - 391 391 391 391 Hemp 40 Trade - - - 125 - Hides 40 Trade - - 120 120 320 Iron 60 Trade - 264 264 264 304 Leatherwork 40 Trade Hides - 220 220 - Linen 40 Trade Flax Bundle 250 250 250 365 Oil 50 House Olives 484 450 450 - Pottery 50 Trade - 126 100 100 - Powder 40 Trade - - - 400 - Raw Silk 30 Trade - - 600 600 - Salt 50 House - 255 255 255 305 Shag 40 Trade - - - 400 - Spice 40 House - 880 880 880 - Tools 50 Trade Iron 410 410 410 410 Velvet 40 Trade Dyes, Raw Silk 1025 1025 1025 - Vodka 40 Trade - - - 350 - Wine 30 House Grapes 220 220 220 780 Wool 40 Trade - 130 130 130 230 Wool Cloth 40 Trade Wool - 250 250 250 Notes[] Some trading goods may be requested by nobles of a realm to improve relations. (collect velvet and furs to make a robe for a noble whom you have bad relations with) Some village elder or guild master quests will require the player to either purchase/find goods (e.g. wheat for a village) and deliver them to the village or to carry some goods (e.g. wine) to a tavern in another city. Date Fruit seems to have been intended to have been a type of food, as it has a food quantity, but lacks a morale bonus, and is not actually consumed as food is. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Governor Anders Eriksson","Governor Anders Eriksson Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Governor Fiefs Reval Personal Details Gender Male Governor Anders Eriksson is a vassal of the Kingdom of Sweden. He is the initial owner of Reval. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Governor Anders Eriksson - Default Stats and Equipment Attributes Stat Points Level 30 Strength 18 Agility 17 Intelligence 12 Charisma 20 Health ? Armor Head Morion Body Reiter Half-ArmorCivil Dress Hand None Foot Old Jackboots Skills Skill Points Ironflesh 4 Power Strike 5 Grenade Throwing ? Power Draw 3 Weapon Master 7 Shield ? Athletics 3 Riding 5 Shooting from Horseback 3 Looting ? Trainer ? Tracking ? Tactics 4 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 2 Leadership 6 Trade ? Proficiencies Weapon Type Points One Handed Weapons ? Two Handed Weapons ? Polearms 150 Archery 150 Firearms 150 Throwing 150 Weapons Melee Good Sword Ranged None Shield None Mount Hunter Wikipedia has an article on this subject at:Anders Eriksson Hästehufvud Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet" "Governor-General Magnus De la Gardie","Magnus De la Gardie Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male Governor-General Magnus De la Gardie is initially a Vassal of the Kingdom of Sweden. He begins the game as the ruler of Riga. He is based on a real person, Magnus Gabriel De la Gardie (1622–1686), who was a Swedish statesman and military man. Wikipedia has an article on this subject at:Magnus Gabriel De la Gardie Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet" "Grain","Wheat/Grain Classic/Warband Viking Conquest Games Base value 77 30 30 20 Weight 50.0 30.0 30.0 30.0 Item Quantity 50 50 50 150 Morale Bonus +0 +2 +1 +2 Spoils No Goods Type Food Made From... N/A Made Into... Bread, Ale Grain (or Wheat in classic Mount&Blade, With Fire & Sword, and Viking Conquest) is the most common and basic food source. Its high quantity, low weight, and even lower price make this food ideal in many stages of the game. Grain is readily and cheaply available in almost all towns and villages, but some places (like Reyvadin) will sell it much cheaper than others (Bariyye, Tulga). Buying prices can be as low as 3 in villages, especially around Dhirim. The grain may then be sold for up to 50 in nearby towns, making this process a low-risk way of getting a few hundred denars. The Productive Enterprise option can be used to buy either a mill or a bakery that produces bread from grain at a one-to-one ratio, or to buy a brewery that produces two barrels of ale per one sack of grain. This may boost your profit temporarily depending on how many sacks of grain you use. ( A mill requires 6 sacks of grain each week and has a profit margin of 4.6%. A brewery requires 1 sack of grain each week and has a profit margin of 6.4%.) The ability to have two types of productive enterprise come from grain, and that it is produced in nearly every village and town, makes this item incredibly valuable for money making. Any towns without bread or grain will yield a lot of money for the player if they start an enterprise based on grain. Ale and bread have different values from place to place, so beware of which enterprise is chosen in a city before starting to ensure maximum profit. As with any food, grain is used to feed one's army or other lords during feasts. The Bring wheat to (village) quest is sometimes available from Village Elders, and it involves bringing the village a certain amount of grain/wheat. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Grapes","Grapes Games Base value 75 Weight 40.0 Item Quantity 10 Morale Bonus +3 +2 Spoils No Goods Type Raw material Made From... N/A Made Into... Wine Grapes are a food item with both a low quantity and morale bonus. In Warband, they are generally more beneficial as raw materials for a wine press to produce the much more profitable wine. As this feature was removed in With Fire & Sword, grapes became much less useful. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Halberd/With Fire & Sword","Halberd HalberdPolearm (two-handed)Base value: 1400 thalersWeight: 3.0Swing: 24cThrust: 26pSpeed rating: 77Weapon reach: 160Requires strength: 12Cannot be used on horsebackCan crush though blocks" "Halberdier","This article is about the Custom Battle character. You might be looking for Mercenary Halberdier. Halberdier The Halberdier is a character playable in the Custom Battle mode of Mount&Blade: With Fire & Sword. In-game description[] Fierce Scottish warriors were notorious all across Europe. Since the times of Edward III and William Wallace's revolt, Scottish pikemen had been famous for breaking English cavalry. Scottish halberdiers kept alive the glorious traditions of German free lancers and Swedish pikemen. This type of infantry dominated the field In the 15th and 16th centuries, and was still well in demand until the 17th century. Halberdiers successfully countered enemy cavalry and, due to the imperfections of ranged weapons, were able to withstand the onslaught of enemy infantry. Stats[] Halberdier - Default Stats and Equipment Attributes Stat Points Level 20 Strength 12 Agility 12 Intelligence 0 Charisma 0 Health Armor Head Beret Body Scottish Uniform Hand Leather Gloves Foot Infantry Boots Skills Skill Points Ironflesh 3 Power Strike 2 Grenade Throwing 0 Power Draw 0 Weapon Master 4 Shield 0 Athletics 2 Riding 0 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Firearms 100 Throwing 100 Weapons Melee Halberd, Old Short Broadsword Ranged Shield Mount This article is a stub. You can help out by expanding it. With Fire & Sword Custom Battle Troops Reiter Hussar Boyar Cuirassier Mounted Archer Musketeer Netyag Swordsman Rondartschier Pikeman Halberdier" "Half a Kingdom for a Horse","Half a Kingdom for a Horse is a quest unique to Mount&Blade: With Fire & Sword. It requires the player to have 50 renown and is available if the player asks a noble ""I would be glad to take upon myself a special mission."" Apart from storyline-driven events, when a player asks to swear fealty to a monarch, even if relations are good enough with both the target nation and the monarch himself, the monarch will usually refuse if the player has not completed this quest. This quest can be taken from any noble of the target nation. The player will be given a small amount of money, as well as a Troop Horse which needs to be sent to the monarch. After accepting this quest, as the player moves a few steps away from the lord, he/she will be ambushed by bandits, and only a few of his/her party will be available for combat (usually less than half the number of bandits). Despite the overwhelming number, they are still bandits and so the player and his/her remaining party members should be enough to beat them. On success, the player will receive more gold from the monarch. If somehow the player is knocked out by bandits, the Troop Horse will be lost and the quest will fail. Contents 1 Transcript 1.1 Issuing the quest 1.2 Ambush 1.2.1 On defeating the bandits 1.2.2 On being defeated by the bandits 1.3 Delivery Transcript[] Issuing the quest[] Noble: Could you perhaps do me a small favor, {sir/madam}? The task is this: we had planned to give our ruler a pure-bred stallion, but alas, war has called and I cannot deliver the beast. Can you convey the animal to him in my stead? Player: (Agree) Very well, I would not shy from taking this job. Noble: Here is the stallion, and here is the money for his keeping. Know this -- if you should lose the steed, or fail to deliver it in time, you'll have only yourself to blame for what follows. (Refuse) I am honored to hear that you would wish to bestow such an important task upon me... But alas, I have no time to play nurse to a horse. Noble: The decision is yours. I shall find myself another who can aid me in this. Ambush[] You were ambushed. Now you shall have to fight. Bandit: Well hello, wayfarer! Why such a hurry? What is it that troubles you? Player: And who are you to ask that? Bandit: Who am I? Why, I am a freedom fighter, at your service. -- And the keeper of this road, too. Player: What is that supposed to mean? Bandit: No need for rude words, wayfarer. Better show us what you have in the cart, now. Player: In the cart be arms, and I assure you I can use them... Bandit: Then we shall just have to see about that... On defeating the bandits[] You managed to outstrip your pursuers. You must deliver the horse as soon as possible, before someone else decides the should make it theirs. On being defeated by the bandits[] Bandit: I believe not my eyes! Verily a royal steed you have, my good {man/lady}. To possess such a treasure, a {man/woman} must be able to wield his saber with great skill. Perhaps we shall take it! You failed to deliver the horse. Delivery[] Player: {sire/madam}, I brought you a modest gift from the local nobles. Monarch: What a beautiful stallion! Truly my subjects must love me, if they bring such gifts. But it is taking a great risk, travelling these roads with such a horse. Here, take this for your troubles." "Hand-Crafted Armors","Table of Hand-crafted Armors[] The following is the list of Hand-crafted Armor that can be bought (only) from the Armor master. Many of these armors can also be found in the marketplace for considerably cheaper, but also with a reduced armor rating. Black Armor is considered the best armor in With Fire & Sword for the player character due to having the highest overall Armor rating. Armor Requirement (Strength) Body Armor Leg Armor Buying Price Weight Armor/Weight Ratio Armor/Cost Ratio Hand-crafted Yushman 11 51 21 72000 18.0 4 1 Hand-crafted Hussar Armor 13 57 20 72000 18.0 4.28 1.07* Hand-crafted Mirror Armor 13 59 20 81000 24 3.29 0.96 Hand-crafted Armor 13 58 21 90000 18 4.39 0.88 Hand-crafted Black Armor 13 58 36 108000 20 4.7* 0.87 Best Armor/Weight and Armor/Cost ratios​ are marked with a * Hand-crafted Black Armor has the best Armor/Weight ratio and the highest armor rating overall, but it also has the worst Armor/Cost ratio. Hand-crafted (Winged) Hussar Armor might be considered the most reasonable option with a good Armor/Weight ratio and the best Armor/Cost ratio. Hand-crafted Yushman Armor is the only armor with a lower Strength requirement (11). For that reason it may have a use but does have a significant body armor reduction as well. Hand-crafted Armor is expensive in particular, but ordering a Hand-crafted Mirror Armor could be considered a bad investment due to having only slight armor improvements over Hand-crafted Hussar Armor for an extra cost. See also[] Hand-Crafted Helmets Black Armor" "Hand-Crafted Helmets","Table of Hand-crafted Helmets[] The following is the list of Hand-crafted Helmets that can be bought (only) from the Armor master. Many of these helmets can also be found in the marketplace for considerably cheaper, but also with a reduced armor rating. Black Armor (With Fire & Sword) the Hand-crafted Armet is considered the best armor in With Fire & Sword for the player character due to having the highest head Armor rating. Armor Reqirement (Strength) Head Armor Buying Price Weight Armor/Weight Ratio Armor/Cost Ratio Hand-crafted Tatar Helmet 10 47 27000 3.0 11.75 1.74* Hand-crafted Morion 10 50 36000 3.0 16.67* 1.39 Hand-crafted Reiter Helmet 11 52 50400 3.5 14.86 1.03 Hand-crafted Noble Helmet 11 53 54000 3.5 15.14 0.98 Hand-crafted Hussar Helmet 13 57 63000 4.5 12.67 0.90 (Hand-crafted) Armet 14 62 81000 5.3 11.7 0.77 *The best Armor/Weight and Armor/Cost ratios are marked with a * The Armet has the highest armor rating, but also has the worst Armor/Weight ratio, and by far has the worst Armor/cost ratio. It also has the highest requirement. If you are lucky enough to find an Armet in the marketplace however it will have around 55 armor and will cost under 20000 thaler. The Hand-crafted Tatar helmet has by far the best Armor/cost ratio of the Hand-crafted helmets. However comparable helmets (Reiter Helm - 45 armor) can be fairly commonly found in the marketplace for under 9000 thalers. See also[] Hand-Crafted Armors Armet" "Hatchet/With Fire & Sword","Hatchet HatchetOne-handedBase value: 1200 thalersWeight: 1.25Swing: 28cSpeed rating: 102Weapon reach: 50Requires strength: 8Bonus against shieldsWith Fire & Sword" "Headquarters Clerk Ivan Vygovsky","Ivan Vygovsky Official Information Kingdom Cossack Hetmanate Monarch Hetman Bogdan Hmelnitski Title Vassal Personal Details Gender Male Headquarters Clerk Ivan Vygovsky is initially a vassal of the Cossack Hetmanate. He begins the game as ruler of Kamenets. He has a unique retinue of Rank Cossacks. Vygovsky is based on an actual person, Ivan Vyhovsky, who succeeded Bohdan Khmelnytsky as hetman of the Ukrainian Cossacks. Vyhovsky ruled from 1657-1659. He went to war against the Muscovite Tsardom, which he successfully conducted, but the opposition forced him to resign Hetman. He was succeeded by the son of Bohdan Khmelnytsky, Yurii. Wikipedia has an article on this subject at:Ivan Vyhovsky This article is a stub. You can help out by expanding it. Cossack Hetmanate Monarch: Claimant: Hetman Bogdan Hmelnitski Ivan Barabash Vassals: Anton Zhdanovich Bogdan Popovich Filon Jalaliy Fyodor Loboda Ivan Bogun Ivan Fedorenko Ivan Hmara Ivan Sirko Ivan Vygovsky Lavrin Sinonos Les' Gritsenko Lukyan Mozyra Maksim Nesterenko Martyn Pushkarenko Matviy Gladkiy Pavlo Gomon Petro Doroshenko Prokop Shumeiko Timofiy Nosach Vasil Zolotarenko" "Helmets","The Mail Coif is a common example of Calradian helmets. Helmets are a type of armor that offers bonuses to Head Armor statistics. Head armor is one of the most important forms of personal defense - possibly rivaled only by Shields - as damage to the head can be far more dangerous than anywhere else. Headshots with ranged weapons against unprotected enemies can easily cause one-hit kills. List of Helmets[] Merchandise[] These are ""normal"" helmets that can be purchased from Armor Merchants and can be found with random modifiers. ▼ Show/Hide Helmets ▼ Helmet Requirement Head Armor Weight Base Value Modifiers Arming Cap - 7 1.0 5 Tattered, Ragged, Sturdy, Thick, Hardened Bascinet STR 8 45 2.25 479 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Bascinet with Aventail STR 8 45 2.25 479 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Bascinet with Nose Guard STR 8 45 2.25 479 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Barbette - 6 0.5 70 Tattered, Ragged, Sturdy, Thick, Hardened Black Hood - 18 2.0 193 Tattered, Ragged, Sturdy, Thick, Hardened Cap with Fur STR 7 15 1.0 50 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Desert Turban STR 7 14 1.5 38 Tattered, Ragged, Sturdy, Thick, Hardened Felt Hat - 8 1.0 4 Tattered, Ragged, Sturdy, Thick, Hardened Felt Hat - 8 1.0 4 Tattered, Ragged, Sturdy, Thick, Hardened Flat Topped Helmet STR 7 33 1.75 203 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Footman's Helmet - 24 1.5 95 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Full Helm STR 10 51 2.5 811 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Fur Hat - 8 0.5 4 Tattered, Ragged, Sturdy, Thick, Hardened Great Helmet STR 10 53 2.75 980 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Guard Helmet STR 9 47 2.5 555 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Headcloth - 4 0.5 1 Tattered, Ragged, Sturdy, Thick, Hardened Helmet with Cap STR 7 28 1.25 147 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Helmet with Lamellar Guard STR 7 38 2.0 360 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Helmet with Neckguard STR 7 32 1.5 190 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Hood (a) - 10 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Hood (b) - 10 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Hood (c) - 10 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Hood (d) - 10 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Horseman Helmet STR 7 25 2.75 180 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Kettle Hat STR 7 35 1.75 240 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Khergit Cavalry Helmet - 36 2.0 333 Tattered, Ragged, Sturdy, Thick, Hardened Khergit Guard Helmet - 40 2.0 433 Tattered, Ragged, Sturdy, Thick, Hardened Khergit War Helmet - 31 2.0 200 Tattered, Ragged, Sturdy, Thick, Hardened Lady's Hood - 10 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Leather Cap - 18 1.0 8 Tattered, Ragged, Sturdy, Thick, Hardened Leather Warrior Cap - 18 1.0 14 Tattered, Ragged, Sturdy, Thick, Hardened Mail Coif STR 7 22 1.25 71 Rusty, Battered, Crude, Thick, Reinforced, Lordly Nasal Helmet STR 7 26 1.25 121 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nomad Cap - 13 0.75 6 Tattered, Ragged, Sturdy, Thick, Hardened Nomad Cap - 10 0.75 6 Tattered, Ragged, Sturdy, Thick, Hardened Nordic Fighter Helmet STR 7 34 2.0 240 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Footman Helmet STR 7 30 1.75 150 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Helmet STR 7 40 2.0 340 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Huscarl's Helmet STR 7 40 2.0 390 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Leather Helmet STR 7 14 1.25 40 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Leather Helmet (veteran) STR 7 20 1.5 70 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Warlord Helmet STR 7 48 2.25 880 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Padded Coif - 11 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Sarranid Felt Hat STR 7 5 2.0 16 Tattered, Ragged, Sturdy, Thick, Hardened Sarranid Keffiyeh Helmet STR 7 35 2.5 290 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Mail Coif STR 7 41 3.0 430 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Veiled Helmet STR 7 47 3.5 810 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Warrior Cap STR 7 19 2.0 90 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Segmented Helmet STR 7 31 1.25 174 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Skullcap - 20 1.0 60 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Spiked Cap STR 7 32 2.0 230 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Spiked Helmet STR 7 38 2.0 278 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Steppe Cap - 14 1.0 14 Tattered, Ragged, Sturdy, Thick, Hardened Steppe Cap (leather a) - 15 1.0 24 Tattered, Ragged, Sturdy, Thick, Hardened Steppe Cap (leather b) - 16 1.0 36 Tattered, Ragged, Sturdy, Thick, Hardened Steppe Cap (leather c) - 16 1.0 51 Tattered, Ragged, Sturdy, Thick, Hardened Straw Hat - 2 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Turban STR 7 11 1.0 28 Tattered, Ragged, Sturdy, Thick, Hardened Vaegir Helmet STR 7 21 2.0 110 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Vaegir Nobleman Helmet STR 7 45 2.75 710 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Vaegir War Helmet STR 7 47 3.0 820 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Vaegir War Mask STR 7 52 3.5 950 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Wimple - 4 0.5 10 Tattered, Ragged, Sturdy, Thick, Hardened Wimple with Veil - 4 0.5 10 Tattered, Ragged, Sturdy, Thick, Hardened Winged Great Helmet STR 10 55 2.75 1,240 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Woolen Cap - 6 1.0 2 Tattered, Ragged, Sturdy, Thick, Hardened Woolen Hood - 8 1.0 4 Tattered, Ragged, Sturdy, Thick, Hardened ▲ Show/Hide Helmets ▲ Non-merchandise[] These helmets are not sold by merchants. They will usually never possess modifiers, even if they are coded to allow for them. However, some may rarely be obtained as loot from enemies wearing such items. Such looted non-merchandise armors may have modifiers. Many of these are also unobtainable for the player without using the cheat menu. ▼ Show/Hide Helmets ▼ Helmet Requirement Head Armor Weight Base Value Acquisition Arena Helmet Blue - 26 1.3 187 Rhodok tournaments Arena Helmet Green - 26 1.3 187 Rhodok tournaments Arena Helmet Red - 26 1.3 187 Rhodok tournaments Arena Helmet Yellow - 26 1.3 187 Rhodok tournaments Arena Turban Blue - 26 1.3 187 Sarranid tournaments Arena Turban Green - 26 1.3 187 Sarranid tournaments Arena Turban Red - 26 1.3 187 Sarranid tournaments Arena Turban Yellow - 26 1.3 187 Sarranid tournaments Black Helmet STR 9 50 2.8 638 Cheats only Byzantion Helmet - 20 2.0 278 Cheats only Crown of Flowers - 4 0.5 1 Worn by female characters during their wedding Felt Steppe Cap - 16 2.0 237 Cheats only Head Cloth (a) - 4 0.5 1 Cheats only Head Cloth (b) - 4 0.5 1 Cheats only Head Wrapping - 3 0.3 16 Looted from Rhodok Tribesmen and Mountain Bandits Khergit Helmet - 33 2.0 361 Cheats only Khergit Lady Hat - 4 0.5 1 Cheats only Khergit Lady Leather Hat - 4 0.5 1 Cheats only Lady Head Cloth (a) - 4 0.5 1 Cheats only Lady Head Cloth (b) - 4 0.5 1 Cheats only Magyar Helmet - 20 2.0 278 Cheats only Pilgrim Hood - 14 1.3 35 Worn when sneaking into enemy towns Rabati - 20 2.0 278 Cheats only Rus Helmet - 20 2.0 278 Cheats only Shahi - 20 2.0 278 Cheats only Sipahi Helmet - 20 2.0 278 Cheats only Steppe Helmet Blue - 20 1.3 187 Khergit, Vaegir tournaments Steppe Helmet Green - 20 1.3 187 Khergit, Vaegir tournaments Steppe Helmet Red - 20 1.3 187 Khergit, Vaegir tournaments Steppe Helmet Yellow - 20 1.3 187 Khergit, Vaegir tournaments Steppe Helmet White - 20 1.3 187 Cheats only Strange Helmet STR 7 44 2.0 824 Part of Strange set Tourney Helm Blue - 30 2.8 187 Swadia tournaments Tourney Helm Green - 30 2.8 187 Swadia tournaments Tourney Helm Red - 30 2.8 187 Swadia tournaments Tourney Helm Yellow - 30 2.8 187 Swadia tournaments Tourney Helm White - 30 2.8 187 Cheats only Turret Hat - 8 0.5 80 Cheats only Turret Hat (blue) - 8 0.5 70 Cheats only Turret Hat (ruby) - 8 0.5 80 Cheats only ▲ Show/Hide Helmets ▲ Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment" "Helmets (With Fire & Sword)","In With Fire & Sword, helmets play a lesser role in body protection, since most units carry a wide variety of civilian, felt and fur hats. There are, however, some mail coifs and heavy helmets, typically reserved for elite units. List of helmets[] The list includes ordinary items, worn by common troops, which can be bought at the Marketplace. Helmet Requirement Head Armor Weight Base Value Modifiers Hat(Sweden) None 1 0.5 40 Cloth Hat(Sweden) None 1 0.5 40 Cloth Hat(Sweden) None 1 0.5 40 Cloth Hat(Sweden) None 1 0.5 60 Cloth Beret None 1 0.5 40 Cloth Beret None 1 0.5 40 Cloth Polish Uniform Hat None 1 0.5 40 Cloth Polish Uniform Hat None 3 0.8 120 Cloth Polish Uniform Hat None 3 0.8 120 Cloth Cap(Polish) None 6 1.0 240 Cloth Cap(Russian) None 5 1.0 200 Cloth Hat(Tatar) None 4 0.8 160 Cloth Hat(Sweden) None 5 1.0 200 Cloth Village Cap(Cossack) None 7 1.0 280 Cloth Marksman Cap None 4 0.8 160 Cloth Marksman Cap None 6 1.0 240 Cloth Tatar Cap None 7 1.3 280 Cloth Nomad Hat None 8 1.5 320 Cloth Fur Cap None 7 1.0 280 Cloth Fur Cap None 8 1.0 320 Cloth Fur Cap None 8 1.0 320 Cloth Simple Cossack Cap None 4 1.0 240 Cloth Rank Cossack Cap None 4 0.8 160 Cloth Cossack Cap None 6 1.0 240 Cloth Cossack Cap None 6 1.0 240 Cloth Cossack Cap None 6 1.0 250 Cloth Cossack Cap None 6 1.0 250 Cloth Janissary Hat None 6 1.3 250 Cloth Janissary Hat None 6 1.3 250 Cloth Serduk Cap None 7 1.0 280 Cloth Paper Cap None 15 1.0 825 Cloth Paper Cap None 17 1.0 935 Cloth Simple Misiurka 7 20 1.5 1500 Mail Misiurka 7 23 1.5 1725 Mail Rich Misiurka 7 25 1.5 1875 Mail Misiurka Cap 7 26 1.8 1950 Mail Simple Morion 9 31 2.5 2790 Plate Kabasset/Cabasset 9 33 2.3 2970 Plate Morion 9 38 3.0 3420 Plate Iron Cap 8 27 2.0 2025 Plate Cone 9 34 2.8 3060 Plate Tatar Helmet 8 28 2.3 2100 Plate Tatar Helmet 9 32 2.8 2880 Plate Tatar Helmet 9 37 3.0 3330 Plate Eastern Helmet 11 43 3.3 New Line Helmet 8 29 2.0 2175 Plate Shelom 8 30 2.0 2700 Plate Moscow Reiter Helmet 9 35 2.5 3150 Plate Reiter Helmet 9 45 3.5 4725 Plate Boyar Militia Helmet 9 46 3.5 4830 Plate Winged Hussar Helmet 9 48 3.8 5040 Plate Hussar Helmet With Crest 9 50 4.0 5750 Plate Armet 9 55 4.3 6325 Plate Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment" "Help the Don Cossacks","Help the Don Cossacks Given by Any lord of the Muscovite Tsardom Reward 650 thaler17 morale400 experience11 renown+6 relations with Muscovite Tsardom+15 relations with Chief Naum Vasiliev-5 relations with Crimean Khanate Penalty None Help the Don Cossacks is a quest unique to With Fire & Sword. It can be obtained by asking any lord of the Muscovite Tsardom for a special mission, but the player must not already be part of a faction. This quest consists of two parts. Internally these are two separate quests that have the same name — though the second part is given immediately after the first part is complete — but this page will describe both quests for easy reading. In the first part of the quest, the lord will inform the player that the Don Cossacks are planning a raid on the Crimean Tatars, and ask that the Tsar aid them with provisions, which the Tsar has already agreed to do. The player is then asked to speak with the Mayor of Moscow, showing him the deed and receiving the goods. The player will then be given 6 Iron, 5 Tools and 5 Linen, and expected to deliver these to Chief Naum Vasiliev. Only upon meeting him and delivering the items, does the player realize that these were not what the Chief wanted, but the player was only delivering what he/she was told to bring. Thus concludes the first part of the quest. The second part of the quest now starts. Chief Naum Vasiliev informs the player that his men report a caravan that has set out from Krakov to Bakhchisaray and the player is tasked with capturing the caravan. Two Village Cossacks will be added to the player's party. The caravan's party consists of 1 Reiter, 1 Caravan Master, 2 Mercenary Musketeers, 6 Mercenary Pikemen and 10 Mercenary Horsemen. They should be intercepted and defeated, and the player will receive a random amount of thalers, 17 morale, a random amount of experience and 11 renown. The two Village Cossacks will now leave the player's party. The player should now report back to Chief Naum Vasiliev to complete the quest, gaining a further 650 thaler, 400 experience, +6 relations with the Muscovite Tsardom, and +15 relations with the Chief, but -5 relations with the Crimean Khanate. If the caravan arrives in Bakhchisaray before player intervention, the player will be scolded by a Village Cossack, and the two of them will also leave the party, but there will be no penalties. Contents 1 Transcript 1.1 Initiation 1.2 Moscow Mayor 1.3 Delivery to Chief Naum Vasiliev 1.4 Intercepting the caravan 1.5 Reporting back to Chief Naum Vasiliev 2 Trivia Transcript[] Initiation[] Noble: Have you heard? The Don Cossacks are planning a raid on the Crimean Tatars. They ask that our father, the Tsar, aid them with provisions. Our Tsar is a kind man, and has ordered the mayor of Moscow to send iron and equipment for the Don. Would you deliver this for us? Player: Why not yourself? Noble: If the Tsar's carts were to travel to the Don, the Tatars would at once know everything. They have spies everywhere. But you -- it is doubtful that you would draw their attention. (Agree) Player: Very well, I agree. Where should I head? Noble: Make your way to Moscow, and speak with the mayor. Give him this deed, and he will provide you with everything you need. The provisions you are to be delivered to the Ataman, Naum Vasiliev. Now make haste! Time is short. (Refuse) Player: I must refuse. I have much other work to do. Noble: Very well, I cannot force you. Moscow Mayor[] Player: Good day to you. I come to collect some supplies for Naum Vasiliev. Here is the deed... Mayor: So, let us see... Signature, seal -- everything in place. All right, take this and sign here. And remember: if the Tatars should learn of these carts, they will cut you to ribbons. Player: They may find me no easy mark. Show me these goods of yours. Delivery to Chief Naum Vasiliev[] Player: Here be the goods that the Tsar of Moscow gave you. Chief Naum Vasiliev: At last! Player: Here, look. Chief Naum Vasiliev: But these are mere provisions. We asked for arms! Player: I brought what I was told to bring. Take it, and let us part ways amicably. Chief Naum Vasiliev: Nay, this will not do! I care not how, but you must bring us pistols and sabers. A week I give you! No more. Player: And what am I to do? Chief Naum Vasiliev: I have a plan. Men that I trust have reported that a cart laden with arms has recently set out to Bakhchisaray. You must capture it! Player: And what if I fail? Chief Naum Vasiliev: You shall not fail, and to be sure of this, I shall give you two Cossacks. Player: Well, I'll see what I can do. I shall try to catch that cart! Chief Naum Vasiliev: Good then. Take the lads and march out. Intercepting the caravan[] Village Cossack: (Success) Ha! Our sabers cut them down quite nicely! And look at all our trophies! Well, I and my man will take the cart, and return to the Ataman. And to you I wish godspeed! (Failure) Damn you! What have you done, you worthless fool? You've let the foe slip clear away. I shall go at once to the Ataman, and tell him of your incompetence... Reporting back to Chief Naum Vasiliev[] Player: I would like to talk about the carts... Chief Naum Vasiliev: On behalf of all the hosts of the Don, thank you for your faithful aid, Player. Oh, we shall meet the Tatars with a great battle. Here, you have well earned your reward. Player: Thank you as well, Ataman. And now I shall depart. Chief Naum Vasiliev: There is one more thing. I have received a report that the captive Tatar escaped. He saw you in the camp, and will no doubt tell his people that it was you who supplied us with our arms. I tell you this, that you will be wary and prepared for the Tatars' revenge. Player: Thank you for the warning. Well, no one can stand in the way of one who walks the path of the righteous. Let us wish each other the best. Farewell! Trivia[] Even if your inventory is not large enough to contain all the items that the mayor of Moscow will send you, you will still receive them and be able to deliver them and nothing will be lost." "Hemp","Hemp Games Base value 125 Weight 40.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Trade Made From... N/A Made Into... N/A Hemp is a trade good exclusive to With Fire & Sword. In reality, hemp is a versatile material. Imported from India by the Silk Road, many countries wanted this plant. It could be used for clothing, paper, building, engineering, and food. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Heroes (With Fire & Sword)","For the heroes featured in the first games, see Heroes. This page will show heroes or companions of Mount&Blade: With Fire & Sword. The companions of With Fire & Sword will differ from the classic heroes from the Calradia games. Unlike the previous games' Heroes, With Fire & Sword's Heroes' likes and dislikes are different than the original. Instead of mutual likes and dislikes, the like and dislikes between companions are mostly one-sided likes and dislikes although there are mutual relationships. This makes choosing companion hard as one-sided hate can mess the stable composition of the party. There are 2 companions that can be only recruited for storyline quests: Colonel Zagloba for The Deluge and Mamai for The Secret of the Black Mace. The hero system here follow the original Mount&Blade hero system, instead of the Warband version. There is no companion story as it was likely removed in the game, but the files can be seen in game strings. List of Heroes[] There are 16 companions in With Fire & Sword, just like the main game. The skill column shows their best skill (at minimum level 2) Name Likes Dislikes (Heroes) Dislikes (Conditions) Cost Skills Algirdas Ingri Fedot, Nogai Retreating 250 Riding, Tactics, Leadership Bakhyt Mamai Fatima, Varvara Hunger, Not Paid, Heavy Casualties 300 Power Strike, Looting, Prisoner Management Colonel Zagloba Bakhyt Mamai, Priest Spasokukotsky Hunger, Not Paid, Heavy Casualties, Retreating Free, Restricted Ironflesh, Power Strike, Trainer, Leadership Fatima Karlsson Nogai, Oksana Retreating 300 Grenade Throwing, Shield, Athletics, Riding Fedot Sarabun Bakhyt, Oksana Robbing Villages, Assassinate Merchant, Bring Back Runaway Serfs 400 Athletics, Tracking, Path-finding, Spotting Ingri Oksana Algirdas, Sarabun Hunger, Not Paid, Heavy Casualties 500 Inventory Management, Trade Karlsson Priest Spasokukotsky Algirdas, Tepes Hunger, Not Paid, Heavy Casualties 400 Ironflesh, Power Strike, Weapon Master, Athletics Mamai Varvara Fedot, Yelisei Retreating 300, Restricted Ironflesh, Power Strike, Weapon Master, Athletics, Riding Nogai Oksana Fatima, Yelisei Hunger, Not Paid, Heavy Casualties 300 Ironflesh, Power Strike, Weapon Master, Athletics, Riding, Shooting from Horseback Oksana Colonel Zagloba Karlsson, Victor De La Buscador Failing Quests, Robbing Villages, Assassinate Merchant, Bring Back Runaway Serfs 300 Path-finding, Wound Treatment, Leadership Priest Spasokukotsky Nogai Hunger, Not Paid, Retreating, Heavy Casualties Free Looting, First Aid, Trade Sarabun Yelisei Algirdas, Varvara Robbing Villages, Assassinate Merchant, Bring Back Runaway Serfs 600 Wound Treatment, Surgery, First Aid Tepes Bakhyt Oksana, Priest Spasokukotsky Robbing Villages, Assassinate Merchant, Bring Back Runaway Serfs, Failing Quests 200 Riding, Trainer, Spotting Varvara Victor De La Buscador Ingri, Tepes Robbing Villages, Assassinate Merchant, Bring Back Runaway Serfs 200 Ironflesh, Power Strike, Inventory Management, Wound Treatment Victor de la Buscador Tepes Karlsson, Sarabun Failing Quests 500 Weapon Master, Riding, Trainer, Tactics, Leadership Yelisei Victor De La Buscador Ingri Retreating, Failing Quests 300 Athletics, Riding, Engineer A chart of the With Fire & Sword Heroes' stats. Compatible Parties[] If you wish to keep a compatible party and/or not be burdened by a particular morality, you will have to choose you party members carefully. Here are the biggest compatible parties grouped by morality (without the restricted heroes Colonel Zagloba and Mamai, which are always compatible): Size Morality Members Party skills 6 Aristocratic, Egalitarian, Honest, Humanitarian Algirdas, Fatima, Priest Spasokukotsky, Varvara, Victor De La Buscador, Yelisei Engineer 4, First Aid 2, Looting 2, Spotting 1, Surgery 1, Tactics 4, Trade 2, Wound Treatment 2 Fatima, Fedot, Karlsson, Priest Spasokukotsky, Sarabun, Yelisei Engineer 4, First Aid 4, Looting 2, Path-finding 3, Spotting 3, Surgery 3, Tracking 2, Trade 2, Wound Treatment 3 Fatima, Fedot, Karlsson, Priest Spasokukotsky, Varvara, Yelisei Engineer 4, First Aid 2, Looting 2, Path-finding 3, Spotting 3, Surgery 1, Tracking 2, Trade 2, Wound Treatment 2 Fatima, Fedot, Priest Spasokukotsky, Varvara, Victor De La Buscador, Yelisei Engineer 4, First Aid 2, Looting 2, Path-finding 3, Spotting 3, Surgery 1, Tactics 4, Tracking 2, Trade 2, Wound Treatment 2 5 Aristocratic, Egalitarian Bakhyt, Ingri, Karlsson, Nogai, Priest Spasokukotsky First Aid 2, Looting 3, Surgery 1, Trade 4, Wound Treatment 1 5 Aristocratic, Egalitarian, Honest Algirdas, Bakhyt, Priest Spasokukotsky, Victor De La Buscador, Yelisei Engineer 4, First Aid 2, Looting 3, Surgery 1, Tactics 4, Trade 2, Wound Treatment 1 Algirdas, Fatima, Priest Spasokukotsky, Victor De La Buscador, Yelisei Engineer 4, First Aid 2, Looting 2, Surgery 1, Tactics 4, Trade 2, Wound Treatment 1 Bakhyt, Ingri, Nogai, Priest Spasokukotsky, Victor De La Buscador First Aid 2, Looting 3, Surgery 1, Tactics 4, Trade 4, Wound Treatment 1 5 Aristocratic, Egalitarian, Humanitarian Bakhyt, Karlsson, Nogai, Priest Spasokukotsky, Sarabun First Aid 4, Looting 3, Surgery 3, Trade 2, Wound Treatment 3 Fatima, Fedot, Ingri, Karlsson, Priest Spasokukotsky First Aid 2, Looting 2, Path-finding 3, Spotting 3, Surgery 1, Tracking 2, Trade 4, Wound Treatment 1 Fatima, Fedot, Karlsson, Priest Spasokukotsky, Sarabun First Aid 4, Looting 2, Path-finding 3, Spotting 3, Surgery 3, Tracking 2, Trade 2, Wound Treatment 3 Fatima, Fedot, Karlsson, Priest Spasokukotsky, Varvara First Aid 2, Looting 2, Path-finding 3, Spotting 3, Surgery 1, Tracking 2, Trade 2, Wound Treatment 2 Fedot, Ingri, Karlsson, Nogai, Priest Spasokukotsky First Aid 2, Looting 2, Path-finding 3, Spotting 3, Surgery 1, Tracking 2, Trade 4, Wound Treatment 1 Fedot, Karlsson, Nogai, Priest Spasokukotsky, Sarabun First Aid 4, Looting 2, Path-finding 3, Spotting 3, Surgery 3, Tracking 2, Trade 2, Wound Treatment 3 Fedot, Karlsson, Nogai, Priest Spasokukotsky, Varvara First Aid 2, Looting 2, Path-finding 3, Spotting 3, Surgery 1, Tracking 2, Trade 2, Wound Treatment 2 5 Aristocratic, Honest, Humanitarian Algirdas, Fatima, Tepes, Victor De La Buscador, Yelisei Engineer 4, Spotting 2, Tactics 4 Algirdas, Fatima, Varvara, Victor De La Buscador, Yelisei Engineer 4, Spotting 1, Tactics 4, Trade 1, Wound Treatment 2 Fatima, Fedot, Sarabun, Tepes, Yelisei Engineer 4, First Aid 4, Path-finding 3, Spotting 3, Surgery 3, Tracking 2, Wound Treatment 3 Fatima, Fedot, Tepes, Victor De La Buscador, Yelisei Engineer 4, Path-finding 3, Spotting 3, Tactics 4, Tracking 2 Fatima, Fedot, Varvara, Victor De La Buscador, Yelisei Engineer 4, Path-finding 3, Spotting 3, Tactics 4, Tracking 2, Trade 1, Wound Treatment 2 5 Egalitarian, Honest, Humanitarian Bakhyt, Ingri, Nogai, Tepes, Victor De La Buscador Looting 3, Spotting 2, Tactics 4, Trade 4 Fedot, Ingri, Nogai, Tepes, Victor De La Buscador Path-finding 3, Spotting 3, Tactics 4, Tracking 2, Trade 4 4 Aristocratic, Honest Algirdas, Fatima, Victor De La Buscador, Yelisei Engineer 4, Tactics 4 4 Egalitarian Bakhyt, Ingri, Karlsson, Nogai Looting 3, Trade 4 4 Egalitarian, Honest Bakhyt, Ingri, Nogai, Victor De La Buscador Looting 3, Tactics 4, Trade 4 4 Egalitarian, Humanitarian Bakhyt, Karlsson, Nogai, Sarabun First Aid 4, Looting 3, Surgery 3, Wound Treatment 3 Fedot, Ingri, Karlsson, Nogai Path-finding 3, Spotting 3, Tracking 2, Trade 4 Fedot, Karlsson, Nogai, Sarabun First Aid 4, Path-finding 3, Spotting 3, Surgery 3, Tracking 2, Wound Treatment 3 Fedot, Karlsson, Nogai, Varvara Path-finding 3, Spotting 3, Tracking 2, Trade 1, Wound Treatment 2 3 Aristocratic, Humanitarian Algirdas, Fatima, Varvara Spotting 1, Tactics 2, Trade 1, Wound Treatment 2 Fatima, Fedot, Sarabun First Aid 4, Path-finding 3, Spotting 3, Surgery 3, Tracking 2, Wound Treatment 3 Fatima, Fedot, Varvara Path-finding 3, Spotting 3, Tracking 2, Trade 1, Wound Treatment 2 3 Honest, Humanitarian Fedot, Sarabun, Tepes First Aid 4, Path-finding 3, Spotting 3, Surgery 3, Tracking 2, Wound Treatment 3 Fedot, Tepes, Victor De La Buscador Path-finding 3, Spotting 3, Tactics 4, Tracking 2 Fedot, Varvara, Victor De La Buscador Path-finding 3, Spotting 3, Tactics 4, Tracking 2, Trade 1, Wound Treatment 2 2 Aristocratic Algirdas, Fatima Tactics 2 2 Humanitarian Fedot, Sarabun First Aid 4, Path-finding 3, Spotting 3, Surgery 3, Tracking 2, Wound Treatment 3 Fedot, Varvara Path-finding 3, Spotting 3, Tracking 2, Trade 1, Wound Treatment 2 1 Honest Victor De La Buscador Tactics 4 Player's Companions Algirdas Bakhyt Colonel Zagloba Fatima Fedot Ingri Karlsson Mamai NogaiOksana Priest Spasokukotsky Sarabun Tepes Varvara Victor de la Buscador Yelisei" "Hetman Bogdan Hmelnitski","Hetman Bogdan Hmelnitski Official Information Kingdom Cossack Hetmanate Title Hetman Fiefs Pereyaslav Culture Zaporozhian Cossack Religion Orthodox Christianity Personal Details Gender Male Hetman Bogdan Hmelnitski is the ruler of the Cossack Hetmanate. He is the initial owner of Pereyaslav and has a unique retinue of Serduks. The claimant to his rule is Ivan Barabash. Stats and Equipment[] Hetman Bogdan Hmelnitski - Default Stats and Equipment Attributes Stat Points Level 41 Strength 20 Agility 20 Intelligence 15 Charisma 25 Health ? Armor Head Cossack Cap Body Chain ArmorCossack Zupan Hand ? Foot Good Boots Skills Skill Points Ironflesh 6 Power Strike 7 Grenade Throwing 0 Power Draw 5 Weapon Master 9 Shield ? Athletics 5 Riding 7 Shooting from Horseback 5 Looting ? Trainer ? Tracking ? Tactics 8 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 3 Leadership 9 Trade ? Proficiencies Weapon Type Points One Handed Weapons 220 Two Handed Weapons 220 Polearms 220 Archery 220 Firearms 220 Throwing 220 Weapons Melee Mace Ranged ? Shield ? Mount Thoroughbred Horse Trivia[] He is based on a real person who created the Cossack Hetmanate in 1648. His full name was Bohdan-Zinoviy Mykhaylovych Khmelnyts'kyy (Ukrainian: Богдан-Зіновій Михайлович Хмельницький, Polish: ""Bohdan Zenobi Chmielnicki""). He belonged to the ""Syrokomla"" coat-of-arms, depicted in-game as his personal banner. He was baptized by one of his middle names - Theodor (Ukrainian: Богдан - ""Bohdan"") - as was custom in the Greek Orthodox Church. Although the Hetman was the highest military office and head of state in the Cossack Hetmanate, Khymelnyts'kyy was technically not a monarch since a Hetman was - after the monarch - the second-highest military commander in the Polish Commonwealth. Wikipedia has an article on this subject at:Bohdan Khmelnytsky Cossack Hetmanate Monarch: Claimant: Hetman Bogdan Hmelnitski Ivan Barabash Vassals: Anton Zhdanovich Bogdan Popovich Filon Jalaliy Fyodor Loboda Ivan Bogun Ivan Fedorenko Ivan Hmara Ivan Sirko Ivan Vygovsky Lavrin Sinonos Les' Gritsenko Lukyan Mozyra Maksim Nesterenko Martyn Pushkarenko Matviy Gladkiy Pavlo Gomon Petro Doroshenko Prokop Shumeiko Timofiy Nosach Vasil Zolotarenko" "Hetman Jan Sobieski","Jan Sobieski Official Information Kingdom Polish Commonwealth Monarch King Jan Kasimir Title Vassal Personal Details Gender Male Hetman Jan Sobieski is initially a Vassal of the Polish Commonwealth. He is the ruler of Lida Castle. He is based on a real person, Jan Sobieski (1629–1696), who was a Polish-Lithuanian noble and later King of the Commonwealth. Wikipedia has an article on this subject at:John III Sobieski Polish Commonwealth Monarch: Claimant: King Jan Kasimir Janusz Radziwill Vassals: Alexander Casimir Wolowicz Alexander Oginsky Andrzej Kmicic Boguslav Nesvizhsky Casimir Tyszkiewicz Fyodor Obukhovich Jan Skrzetuski Jan Sobieski Jan Zamojski Jan Zenowicz Janusz Kiszka Jerzy Halecki Krzysztof Grzymultowski Michal Vishnevetsky Michal Wolodyjowski Pavel Sapega Siegmund Slushka Stanislav Liantskoronsky Stanislaw Potocki Stefan Czarniecki" "Hetman Pavel Sapega","Pavel Sapega Official Information Kingdom Polish Commonwealth Monarch King Jan Kasimir Title Vassal Personal Details Gender Male Hetman Pavel Sapega is initially a Vassal of Polish Commonwealth. He is based on a real person, Pawel Jan Sapieha, who was a Hussar leader and a Polish-Lithuanian noble. He lived from 1609 - 1665. Wikipedia has an article on this subject at:Pawel Jan Sapieha Polish Commonwealth Monarch: Claimant: King Jan Kasimir Janusz Radziwill Vassals: Alexander Casimir Wolowicz Alexander Oginsky Andrzej Kmicic Boguslav Nesvizhsky Casimir Tyszkiewicz Fyodor Obukhovich Jan Skrzetuski Jan Sobieski Jan Zamojski Jan Zenowicz Janusz Kiszka Jerzy Halecki Krzysztof Grzymultowski Michal Vishnevetsky Michal Wolodyjowski Pavel Sapega Siegmund Slushka Stanislav Liantskoronsky Stanislaw Potocki Stefan Czarniecki" "Hetman Stanislaw Potocki","Stanislaw Potocki Official Information Kingdom Polish Commonwealth Monarch King Jan Kasimir Title Vassal Personal Details Gender Male Hetman Stanislaw Potocki is initially a Vassal of Polish Commonwealth. He is the initial ruler of Krakov. He is based on a real person, Stanisław ""Rewera"" Potocki (1597–1667), who was Polish-Lithuanian noble and one of the most powerful people in the Commonwealth. Wikipedia has an article on this subject at:Stanisław ""Rewera"" Potocki Polish Commonwealth Monarch: Claimant: King Jan Kasimir Janusz Radziwill Vassals: Alexander Casimir Wolowicz Alexander Oginsky Andrzej Kmicic Boguslav Nesvizhsky Casimir Tyszkiewicz Fyodor Obukhovich Jan Skrzetuski Jan Sobieski Jan Zamojski Jan Zenowicz Janusz Kiszka Jerzy Halecki Krzysztof Grzymultowski Michal Vishnevetsky Michal Wolodyjowski Pavel Sapega Siegmund Slushka Stanislav Liantskoronsky Stanislaw Potocki Stefan Czarniecki" "Hetman Stefan Czarniecki","Stefan Czarniecki Official Information Kingdom Polish Commonwealth Monarch King Jan Kasimir Title Vassal Personal Details Gender Male Hetman Stefan Czarniecki is initially a vassal of Polish Commonwealth. His starting fiefs are randomly generated. This article is a stub. You can help out by expanding it. Wikipedia has an article on this subject at:Stefan Czarniecki Polish Commonwealth Monarch: Claimant: King Jan Kasimir Janusz Radziwill Vassals: Alexander Casimir Wolowicz Alexander Oginsky Andrzej Kmicic Boguslav Nesvizhsky Casimir Tyszkiewicz Fyodor Obukhovich Jan Skrzetuski Jan Sobieski Jan Zamojski Jan Zenowicz Janusz Kiszka Jerzy Halecki Krzysztof Grzymultowski Michal Vishnevetsky Michal Wolodyjowski Pavel Sapega Siegmund Slushka Stanislav Liantskoronsky Stanislaw Potocki Stefan Czarniecki" "Hides","Hides Warband Viking Conquest Games Base value 120 120 320 Weight 40.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Raw material Made From... N/A Made Into... Leatherwork Hides are a non-consumable trade good. They are used by a tannery to produce leatherwork. You can buy a tannery by talking to the local Guild Master. You can buy the hides your self and give it to your Master Tanner at your tannery and thus you may get a greater weekly profit temporarily depending on how much you give (three hides will be used each week and thus produces 3 leather works). In With Fire and Sword, Hides are generally bought cheaply at villages and sold for high prices at fortresses. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Highwayman","For the Bannerlord version, see Highwayman (Bannerlord). Highwayman Troop Information Culture Bandits Wages 50 peningas/week Acquired from... Robber Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? peningas Highwaymen are tier-four bandit archers in Viking Conquest. They can be found in raiding parties on land. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Highwayman - Default Stats and Equipment Attributes Stat Points Level 26 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 69 Armor Head Old Anglo Saxon Helm Body Ragged Common Gambeson Hand None Foot Leather Shoes Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 8 Power Strike 5 Power Throw 3 Power Draw 3 Weapon Maintenance 0 Weapon Master 8 Athletics 2 Riding 5 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 5 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 190 Two Handed Weapons 120 Polearms 220 Archery 20 Crossbows 20 Throwing 150 Slings 145 Weapons Melee Heavy SpearSeax Ranged Throwing Spears Shield Round Shield Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr" "Hints","Hints are randomly displayed on loading screens, this page lists all such hints. Mount&Blade and Warband[] The twelve possible hints are almost identical between Mount&Blade and Warband with the only exception being the first hint. Hint #1: Crossbows are less effective in rainy weather. (Mount&Blade) Hint #1: You can order your soldiers to move to a spot by pressing and holding down F1 key. (Warband) Hint #2: Horses and men move less quickly in rainy weather. Hint #3: You can wait on the world map by holding down the space bar. Hint #4: You can recruit new men to your party in taverns. Hint #5: You can give orders to your party while in battle. Hint #6: A party with high morale moves more quickly while travelling on the map. Hint #7: Wounded party members will heal faster while resting in taverns. Hint #8: To quickly buy and sell items in inventory window hold down control key while you left click. Hint #9: You can press Backspace key during battle to bring the command interface. Hint #10: You will pay half wages to your troops while you are staying in a town or castle. Similarly you will pay half wages to troops you garrison in a castle. Hint #11: You can leave any location instantly by pressing the tab key. Hint #12: You can hold down the shift key to zoom-in while aiming at distant enemies. With Fire & Sword[] The hints were mostly rewritten for With Fire & Sword, and are now as follows. Hint #1: You can order your troops around the battlefield by calling up a movement flag. Hold down [F1] and place it with the mouse. Hint #2: Weather conditions affect your party's movement speed on the map. Hint #3: Click the 'Camp' menu button to access useful party functions such as wait and build protective wagon fort. Hint #4: Visit taverns to recruit heroes and unique troops! Hint #5: Pressing [Backspace] allows you to access the troop order screen while you are in battle. However, this only works for battles in the campaign, not for custom battles or multiplayer. Hint #6: Feed and pay your troops to boost their morale! A happy army moves faster on the overworld map. Hint #7: Wounded party members will heal faster while resting in taverns. Hint #8: To quickly buy and sell items in the inventory window hold down [Ctrl] while you left click. Hint #9: With the right tactics a wise commander can turn the tide of battle. Use the number keys to select your troops and the F keys to select orders. Hint #10: Troops waiting or stationed in towns or castles only consume half their normal wages. These troops ease your expenditures while protecting your assets! Hint #11: You can leave any location instantly by pressing the [TAB] key. Hint #12: Increase your firing accuracy: hold down the [SHIFT] key to focus your aim. See also[] Strategy and tactics Player tactics" "Honey","Honey Classic/Warband Viking Conquest Games Base value 136 220 220 220 Weight 5.0 Item Quantity 30 30 30 90 Morale Bonus +10 +6 +3 +6 Spoils No Goods Type Food Made From... N/A Made Into... N/A Honey is a food item that provides a good morale bonus. This item gives the highest bonus available in the original Mount&Blade. The high morale boost it provides is balanced by the fact that honey is a relatively rare food, being much harder to find and more expensive to buy than many other foods. Its bonus was reduced in the later games, but it is still above average. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Horseman","This article is a disambiguation page for Horseman The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Horseman may refer to: Khergit Horseman Rhodok Horseman Vaegir Horseman (multiplayer) Mercenary Horseman Sarranid Horseman Mercenary Horseman Angle Horseman (Ridda) Briton Horseman (Marchoc) Frisian Horseman (Riddere) Irish Horseman (Marcach) Pictish Horseman (Marcach) Saxon Horseman (Ridda) Frank Horseman Aserai Tribal Horseman Battanian Horseman Khuzait Horseman Imperial Heavy Horseman Mercenary Horseman" "Horses","Charging on horseback gives you the advantage of delivering couched lance damage Horses are an important factor in combat. They provide players with an advantage in both movement speed and attack speed. Each horse has its own stats so you should choose the one that fits your character. The speed of a horse can increase your attack. However, attacking on a horse while stationary will give you a damage penalty. There is an option to see how much of a penalty you received. When outside of combat, riding a horse will generally increase your movement speed across the overland map unless your Athletics skill is much higher than your riding skill. The horse's attributes also do not matter, meaning a Sumpter Horse has the same utility as a Charger. Adding horses to your inventory can also further improve your overland speed by reducing the speed penalty from heavy items in your inventory (see Party speed). Contents 1 Stats 2 Horse Types 2.1 Classic/Warband 2.2 With Fire & Sword 2.3 Viking Conquest 2.4 Bannerlord 3 Horse Modifiers 4 Notes Stats[] Example of horse stats Horse Type: There are many horse types in Mount&Blade. See tables below for more information. Sell Price: The selling/purchase value of the horse. Armor: Reduces the damage your horse takes in battle. The higher this value is, the better. Typically this attribute is inversely proportionate to speed. Speed: The maximum galloping speed of your horse, not including Riding skill modifiers. All blows delivered at higher speed in the same direction the horse is moving will cause more damage. If a blow is delivered in the opposite direction, it is possible to deal 0 damage, even to lightly armored targets. Couched lance and charge damage (see below) are directly related to this stat. All horses, even lame ones, are faster than foot troops on flat ground. Maneuver: The turn rating of your horse. A horse with a higher maneuver value will make sharper turns and accelerate faster than other horses. This is useful for weaving in and out of danger, dashing away at the last second, and dodging enemy strikes. After an initial charge, a higher maneuver value allows for shorter time in setting up subsequent strikes. Charge: Blunt damage dealt by your horse when it collides with enemy infantry while moving at a sufficient speed. This damage is usually low regardless of how high this value is, though your horse will almost always knock your target over if you are moving at full speed. A horse with a high charge will lose less speed when it hits an enemy and will be able to push its way through more infantry before being forced to stop. Additionally a horse with high charge will not have to be moving as fast to successfully knock your target over. This can be an effective way of taking prisoners if no non-lethal weapons are available. It is also useful for getting out of danger, as a horse with a high charge rating can force itself through crowds of infantry, even after getting bogged down by the mob. Hit Points: The amount of damage your horse can take before being crippled or dying. Requires Riding: The level of Riding skill you need to mount the horse. Horse Types[] A variety of horses are available with a wide range of stats. Your best choice depends on your specific style or needs. Though not shown in the item or shop menus, some horses are larger than others, with heavier horses typically larger than lighter horses. Classic/Warband[] Classic Mount&Blade had a wide assortment of horses while Warband added the Desert Horse, Sarranian War Horse, and Steppe Charger. ▼ Show/Hide Horses ▼ Horse Armour Speed Maneuver Charge Hit Points Riding Base Value Charger 58 40 44 32 165 4 1811 Courser 12 50 44 12 110 2 600 Desert Horse 10 42 50 12 110 2 550 Hunter 18 43 44 24 160 3 810 Practice Horse 10 40 37 14 100 - 37 Saddle Horse 8 45 44 10 100 1 240 Sarranian War Horse 58 40 44 32 165 4 1811 Sarranid Horse 10 43 54 16 120 3 700 Steppe Charger 40 40 50 28 150 4 1400 Steppe Horse 10 40 51 8 120 2 192 Sumpter Horse 14 37 39 9 100 1 134 War Horse 40 40 41 28 165 4 1224 ▲ Show/Hide Horses ▲ With Fire & Sword[] Many horses in With Fire & Sword have different stats. Due to the common use of firearms, more heavily armoured horses are less useful than they were in Warband. ▼ Show/Hide Horses ▼ Horse Armour Speed Maneuver Charge Hit Points Riding Base Value Charger 58 39 44 32 165 4 1811 Courser 8 50 48 9 120 4 3500 Saddle Horse 6 40 40 7 100 1 900 Saddle Horse 7 40 45 7 110 2 1200 Saddle Horse 6 44 40 7 110 2 1400 Steppe Horse 7 47 45 7 100 3 2600 Steppe Horse 7 44 52 7 100 3 3000 Sumpter Horse 6 35 38 7 100 - 300 Thoroughbred Horse 10 46 47 16 150 5 3750 Thoroughbred Horse 10 48 52 22 150 5 4250 Troop Horse 10 42 43 12 140 4 2600 Warhorse 40 39 41 28 165 4 1224 ▲ Show/Hide Horses ▲ Viking Conquest[] Mounted troops are less common in the Viking Conquest DLC. There are eight mounts with only two different names. Mounts with saddles are called ""common"" internally, while those without are called ""wild"". The stats for all horses are identical, while wild ponies have lower maneuverability and cost. ▼ Show/Hide Horses ▼ Horse Armour Speed Maneuver Charge Hit Points Riding Base Value Horse 16 50 40 18 100 2 6300 Horse 16 50 40 18 100 2 6300 Horse 16 50 40 18 100 2 6300 Horse 16 50 40 18 100 2 6300 Pony 10 43 36 12 90 1 3700 Pony 10 43 36 12 90 1 3700 Pony 10 43 31 12 90 1 3600 Pony 10 43 31 12 90 1 3600 ▲ Show/Hide Horses ▲ Bannerlord[] Horses in the inventory will breed automatically and produce more horses over time. ▼ Show/Hide Horses ▼ Mount Weight Riding Tier Charge Speed Maneuver HP Mount Type Weight Bonus Asaligat 450 90 6 24 63 82 245 Noble Mount +20 Askarat 500 65 5 20 65 73 220 Noble Mount +20 Battanion Hobby 380 20 2 20 46 57 250 Mount +20 Battanian Thoroughbred 420 80 5 26 55 72 320 Noble Mount +20 Camel 500 10 1 20 44 60 225 Mount +20 Canterion Charger 460 35 3 26 50 60 210 War Mount +20 Charger 430 30 2 22 48 67 220 War Mount +20 Cossian 500 90 6 31 62 71 230 Noble Mount +20 Darshi Horse 360 35 2 18 51 73 200 War Mount +20 Hunter 390 20 1 16 48 65 215 Mount +20 Husnphree 550 65 4 28 48 69 290 Mount +20 Midlands Palfrey 390 10 1 20 47 55 210 Mount +20 Mule 300 0 0 3 31 48 100 Pack Mount +100 Nahasawi 400 10 1 14 54 59 200 Mount +20 Omor Trotter 500 55 4 27 53 71 240 Noble Mount +20 Pack Camel 520 0 0 4 35 39 230 Pack Mount +100 Palmatian 520 60 5 28 59 66 220 Noble Mount +20 Revyl Chaser 450 40 3 20 57 63 200 War Mount +20 Rouncey 425 15 1 22 44 61 200 Mount +20 Royal Destrier 540 80 6 36 52 73 270 Noble Mount +20 Saddle Horse 420 0 0 12 37 52 260 Pack Mount +100 Sturgian Native 440 20 1 18 49 63 200 Mount +20 Sumpter Horse 430 0 0 4 34 41 260 Pack Mount +100 Tyal Horse 490 80 6 31 56 76 250 Noble Mount +20 Valanby Courser 475 35 3 30 46 58 240 War Mount +20 Wadar Hotblood 485 95 6 24 68 78 230 Noble Mount +20 War Camel 500 45 3 24 48 67 230 War Mount +20 Work Horse 490 0 0 4 35 50 220 Pack Mount +100 Glintor Pony 450 35 3 22 45 66 270 War Mount ? ▲ Show/Hide Horses ▲ Horse Modifiers[] Like weapons and armor, horses also come with modifiers. However, horse modifiers are more varied in what they change, with the ""best"" modifier being the one that provides boosts in the area you want your horse to excel in. Equipment Modifiers One Handed Two Handed Two Handed / One Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Masterwork +4 +6 +5 +9 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Polearms Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Bent - -3 -3 -35% 100% Rusty - -3 - -45% 100% Cracked - -5 - -50% 100% Polearm / Two Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Bows Name Power Draw Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Strong +2 +3 -3 +360% 40% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Crossbows Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Thrown Name Power Throw Requirement Damage Missile Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Bent - -3 -3 -35% 100% Ammunition Name Stack Amount Damage Price Shop/Loot Chance Large Bag +13% - +90% 30% Bent - -3 -35% 100% Note: Thrown weapons can only carry the ""bent weapon"" modifier. Firearms Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Armor Name Protection Price Shop/Loot Chance Lordly +6 +1050% 25% Reinforced +4 +550% 25% Hardened +3 +290% 30% Thick +2 +160% 35% Sturdy +1 +70% 50% Crude -1 -17% 100% Battered -2 -25% 100% Ragged -2 -30% 100% Rusty -3 -45% 100% Tattered -3 -50% 100% Cracked -4 -50% 100% Shields Name Durability Resistance Price Shop/Loot Chance Reinforced +83 +4 +550% 25% Thick +47 +2 +160% 35% Battered -26 -2 -25% 100% Cracked -56 -4 -50% 100% Horses Name Riding Requirement Armor Speed Maneuver Charge Damage Hit Points Price Shop/Loot Chance Champion +2 - +4 +2 +2 - +1350% 20% Spirited - - +2 +1 +1 - +550% 60% Heavy - +3 - - +4 +10 +90% 70% Stubborn +1 - - - - +5 -10% 100% Swaybacked - - -4 -2 - - -40% 100% Lame - - -10 -5 - - -60% 100% Notes[] While the Player Character is using a mount and it gets killed, there is 20% chance the mount will become crippled (the beneficial trait is cleared and, if no such trait, a bad one will be added) and 20% chance the mount will be killed. This hazard only exists when the player is sitting atop the mount. Dismounting right before its death will nullify the chance. Lame horses have a chance to recover after spending time in the inventory, and are more likely to if the player or a companion has at least 1 Wound Treatment. However, horses that had any modifier, good or bad, will lose it permanently when lamed, becoming a horse of standard quality when recovered. Lame and Swaybacked horses seem to be more likely to die when they are downed. A lame horse will be unable to reach a high enough speed to couch a lance, the sole exception being a Courser, which has a high enough default speed that the penalty of being lame will not prevent couching. Buying a lame horse is cheap and efficient as it, when kept in inventory, provides more party speed all the time when carrying heavy trade goods, and it has the potential to recover and lose the Lame modifier. Unfortunately, if you later sell the recovered horse, it will not sell higher than what you paid for the lame one, even with 10 Trade. Giving a horse you want to use to a companion and trading mounts at the start of battle means you can take riskier actions, since the traded horse will not count as yours and thus cannot be permanently killed or lamed. Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment" "Hussar","This article is about the Custom Battle character. You might be looking for Winged Hussar. Hussar The Hussar is a character playable in the Custom Battle mode of Mount&Blade: With Fire & Sword. In-game description[] These unique Polish horsemen are likely the finest heavy cavalry to have ever trodden the earth. Drawn from the brave Polish gentry, the swift hussars boast the finest equipment and military training of the time. The mere sight of these heavily armored warriors charging on their mighty horses would often be enough to inspire panic in the enemy ranks, and break the line of any troops still holding their ground. Nevertheless the hussars should avoid large groups of shooters, especially on a difficult terrain. The hussars' greatest moment of glory came in the battle at Vienna, where they held back the Turkish invasion of Europe. In the 17th century, the hussars were considered the best cavalry in the world. Stats[] Hussar - Default Stats and Equipment Attributes Stat Points Level 25 Strength 13 Agility 12 Intelligence 0 Charisma 0 Health Armor Head Hussar Helmet With Crest Body Hussar Coat of Mail Hand Leather Gloves Foot Good Cavalry Boots Skills Skill Points Ironflesh 3 Power Strike 3 Grenade Throwing 0 Power Draw 0 Weapon Master 5 Shield 0 Athletics 1 Riding 6 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 200 Two Handed Weapons 200 Polearms 200 Archery 200 Firearms 200 Throwing 200 Weapons Melee Hussar Lance, Saber Ranged Shield Mount Thoroughbred Horse This article is a stub. You can help out by expanding it. With Fire & Sword Custom Battle Troops Reiter Hussar Boyar Cuirassier Mounted Archer Musketeer Netyag Swordsman Rondartschier Pikeman Halberdier" "Hussar Lance/With Fire & Sword","Hussar Lance Hussar LancePolearmBase value: 1600 thalersWeight: 2.5Thrust: 30pSpeed rating: 55Weapon reach: 320Requires strength: 12Can crush though blocks Hussar Lance Hussar LancePolearmBase value: 1200 thalersWeight: 2.5Thrust: 26pSpeed rating: 62Weapon reach: 320Requires strength: 12Can crush though blocks" "Ilyintsy","Ilyintsy Settlement Information Type Village Kingdom Polish Commonwealth Fortification Bar Fortress World Map With Fire & SwordIlyintsyTemplate:World Map/With Fire & Sword Ilyintsy is a village of the Polish Commonwealth, subordinate to Bar Fortress. Layout[] Player Elder Fugitive Ilyintsy is set on relatively flat terrain. It is a Polish/Cossack-style village with seventeen houses, and a chapel in the center. There are four horses in two stables. The Village Elder can be found by following the drawn path around the chapel and ending up at a large wooden-roofed house. If sent here during a Hunt Down Fugitive quest, the Nervous Man can be found behind a small tree beyond the area defined by the houses, opposite the player's entrance. Wikipedia has an article on this subject at:Illintsi Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Imad-pasha","Imad-pasha Official Information Kingdom Crimean Khanate Monarch Khan Islam Giray Title Pasha Fiefs Azaq-kale Personal Details Gender Male Imad-pasha is a vassal of the Crimean Khanate and the initial owner of Azaq-kale. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Imad-pasha - Default Stats and Equipment Attributes Stat Points Level 30 Strength 18 Agility 17 Intelligence 12 Charisma 20 Health ? Armor Head Rich Misiurka Body BehteretsCivil Dress Hand None Foot Good Cavalry Boots Skills Skill Points Ironflesh 4 Power Strike 5 Grenade Throwing 0 Power Draw 3 Weapon Master 7 Shield 0 Athletics 3 Riding 5 Shooting from Horseback 3 Looting 0 Trainer 0 Tracking 0 Tactics 4 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 2 Leadership 6 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 0 Two Handed Weapons 0 Polearms 190 Archery 190 Firearms 190 Throwing 190 Weapons Melee Saber Ranged None Shield None Mount Thoroughbred Horse Crimean Khanate Monarch: Claimant: Khan Islam Giray Mehmed Giray Vassals: Ahmed-pasha Argun-bey Baesid-khan Baryn-bey Bukryn-bey Imad-pasha Mansur-bey Mirza Agish Mirza Appak Mirza Argyn Mirza Davletshi Mirza Divey Mirza Enikey Mirza Karach Mirza Yanmamed Mirza Yelchy Sedjet-bey Shirin-bey Uzyn-bey Yashlav-bey" "Ingri","Ingri Appears in Official Information Culture Swedish Religion Lutheran Christianity Character Details Hire Cost 500 thaler Likes Oksana Liked by Algirdas Dislikes Algirdas, Sarabun, heavy losses, unpaid wages, starvation Disliked by Varvara, Yelisei Character Background Home Reval Background Quartermaster Ingri is one of the Heroes in With Fire & Sword. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Stats and equipment Biography[] Ingri was born in Reval and into a family of merchants. She decided to become an army quartermaster and serve under King Carl Gustaf's army. She supplied the army with food and wine. However, her employment came to an end when her competitors sabotage her by replace her beer with horse piss during the King's birthday. She soon become a freelance quartermaster in Eastern Europe. She stuck in town as she sold wine in a fair without the town's trade guild permission. Personality[] Relationships[] Gameplay[] Ingri's experience as a trader gives her high skills in both inventory management and trade. She also has some skill with first aid. Dialogue[] Main article: Ingri/Interactions Stats and equipment[] Ingri - Default Stats and Equipment Attributes Stat Points Level 5 Strength 7 Agility 8 Intelligence 11 Charisma 9 Health 42 Armor Head ? Body Female Dress Hand ? Foot Boots with Stockings Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 4 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade 4 Proficiencies Weapon Type Points One Handed Weapons 65 Two Handed Weapons 65 Polearms 65 Archery 65 Firearms 65 Throwing 65 Weapons Melee Old Sword Ranged Handmade Firearm, Light bullets Shield ? Mount ? Player's Companions Algirdas Bakhyt Colonel Zagloba Fatima Fedot Ingri Karlsson Mamai NogaiOksana Priest Spasokukotsky Sarabun Tepes Varvara Victor de la Buscador Yelisei" "Ingri/Interactions","This is a list of interactions with Ingri. Contents 1 Introduction 2 Reencounter 3 Retirement 4 Rehire 5 Story: Reval 6 Like Quotes 6.1 Oksana 7 Dislike Quotes 7.1 Algirdas 7.2 Sarabun Introduction[] Greetings, sir. The wine here is disgusting, wouldn't you agree? I see you know your wine, eh? ""Oh certainly. I am an army quartermaster with a patent from the king of Sweden himself. Or, rather, I used to be... My name is Ingri, and I hail from Reval. If you need provisions for amazing prices, or you wish to sell your merchandise at triple the standard prices, then I am your man! I provided all the food and wine for the court regiment of Carl Gustaf himself -- and everyone was perfectly content with me. Except my competitors, of course! And one day those bastards changed one of my beer barrels, and my clients were treated to horse piss instead of beer -- on the King's birthday no less! Bad luck all around, what can one say. Now I have no patent, and no savings either. Free as a bird, like it or not."" Now I am looking for a commander who could appreciate my true worth."" Well, you would not be out of place in my party. Very well, I agree to follow you. Now I will take into my hands the matters of selling and buying. -- And I am not only good at trading, but I can hold a blade as well. The carts often need to be protected, as I'm sure you know... Better there be no other women around. Else there's a life of constant squabbles. I think you may get along with my companions. Gather yourself. Just a small nuisance, though. There was a fair here the other day, and I sold some wine to a small party, without permission from the local trade guild. Until I pay their fine of 500 thaler, the guards will not let me leave town. Here, take it. I feel this investment will soon be well repaid. Hell no. I need no thievish female women-haters. I fear I do not have enough in my purse to pay for all your fine talents. So my answer must be no. Pardon me, but I have no time to talk. Good evening to you... Reencounter[] By the way, sir, perhaps you are in need of a quartermaster with some experience? When the carts are brimming with provisions, the barrels are full of good powder, and a merry bottle-o-wine is always there for the day of rest -- well, the war goes much better, believe you me. Retirement[] Pardon me, (sir/madam), but my patience is at end. Your soldiers are gluttonous and ungrateful, and your companions are rude and uncouth. Besides, managing supplies without filling my own pocket is not worthy of my trade. Here is all the income and expenses written down. I hope we may part amicably, yes? Rehire[] My good (sir/lady)! I am so glad to see you once more. The lot of a freelance quartermaster is a poor one. Armies have no need of suppliers: their commanders simply ransack all the settlements they come across on their way. Forget everything I said before, please. I forgive the foolish Swede. I may return to your company, I hope? Story: Reval[] A few more miles and we shall see the walls of Reval! Reval, before it was taken by the Swedes, was a free town and part of the Hanseatic Union. My family used to reside there, even back in the times of the Livonian Order. For the dwellers of Reval, trade is the stuff of life. My father brought Russian hemp to England, and I -- well, I ran away and tagged along with the army. Like Quotes[] Oksana[] Sir, it is said there can be no friendship between women. But let me say this -- I can always count on Oksana. She cured all my cart horses and prepared a broth for me to cast out a fever. I was back on my feet the very next day. I say that she is the worthiest among your followers. Make it known to all, that any man who lays a finger on her shall sup on rotten horse-flesh for the remainder of the journey. Dislike Quotes[] Algirdas[] {Sir/Madam}, let me make this plan. I do not appreciate that noble who thinks of me as of a pile of dirt on the road, or something stuck to his oh-so-noble boot. Yes, I am referring to Algirdas. I am an army quartermaster, not some serf wench! If he once more throws me his coat, muttering through his teeth that ""it must be clean by morning"", I'm afraid I shall simply have to look for another company. Sarabun[] Tell me honestly, why do we keep that quack in the party? Sarabun is a fraud and a good-for-nothing. His concoctions make my belly hurt, and if he shows those awful leeches to me one more time, I shall feed them to him on the spot... In your place, sir, I would long ago shown him the door. I hope you will do so now, or I shall have to begin my search for another master." "Inkerman","Inkerman Settlement Information Type Village Kingdom Crimean Khanate Fortification Kezlev Fortress World Map With Fire & SwordInkermanKezlev FortressTemplate:World Map/With Fire & Sword Inkerman is a village initially owned by the Crimean Khanate, subordinate to Kezlev Fortress. Layout[] Player Elder Fugitive Inkerman is built on a flat terrain. It is a Tatar-style village with eighteen houses and a mosque in the center. It has no distinctive features. The Village Elder can be found standing in front of the second house from the left, starting from the player's entrance. If sent here during a Hunt Down Fugitive quest, the Nervous Man can be found by starting from the player's entrance, going between the first two houses from the left, and he will be behind the first house on the right. Wikipedia has an article on this subject at:Inkerman Territory of the Crimean Khanate TownsAkkerman Azaq-kale Bakhchisaray Kyzykermen FortressesIzmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun FortressKyzyl-yar Fortress Perekop VillagesAk-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash SinelnikovoSivash Tumnek" "Iron","Iron Classic/Warband Viking Conquest Games Base value 264 264 264 304 Weight 60.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Raw material Made From... N/A Made Into... Tools Iron is a non-consumable trade good. It is used by an ironworks to produce tools. When travelling, significant amounts of iron can have a great impact on party speed due to the item's high weight. This makes iron less attractive to trade with than other goods of equivalent value, such as linen. Dhirim or Curaw is usually the best place to buy iron. In With Fire and Sword, iron can be bought cheaply at eastern cities like Azaq-Kale and Cherkassk and sold for higher prices further west. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Items","Starting equipment right after character creation. There are 601 items in Mount&Blade: Warband, categorized as armor, weapons, goods, and horses. While some items cannot be purchased or acquired by the player without using cheats, all available items may be placed into the player's inventory or equipped into one of nine equipment slots. Contents 1 Items 2 Stats 3 Consumable items 4 Non-consumable items Items[] All unequipped items are kept in the players Inventory. When starting you will only be able to carry about 18 items, increasing the Inventory Management skill will allow an extra 6 items, per rank, to be carried. Items in your inventory will also slow party movement speed on the world map, this can be countered by keeping a horse in your inventory to act as a pack mule. Stats[] Name: the name of the item. Quantity Left/Maximum Quantity: this tells you how much is left compared to the original purchased amount. As time passes, your party will consume your food until it is gone. If you run out of food, your party will suffer a morale penalty and your companions may openly criticize your leadership ability or threaten to leave. Sell price: the price displayed is indicative of the sell price of the item in nearby cities and villages, but may not reflect the actual sell price obtained from a merchant. If you or one of your companions has the Trade skill, you can access price comparisons for local goods in a town's menu by selecting ""Enter the Marketplace"". Weight: your party will travel slower based on the total weight of the items in your inventory. Morale bonus: this tells you the morale bonus that a kind of food gives to your party. Only one bonus per kind of food applies (bonuses are not cumulative for additional items of the same type). You should always maintain a variety of foods to keep your soldiers happy. Note that while Flour, Wine, and Ale are consumable, they do not provide morale bonuses. Consumable items[] Food is required to feed troops and maintain morale, and more variety means higher morale. Some foods will age and spoil or rot over time, such as Pork, Chicken, and Beef. Alternatively, preserved foods like Smoked Fish and Dried Meat do not age. When food begins to go bad, the name will change to represent the age and condition of the food. This effect greatly reduces the value of the food, and at a certain point the item changes from consumable to non-consumable, making it useless. Food kept in your 'household inventory' (held by your wife in Warband) does not age. Note that as the quantity of an item reduces, its weight will remain the same. Some items have a quantity, but are not normally consumable and provide no morale boost. These goods are consumed at feasts. Non-consumable items[] Many of the items available in game are non-consumable trade goods. They exist in the game to be bought (or pillaged) and sold in order to make a profit. Many goods are also used by Productive Enterprises as base materials to be made into finished products. The majority of available items are equipment, including weapons, armor (helmets, body armor, gloves, boots), and horses. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment" "Ivan Barabash","Ivan Barabash Official Information Kingdom Cossack Hetmanate Monarch Ivan Barabash Title Claimant Personal Details Gender Male Ivan Barabash is the claimant to the Cossack Hetmanate. He is based on a real person who was a Military Yesaul who lived in the late 1600's and headed the Cossack diplomatic mission to the Polish Royal Court. He opposed Bogdan Hmelnitski's support for the Polish king Władysław's (before Jan Kasimir) war against the Crimean Khanate. Ivan Barabash plays a part in the Cossack main storyline quest The Secret of the Black Mace, where the player has to rebel against Bogdan Hmelnitski and then fight against the Muscovite Tsardom. It is also possible to be loyal to Hmelnitski and fight against the Polish Commonwealth instead. Dialogue[] My name is Ivan Barabash. Aye, the Hetman whom all believe long dead. A Cossack by blood, I am. I was the yesaul of the regiment, then a Colonel, then acting Hetman of the Zaporozhian Host. In all ages I tried to live in peace with the Polish gentry... Yet the field secretary, Bogdan Hmelnitski, stirred up the Zaporozhians of the Sich and began a rebellion. The serving Cossacks under my leadership helped the crown forces to quell the rebels, but before the Battle of Yellow Waters, Hmelnitski managed to draw all the chiefs to his side. The night before the battle, they entered the hetman's tent, but I was warned beforehand, and escaped with my life. They thought I was dead, once they saw a body cut to pieces. But it was only the body of my servant. You know what I say? Hmelnitski does not have the future of our people in mind, he is moved by vainglory and revenge. He spells the end Ukraine -- of this I have no doubt. Once I become hetman once more, I can settle matters with the Polish Commonwealth, and Ukraine shall prosper anew among brotherly nations! Reporting back to Hetman Bogdan Hmelnitski[] Ivan Barabash has long since sold out to the damned Poles. Became the field marshal and levied unbearable taxes on the Cossacks to curry favor with the Polish king -- and then helped spread the Catholic faith. That traitor shall lead Ukraine right back into Polish serfdom. The Pereyaslav Council ordered all Cossacks to swear homage to the Tsar of Moscow. Only under the wing of an Orthodox nation would our people be truly free. And believe me, the future of our land lies not in a union with Catholic Poland. Only a hetman who lost his mind would make war against Russia... Trivia[] His full name is Ivan Dmitriyevich Barabash (Russian: Иван Дмитриевич Барабаш, Ukrainian: Іван Барабаш, Polish: Iwan Barabasz). The historical Ivan Barabash, the Cherkassy colonel of the Zaporozhian Host, was executed in 1648 after the Battle of Zhovti Vody for supporting the Polish rulers. His relative, Yakiv Barabash, became the Host Ataman of the Zaporozhian Sich in 1657, and together with Martin Pushkar opposed the reign of Hetman Ivan Vyhovsky. The claimants' rebellion, however, was without success and in 1658 Barabash was executed at Vyhovsky's court. In the novel With Fire and Sword, Hmelnitski invites Barabash to a dinner, and during this visit Hmelnitski sends agents to steal documents from Barabash's home. Cossack Hetmanate Monarch: Claimant: Hetman Bogdan Hmelnitski Ivan Barabash Vassals: Anton Zhdanovich Bogdan Popovich Filon Jalaliy Fyodor Loboda Ivan Bogun Ivan Fedorenko Ivan Hmara Ivan Sirko Ivan Vygovsky Lavrin Sinonos Les' Gritsenko Lukyan Mozyra Maksim Nesterenko Martyn Pushkarenko Matviy Gladkiy Pavlo Gomon Petro Doroshenko Prokop Shumeiko Timofiy Nosach Vasil Zolotarenko" "Izmail Fortress","Izmail Fortress Settlement Information Type Town Kingdom Crimean Khanate Villages Budjak World Map With Fire & SwordIzmail FortressBudjakTemplate:World Map/With Fire & Sword Izmail Fortress is a fortress of the Crimean Khanate, initially ruled by Mirza Davletshi. Its village is Budjak. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders The Lord's hall is in the center of the fortress. The prison is the first house on the left, after passing through the gates. During a siege, two ladders are used, one on either side of the gates. Trade[] The fortress produces a good amount of oil, bread, and salt, which you can trade with Sich. Wikipedia has an article on this subject at:Izmail Territory of the Crimean Khanate TownsAkkerman Azaq-kale Bakhchisaray Kyzykermen FortressesIzmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun FortressKyzyl-yar Fortress Perekop VillagesAk-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash SinelnikovoSivash Tumnek" "Izum Fortress","Izum Fortress Settlement Information Type Fortress Kingdom Muscovite Tsardom Villages Lyubotin, Valuiki World Map With Fire & SwordIzum FortressLyubotinValuikiTemplate:World Map/With Fire & Sword Izum Fortress is a fortress of the Muscovite Tsardom, initially ruled by Warlord Nikita Odoevsky. It has two villages: Lyubotin and Valuiki. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders The Lord's Hall faces directly opposite the player as he/she passes through the gates. The prison is the isolated house on the left. During a siege two ladders are placed on the left side of the gates. Trivia[] This is the only Muscovite fortress that has more than one village tied to it. Wikipedia has an article on this subject at:Izium Territory of the Muscovite Tsardom TownsCherkassk Moscow Pskov FortressesBryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' VillagesKlin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa TarusaValuiki Yefremovo" "Janissary","Janissary Troop Information Culture Crimean Khanate Wages 10 thaler Acquired from... Prisoners or Mercenary Captain Upgrades to... Janissary (veteran) Ransom Value thaler The Janissary is an infantry marksman of the Crimean Khanate. This marksman unit is armed with a Miquelet Musket and a sabre or yataghan in melee combat. They wear signature Janissary blue or green vests and hats. Contents 1 Recruitment 2 Tactics 3 Stats and equipment 4 Trivia Recruitment[] Requires: Must join the Crimean Khanate Mercenary Captain to be appointed for Fortress/towns Cost: 14 Thaler Days Needed: 4 (Copper) Locations: Kzelev Fortress Azaq-Kale Most of Crimean Khanate fortress upon appointed Mercenary Captain Tactics[] Janissaries wear light armor. While they are more proficient than Seymen with their muskets, they're less resistant to damage, and will often go down in one bullet. Musketmen work well in firing lines. Pairing them with archers may improve their lethality as the higher rate of fire from the bows can slow down infantry advances or interrupt opposing marksmen. Janissaries are even more effective when protected by cheap fodder troops, who will absorb enemy bullets. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Janissary - Default Stats and Equipment Attributes Stat Points Level 13 Strength 10 Agility 8 Intelligence 0 Charisma 0 Health 53 Armor Head Janissary Hat Body Janissary Uniform Hand None Foot Janissary Shoes Skills Skill Points Ironflesh 4 Power Strike 3 Grenade Throwing 0 Power Draw Weapon Master 4 Shield 0 Athletics 3 Riding 0 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 120 Two Handed Weapons 100 Polearms 110 Archery 0 Firearms 120 Throwing 0 Weapons Melee Yataghan, Saber Ranged Miquelet Musket, Heavy Bullets Shield None Mount None Trivia[] The Janissary Corps (derived from the Ottoman Turkish words yeni ceri, meaning new soldier) were infantry musketeer units that formed the Ottoman Sultan's bodyguards and household troops. They were formed by the Sultan Murad I from Christian boys levied through the devsirme system from conquered countries in the 14th century and was disbanded by the Sultan Mahmud II in 1826 due to the Auspicious Incident (a failed coup attempted by the janissaries against the Sultan). The Janissary Corps was distinctive in a number of ways: they were the first regular army to wear uniforms; marched to the music, the mehter, lived in barracks and used mainly firearms. In those aspects the janissaries can be seen as the precursor of the modern military system. Although the janissaries were bodyguards of the Ottoman Sultan, due to the fact that the Crimean Khanate was a protectorate of the Ottoman Empire, some janissary ortas (battalions) were sent to Crimea for protecting and policing the Empire's puppet nation. Wikipedia has an article on this subject at:Janissary Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran) National Mercenary Troops Tatar Infantryman Tatar Cavalryman Azap Cebelu Janissary Kalmyk Scottish Musketeer Scottish Pikeman Scottish Swordsman German Infantry Pikeman German Infantry Musketeer" "Janissary (veteran)","Janissary (veteran) Troop Information Culture Crimean Khanate Wages 14 thaler Acquired from... Prisoners or Janissary (upgrade) Upgrades to... No Further Upgrades Ransom Value thaler The Janissary (veteran) is an infantry marksman of the Crimean Khanate, and is the upgraded version of the Janissary. Armed with a musket, they also wear signature Janissary Hats. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Janissary (veteran) - Default Stats and Equipment Attributes Stat Points Level 17 Strength 11 Agility 9 Intelligence 0 Charisma 0 Health 56 Armor Head Janissary Hat Body Janissary Uniform Hand None Foot Janissary Shoes Skills Skill Points Ironflesh 5 Power Strike 4 Grenade Throwing 0 Power Draw 0 Weapon Master 5 Shield 0 Athletics 3 Riding 0 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 135 Two Handed Weapons 115 Polearms 125 Archery 0 Firearms 135 Throwing 0 Weapons Melee Good Yataghan, Saber Ranged Good Miquelet Musket, Heavy Bullets Shield None Mount None Wikipedia has an article on this subject at:Janissary Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran) National Mercenary Troops Tatar Infantryman Tatar Cavalryman Azap Cebelu Janissary Kalmyk Scottish Musketeer Scottish Pikeman Scottish Swordsman German Infantry Pikeman German Infantry Musketeer" "Janusz Radziwill","Janusz Radziwill Official Information Kingdom Polish Commonwealth Monarch King Jan Kasimir Title Claimant Personal Details Gender Male Janusz Radziwill is a claimant to the Polish Commonwealth throne. He can be found in a random tavern. He plays a big role in The Secret of the Black Mace, the main quest for the Cossack Hetmanate. He mysteriously knows a lot about the Black Mace, including its location. He uses the player to help him become King of Poland in return for helping the character find the Black Mace. The hero Victor de la Buscador once served in Radziwill's personal bodyguard. He is based on a real person, Janusz Radziwiłł (1612–1655), who was a Polish-Lithuanian noble and one of the most powerful people in the Commonwealth, holding several administrative titles such as Field Hetman of Lithuania. However, he later sought to overthrow the Commonwealth government and collaborated with the Swedes during their occupation. Dialogue[] I am the Grand Hetman of Lithuania, Prince Janusz Radziwill. We Radziwill are descendants of the Grand Prince of Lithuania, Gediminas, just as the Jagiellon that ruled the Polish Commonwealth. Compared to us, the kings of today are just newcomers with no right either to the crown of Poland, or to that of Lithuania. The Polish king is elected by senators. This is the root of all our misfortunes. The Polish Commonwealth shall never become a great nation until a true king reigns from the throne, one who would bear the title by right of blood and not by whim of the gentry. I need daring people to rise up against the invader and restore Great Lithuania. And I have full right, as the elder of Zmudz, the warlord of Vilna, and the Great Hetman of Lithuania! Reporting back to King Jan Kasimir[] If you are in secret talks with Radziwill, I fear I have to disappoint you. These Zmudz Protestants have too high an opinion of their kin, though they are nothing more than arrogant Lithuanian magnates whose purses are as over-stuffed as their ambition. A horseless gentryman of Poland would become king sooner than any of these Vilna schismatics. Trivia[] Janusz Radziwiłł was a member of the House of Radziwiłł, a prominent noble family hailing from Lithuania. Due to Janusz and his cousin Bogusław siding with the Swedes during the Deluge, in modern Poland it is believed that their ""only lasting achievement was to tarnish the Radziwiłł family name for years to come"". Ironically, another cousin, Michał Kazimierz Radziwiłł, was loyal to the Commonwealth and fought against the Swedes, but this is rarely mentioned. He died at the age of 43 in 1655, besieged by loyal Commonwealth forces in a castle in Tykocin. Wikipedia has an article on this subject at:Janusz Radziwiłł (1612–1655) Polish Commonwealth Monarch: Claimant: King Jan Kasimir Janusz Radziwill Vassals: Alexander Casimir Wolowicz Alexander Oginsky Andrzej Kmicic Boguslav Nesvizhsky Casimir Tyszkiewicz Fyodor Obukhovich Jan Skrzetuski Jan Sobieski Jan Zamojski Jan Zenowicz Janusz Kiszka Jerzy Halecki Krzysztof Grzymultowski Michal Vishnevetsky Michal Wolodyjowski Pavel Sapega Siegmund Slushka Stanislav Liantskoronsky Stanislaw Potocki Stefan Czarniecki" "Jaques de Clermont","Jaques de Clermont. Jaques de Clermont is the first person you meet after the tutorial in Mount&Blade: With Fire & Sword. Jaques is from the Clermont family hailing for Languedoc. His family line descends from Count Simon de Clermont. Unlike Simon, Jaques doesn’t have any great titles or vast lands. Before the player meets Jaques, he had served in the Guard of Cardinal Mazarin. Too full of pride Jaques decided to challenge a d'Artagnan (Lt. of Royal musketeers) to a duel. Fully knowing his skill with a saber and a pistol, the guileful Gascon thought to avoid the risk, and convinced the Queen that he had secretly planned an attempt to end the life of young Louis (The Lt.). So on the night of the duel Jaques was forced to flee to Paris, now forced to wander the fields of Europe in disgrace. Jaques is also involved in the Cossack main storyline quest The Secret of the Black Mace. Jaques de Clermont on the map. Trivia[] The name is actually spelled Jacques in French. In the game's code, Jaques is referred to variously as monfor or monfore. It was likely originally intended that Jaques would be a descendant of a certain Montfort dynasty, a name used by three unrelated dynasties of the Middle Ages: Montfort-l'Amaury, Montfort-sur-Risle and a Swabian house simply known as Montfort." "Jasaq","Jasaq Troop Information Culture Crimean Khanate Wages 6 thalers Acquired from... Prisoners or Commander Upgrades to... Jasaq (veteran) Ransom Value thalers The Jasaq is a light horse archer of the Crimean Khanate. Tactics[] Try to keep them out of direct combat. Jasaqs are fast and proficient archers. Traditional horse archer tactics are to circle the target and rain arrows on it. Given the way horse archery works in M&B this is typically a counter clockwise rotation. Pistols by contrast typically circle clockwise. Against shielded targets typically commanders try to lure the shieldwall into breaking formation at which point the archers can attempt to flank the targets and attack unshielded sides. Against large musket blocks massed horse archers may take significant casualties while circling and it may be wiser to charge in close where the height advantage of the horses and speed of sabers can outpace the clubbing effect of muskets. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Jasaq - Default Stats and Equipment Attributes Stat Points Level 8 Strength 6 Agility 8 Intelligence 0 Charisma 0 Health 41 Armor Head Nomad Hat, Tatar Cap Body Robe Hand None Foot Old Boots Skills Skill Points Ironflesh 0 Power Strike 0 Grenade Throwing 0 Power Draw 2 Weapon Master 0 Shield 0 Athletics 0 Riding 5 Shooting from Horseback 4 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 105 Two Handed Weapons 85 Polearms 95 Archery 95 Firearms 0 Throwing 0 Weapons Melee Simple Saber, Simple Tatar Saber Ranged Bow, Tatar Arrows Shield None Mount Steppe Horse Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran)" "Jasaq (veteran)","Jasaq (veteran) Troop Information Culture Crimean Khanate Wages 7 thalers Acquired from... Prisoners or Jasaq (Upgrade) Upgrades to... N/A Ransom Value ? thalers The Jasaq (veteran) is a light horsearcher of the Crimean Khanate. They are armed with a bow and saber. Tactics[] Try to keep them out of direct combat. Jasaqs are fast and proficient archers. Traditional horse archer tactics are to circle the target and rain arrows on it. Given the way horse archery works in M&B this is typically a counter clockwise rotation. Pistols by contrast typically circle clockwise. Against shielded targets typically commanders try to lure the shieldwall into breaking formation at which point the archers can attempt to flank the targets and attack unshielded sides. Against large musket blocks massed horse archers may take significant casualties while circling and it may be wiser to charge in close where the height advantage of the horses and speed of sabers can outpace the clubbing effect of muskets. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Jasaq (veteran) - Default Stats and Equipment Attributes Stat Points Level 11 Strength 7 Agility 9 Intelligence 0 Charisma 0 Health 44 Armor Head Nomad Hat, Tatar Cap Body Robe Hand None Foot Old Boots Skills Skill Points Ironflesh 1 Power Strike 0 Grenade Throwing 0 Power Draw 3 Weapon Master 0 Shield 0 Athletics 0 Riding 6 Shooting from Horseback 5 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 120 Two Handed Weapons 100 Polearms 110 Archery 110 Firearms 0 Throwing 0 Weapons Melee Saber, Tatar Saber Ranged Tatar Bow, Tatar Arrows Shield None Mount Steppe Horse Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran)" "Kafa","This article is a stub. You can help out by expanding it. Kafa Settlement Information Type Fortress Kingdom Crimean Khanate Villages Ak-Mechet World Map With Fire & SwordKafaAk-MechetTemplate:World Map/With Fire & Sword Kafa is a fortress in the Crimean Khanate initially owned by Ahmed-pasha. The village of Ak-Mechet is bound to the fortress. It is the birthplace of Fatima and the slave capital of Eastern Europe. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders At the far end of the fortress, opposite the player, and after passing through the gates, is a port, access to which is blocked by invisible barriers. In front of the port is what one would assume to be the slave market. The prison is near the slave market. During a siege, three ladders are placed on the left side of the gates. Trade[] Although Ransom Brokers and Slave Traders can be randomly found in taverns, Kafa is the only place where a slave merchant is consistently available. In fact, once the player arrives at the fortress, there is an option to ""talk with the slaver"" - this is due to its involvement in the Muscovite storyline quest The False Dmitry. Wikipedia has an article on this subject at:Feodosia Territory of the Crimean Khanate TownsAkkerman Azaq-kale Bakhchisaray Kyzykermen FortressesIzmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun FortressKyzyl-yar Fortress Perekop VillagesAk-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash SinelnikovoSivash Tumnek" "Kalanchak Fortress","Kalanchak Fortress Settlement Information Type Fortress Kingdom Crimean Khanate Villages Czaple World Map With Fire & SwordKalanchak FortressCzapleTemplate:World Map/With Fire & Sword Kalanchak Fortress is a fortress of the Crimean Khanate. It is initially ruled by Mirza Yanmamed. It has the village Czaple. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders As the player passes through the gates, the Lord's Hall will be directly opposite the player. The prison is in a small house on the right of the fortress. During a siege, two ladders will be used, one on either side of the gates. Wikipedia has an article on this subject at:Kalanchak Territory of the Crimean Khanate TownsAkkerman Azaq-kale Bakhchisaray Kyzykermen FortressesIzmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun FortressKyzyl-yar Fortress Perekop VillagesAk-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash SinelnikovoSivash Tumnek" "Kalmyk","Kalmyk Troop Information Culture Mercenaries Wages 29 thalers/week Acquired from... Mercenary Commander Upgrades to... Kalmyk (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Kalmyk are national mercenary horse archers of the Muscovite Tsardom. Tactics[] Medium horsemen from a branch of the Oirats and descendants of the famed Mongol hordes that rampaged across much of Asia and Eastern Europe, they fight in the traditional style of their ancestors and their fellow Oirats: on a horse with a bow and arrow. Uniquely distinguished from all other Muscovite troops by their foreign Eastern Armor and Eastern Broadswords, Kalmyk are excellent cavalrymen and horse archers. As a Mongol people, Kalmyk are skilled horse archers and are deadliest if used so. Their fine Eastern Bows and Eastern Arrows have higher piercing damage than typical Bows and Arrows, making their rain of arrows all the more deadly. Their Saddle Horses also give them enough speed to evade most enemies, even mounted ones. Should they run out of arrows or if an enemy gets too close, however, Kalmyk can unsheathe their Eastern Broadswords - with reasonable cutting power as well as a stabbing ability, it is long and acceptably fast to swing, making it a good cavalry weapon. With their sturdy Eastern Armor, Eastern Helmets, and Eastern Boots, they have decent protection against enemy attacks of all kinds, making them reliable medium cavalry - and should they lose their mounts or find themselves without one to begin with during sieges and other situations, medium infantry. Nevertheless, Kalmyk will find it difficult to contend with amassed gunpowder troops, whose firearms can pierce their armor. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Kalmyk - Default Stats and Equipment Attributes Stat Points Level 13 Strength 9 Agility 8 Intelligence ? Charisma ? Health ? Armor Head Eastern Helmet Body Eastern Brigandine Hand None Foot Eastern Boots Skills Skill Points Ironflesh 0 Power Strike ? Grenade Throwing ? Power Draw 2 Weapon Master ? Shield ? Athletics ? Riding 3 Shooting from Horseback 4 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 105 Two Handed Weapons 105 Polearms 105 Archery 95 Firearms 0 Throwing 0 Weapons Melee Eastern Broadsword Ranged BowEastern Arrows Shield None Mount Saddle Horse Trivia[] Historically, the Kalmyk moved from their homelands in Mongolia to Kazakhstan and eventually the area around the current city of Astrakhan, where they settled and formed the Kalmyk Khanate. As the Russians - then organized in the Muscovite Tsardom - could not stop their settling, they chose to instead ally with the Kalmyk since they could be used as auxiliary cavalry in invasions against Muslim Turkic khanates such as the Crimeans. This is probably why Kalmyk are found in the Tsardom's troops in-game - these men could simply be auxiliaries on loan from their Khanate, much like Ottoman troops for the Crimean Khanate or Scottish soldiers for the Kingdom of Sweden. Wikipedia has an article on this subject at:Kalmyk Khanate Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard" "Kalmyk (veteran)","Kalmyk (veteran) Troop Information Culture Mercenaries Wages ? thalers/week Acquired from... Kalmyk Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Kalmyk (veterans) are veteran national mercenary horse archers of the Muscovite Tsardom. Tactics[] Medium horsemen with slightly better fighting skills, a slightly better mount, from a branch of the Oirats, and descendants of the famed Mongol hordes that rampaged across much of Asia and Eastern Europe, they fight in the traditional style of their ancestors and their fellow Oirats: on a horse with a bow and arrow. Uniquely distinguished from all other Muscovite troops by their foreign Eastern Armor and Eastern Broadswords, veteran Kalmyk are excellent cavalrymen and horse archers. As a Mongol people, veteran Kalmyk are skilled horse archers and are deadliest if used so. Their fine Eastern Bows and Eastern Arrows have higher piercing damage than typical Bows and Arrows, making their rain of arrows all the more deadly. Their Saddle Horses also give them enough speed to evade most enemies, even mounted ones. Should they run out of arrows or if an enemy gets too close, however, veteran Kalmyk can unsheathe their Eastern Broadswords - with reasonable cutting power as well as a stabbing ability, it is long and acceptably fast to swing, making it a good cavalry weapon. With their sturdy Eastern Armor, Eastern Helmets, and Eastern Boots, they have decent protection against enemy attacks of all kinds, making them reliable medium cavalry - and should they lose their mounts or find themselves without one to begin with during sieges and other situations, medium infantry. Nevertheless, veteran Kalmyk will find it difficult to contend with amassed gunpowder troops, whose firearms can pierce their armor. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Kalmyk (veteran) - Default Stats and Equipment Attributes Stat Points Level 18 Strength 10 Agility 9 Intelligence ? Charisma ? Health ? Armor Head Eastern Helmet Body Eastern Brigandine Hand None Foot Eastern Boots Skills Skill Points Ironflesh 1 Power Strike ? Grenade Throwing ? Power Draw 3 Weapon Master ? Shield ? Athletics ? Riding 3 Shooting from Horseback 5 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 120 Two Handed Weapons 120 Polearms 120 Archery 110 Firearms 0 Throwing 0 Weapons Melee Eastern Broadsword Ranged BowEastern Arrows Shield None Mount Saddle Horse Trivia[] Historically, the Kalmyk moved from their homelands in Mongolia to Kazakhstan and eventually the area around the current city of Astrakhan, where they settled and formed the Kalmyk Khanate. As the Russians - then organized in the Muscovite Tsardom - could not stop their settling, they chose to instead ally with the Kalmyk since they could be used as auxiliary cavalry in invasions against Muslim Turkic khanates such as the Crimeans. This is probably why Kalmyk are found in the Tsardom's troops in-game - these men could simply be auxiliaries on loan from their Khanate, much like Ottoman troops for the Crimean Khanate or Scottish soldiers for the Kingdom of Sweden. Wikipedia has an article on this subject at:Kalmyk Khanate Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard" "Kamenets","Kamenets Settlement Information Type Fortress Kingdom Cossack Hetmanate Villages Dunayivtsi World Map With Fire & SwordKamenetsDunayivtsiTemplate:World Map/With Fire & Sword Kamenets is a fortress of the Cossack Hetmanate. It is initially ruled by Headquarters Clerk Ivan Vygovsky. It has the village Dunayivtsi. The hero Tepes grew up in Kamenets. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders As the player passes through the gates, the lord's hall is on the right side of the fortress. The prison is behind a small door in a tower inside the gates. During a siege, three ladders are placed on the front wall: one on the left of the gates and two on the right. The bridge is not useful as it leads directly into the gates. This article is a stub. You can help out by expanding it. Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha" "Kapikulu","Kapikulu Troop Information Culture Crimean Khanate Wages 2 thalers/week Acquired from... Nomad- or -Commander Upgrades to... Kapikulu (veteran) Upgrade Cost 10 thalers XP for Kill ? experience Ransom Value 12 thalers Kapikulu are militia archers of the Crimean Khanate. Tactics[] The only militia archers carrying a shield for melee combat as well as having the highest total proficiencies than other five alternatives', their ease of recruitment and low wages makes them ideal for bulking up town/fortress garrisons. In contrast, their limited party speed and slower tactical speed makes them less desirable than Bajrak for field battles and the mobile style of warfare the Khanate excels at - it is for sieges, where mounted troops are deprived of their horses, that Kapikulu's slightly better armor makes them a better choice than Bajrak. For ranged combat, Kapikulu operate best when holding ground with unobstructed lines of fire and whittling down advancing enemies - they however have trouble inflicting casualties on moving cavalry troops, so the player is advised to focus on unhorsing them. As with any bowmen, their high rate of fire with low damage and low penetration arrows will quickly empty their quivers and thus care must be taken to economize their fire and only permit them to shoot when they have a reasonable chance of inflicting damage. This can be accomplished by masking their line of sight to only ranges they can reasonably hit at or using formation commands, although managing Kapikulu's formation fire can be hard when they are out the player's sight. Teaming them up with firearm-equipped troops can help crush stronger armor, allowing their weaker damage to prove effective. For close combat, Kapikulu's poor melee skill, low hit points, and relatively weak armor makes them very vulnerable. As such and since they fall quickly to melee attacks, significant effort should be made to keep them shooting and not swinging - optimal ratios for bow fire should be approximately 30 to 1 to down heavily armored troops and 10 to 1 against lightly armored troops - but their arrows will sometimes never penetrate enemy armor, forcing them to depend on lucky headshots. Kapikulu, like all fielded infantry, need to be kept in formation to avoid marauding cavalry isolating and destroying them - tight formations will however get them mown down by enemy marksmen, therefore the player should have them neutralized by tying them up in melee combat or masking a Kapikulu formation with terrain features to avoid taking unanswered casualties. Alternatively, Kapikulu can be used to protect more expensive troops by absorbing bullets, arrows, and cavalry charges, sacrificing themselves to protect their comrades and shift combat inertia in the player's favor. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Kapikulu - Default Stats and Equipment Attributes Stat Points Level 5 Strength 6 Agility 6 Intelligence 0 Charisma 0 Health 41 Armor Head Hat Body RobeSimple Robe Hand None Foot Village Boots Skills Skill Points Ironflesh 0 Power Strike 0 Grenade Throwing 0 Power Draw 1 Weapon Master 0 Shield 2 Athletics 2 Riding 1 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 75 Two Handed Weapons 55 Polearms 65 Archery 55 Firearms 0 Throwing 0 Weapons Melee Simple SaberSimple Tatar SaberSimple Yataghan Ranged LongbowArrows Shield (Possible) Shield Mount None Trivia[] ""Kapikulu"" references an Ottoman Empire military organization which included the Janissaries. Wikipedia has an article on this subject at:Kapikulu Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran)" "Kapikulu (veteran)","Kapikulu (veteran) Troop Information Culture Crimean Khanate Wages 5 thalers/week Acquired from... Kapikulu Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Kapikulu (veterans) are veteran militia archers of the Crimean Khanate. Tactics[] The only veteran militia archers carrying a shield for melee combat as well as having the highest total proficiencies than other five alternatives', their ease of recruitment and low wages makes them ideal for bulking up town/fortress garrisons. In contrast, their limited party speed and slower tactical speed makes them less desirable than veteran Bajrak for field battles and the mobile style of warfare the Khanate excels at - it is for sieges, where mounted troops are deprived of their horses, that veteran Kapikulu's slightly better armor - their Simple Misiurka granting them 20 head armor, the strongest when compared to five other veteran militia archer alternatives - makes them a better choice than veteran Bajrak. For ranged combat, veteran Kapikulu operate best when holding ground with unobstructed lines of fire and whittling down advancing enemies - they however have trouble inflicting casualties on moving cavalry troops, so the player is advised to focus on unhorsing them. As with any bowmen, their high rate of fire with low damage and low penetration arrows will quickly empty their quivers and thus care must be taken to economize their fire and only permit them to shoot when they have a reasonable chance of inflicting damage. This can be accomplished by masking their line of sight to only ranges they can reasonably hit at or using formation commands, although managing veteran Kapikulu's formation fire can be hard when they are out the player's sight. Teaming them up with firearm-equipped troops can help crush stronger armor, allowing their weaker damage to prove effective. For close combat, veteran Kapikulu's poor melee skill, low hit points, and relatively weak armor makes them very vulnerable. As such and since they fall quickly to melee attacks, significant effort should be made to keep them shooting and not swinging - optimal ratios for bow fire should be approximately 30 to 1 to down heavily armored troops and 10 to 1 against lightly armored troops - but their arrows will sometimes never penetrate enemy armor, forcing them to depend on lucky headshots. Veteran Kapikulu, like all fielded infantry, need to be kept in formation to avoid marauding cavalry isolating and destroying them - tight formations will however get them mown down by enemy marksmen, therefore the player should have them neutralized by tying them up in melee combat or masking a veteran Kapikulu formation with terrain features to avoid taking unanswered casualties. Alternatively, veteran Kapikulu can be used to protect more expensive troops by absorbing bullets, arrows, and cavalry charges, sacrificing themselves to protect their comrades and shift combat inertia in the player's favor. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Kapikulu (veteran) - Default Stats and Equipment Attributes Stat Points Level 8 Strength 7 Agility 7 Intelligence 0 Charisma 0 Health 42 Armor Head Simple Misiurka Body RobeSimple Robe Hand None Foot Village Boots Skills Skill Points Ironflesh 0 Power Strike 0 Grenade Throwing 0 Power Draw 2 Weapon Master 0 Shield 3 Athletics 2 Riding 1 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 70 Polearms 80 Archery 70 Firearms 0 Throwing 0 Weapons Melee YataghanSimple SaberSimple Tatar Saber Ranged LongbowBowTatar Arrows Shield Simple Shield Mount None Trivia[] ""Kapikulu"" references an Ottoman Empire military organization which included the Janissaries. Wikipedia has an article on this subject at:Kapikulu Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran)" "Karlsson","Karlsson Appears in Official Information Culture Swedish Religion Protestant Christanity Character Details Hire Cost 400 thalers Likes Priest Spasokukotsky Liked by Fatima Dislikes Algirdas, Tepes, Heavy Losses, Unpaid Wages, Starvation Disliked by Oksana, Victor de la Buscador Character Background Home Vyborg Background Soldier Karlsson is a Swedish Pikeman and one of the Heroes in With Fire & Sword. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Stats and Equipment Biography[] Personality[] Relationships[] Gameplay[] Due to his high polearm skill, he is good as a pikeman or lancer, especially with the Hussar Lance. Even if you don't want him, it is recommended to hire this companion to steal his half-cuirass, as it is decently protective and worth much more than his hiring cost. Dialogue[] Main article: Karlsson/Interactions Stats and Equipment[] Karlsson - Default Stats and Equipment Attributes Stat Points Level 5 Strength 10 Agility 7 Intelligence 8 Charisma 8 Health 49 Armor Head ? Body Half-Cuirass Hand ? Foot Shoes with Stockings Skills Skill Points Ironflesh 2 Power Strike 2 Grenade Throwing 0 Power Draw ? Weapon Master 2 Shield ? Athletics 2 Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 70 Two Handed Weapons 70 Polearms 126 Archery 70 Firearms 70 Throwing 70 Weapons Melee Old Short Broadsword Ranged ? Shield ? Mount ? This article is a stub. You can help out by expanding it. Player's Companions Algirdas Bakhyt Colonel Zagloba Fatima Fedot Ingri Karlsson Mamai NogaiOksana Priest Spasokukotsky Sarabun Tepes Varvara Victor de la Buscador Yelisei" "Karlsson/Interactions","This is a list of interactions with Karlsson. Contents 1 Introduction 2 Reencounter 3 Retirement 4 Rehire 5 Story: Vyborg 6 Like Quotes 6.1 Priest Spasokukotsky 7 Dislike Quotes 7.1 Algirdas 7.2 Tepes Introduction[] Herr Ritter, would you join me for a drink? Aye, why not. And what would a Swedish musketeer be doing in these lands? Nay, I have merely been discharged for a time. I served in the musket regiment of General Lennart Torstenson's, the finest commander in all of Sweden. I took part in the battle of Jankau, where we utterly defeated the very best of the German forces! Ah, those were the days! Our regiment was given leave in a prosperous town of Great Poland. We soldiers of His Majesty, King Carl, allowed ourselves to relax a little. And the tale that I sold my halberd to a trader is but a blatant lie! I mean, I can recall no such thing... Morning come, and word of it came to the regiment commander, and he relieved me of my soldier's patent. Yet I have not abandoned hope to re-enlist. I already prepared a petition, which I shall personally deliver to King Karl [sic]. However, the quarters of our august monarch moves with the army, and I squandered almost all my savings chasing after it."" A soldier who fought under Torstenson himself can indeed be of use to me... Very well. But know that I am not only a good marksman and pikeman... I also manage prisoners well, and can help with collecting war trophies. Just keep in mind, in the Swedish army we are accustomed to regular meals and timely pay. And I shall not fight against my own nation, either. I do hope you understand. Very well. Prepare yourself for a journey, free lance. Let us see what you're worth. And one more thing. After I lost all my possessions, I had to sell my cuirass. Could you afford me 400 thaler in advance, that I might pay back to the usurer? Without a cuirass in battle, I would be worth little more than a turtle without a shell. There's 400 thaler in this purse. I hope you will work off this lone withyour loyal service. You must be mistaken, free lance. This is no royal regiment that I command. You should return to the Swedish army. We do not walk the same path. Pardon me, but I am in hurry. Reencounter[] I wonder if you need a veteran free lance in your party? Retirement[] Herr (Kommandant/Kommandantin), but I must insist on canceling our agreement. The place of a soldier is not amongst mercenaries, but in the regular royal forces. May good fortune follow you, wherever your path takes you! Rehire[] (Herr/Dame) (player)! A few weeks in a musketeer regiment have been enough for me to understand my mistake. Instead of fighting, we were square-bashing all day, and when I returned from a leave just a little bit drunk, I received ten days of incarceration. Sitting in the cold wet basement, I recalled our campaigns as some of the happiest times in my life. I already bought some parchment and wrote a new contract. Would you kindly sign it? Story: Vyborg[] I was born and grew up in these lands. Ah Vyborg, the great city of the Swedish crusaders, who arrived here in the XIII Century to bring the light of the Christian faith to the barbaric Karelian heathens. The first fortress here was erected in 1293 on the orders of king Tolhils Knutsen. My city is under the watchful eye of God. In September of 1495, the fortress of Vyborg was besieged by the regiments of Ivan the Third, the Tsar of Moscow. And just when the city was preparing to lower its flags and open the gates, a cross appeared in the skies. The siege army, fearing God's wrath, fled the city. Our family has passed this tale from generation to generation. Like Quotes[] Priest Spasokukotsky[] To be frank, if there is an upright man amongst us, it is surely Priest Spasokukotsky. Even though I am a Lutheran, I consider him a holy father. Especially after that communion when him, when he and I finished off a wood-o-wine full of good Tokay. Our holy father is also quite useful in battle, as you have no doubt noticed. Last time he yelled such swears and curses that the enemy's horses lost their speed. Dislike Quotes[] Algirdas[] Herr Kommandant, forgive me for being frank -- but that Lithuanian parvenu Algirdas gives me no peace. He imagines himself an officer and demands I be his servant. I am a Swedish free lance, and I answer only to he who pays my wages. My sword is for sale, but not my honor. If this continues, I shall have to part ways with you. Tepes[] (herr/dame) (player)! I must note that this Tepes is rather suspicious. He does not enjoy the sunlight, wanders about the camp at night, and behaves strangely in general. Once I awoke and saw his pale face and teeth above me. I do not enjoy standing under the same banner as a vampire." "Kezlev Fortress","Kezlev Fortress Settlement Information Type Fortress Kingdom Crimean Khanate Villages Inkerman World Map With Fire & SwordKezlev FortressInkermanTemplate:World Map/With Fire & Sword Kezlev Fortress is a fortress of the Crimean Khanate. It is initially ruled by Mirza Argyn. It has the village Inkerman. On the overland map, Kezlev Fortress uses a unique model that is not shared with other Crimean fortresses or towns. It appears to have reused the model of Chalbek Castle from Warband. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders The prison is the house closest to the player as he/she passes through the gates. During a siege, two ladders are placed to the right of the gates. Wikipedia has an article on this subject at:Yevpatoria Territory of the Crimean Khanate TownsAkkerman Azaq-kale Bakhchisaray Kyzykermen FortressesIzmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun FortressKyzyl-yar Fortress Perekop VillagesAk-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash SinelnikovoSivash Tumnek" "Khan Islam Giray","Khan Islam Giray Official Information Kingdom Crimean Khanate Title Khan Fiefs Bakhchisaray Culture Crimean Tatar Religion Islam Personal Details Gender Male Siblings Mehmed Giray Khan Islam Giray is the ruler of the Crimean Khanate. He is the initial owner of Bakhchisaray and has a unique retinue of Nokhors and Janissaries. The claimant to his rule is his brother Mehmed Giray. Stats and Equipment[] Khan Islam Giray - Default Stats and Equipment Attributes Stat Points Level 41 Strength 20 Agility 20 Intelligence 15 Charisma 25 Health 67 Armor Head Tatar Helmet Body BehteretsCivil Dress Hand ? Foot Good Cavalry Boots Skills Skill Points Ironflesh 6 Power Strike 7 Grenade Throwing 0 Power Draw 5 Weapon Master 9 Shield ? Athletics 5 Riding 7 Shooting from Horseback 5 Looting ? Trainer ? Tracking ? Tactics 8 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 3 Leadership 9 Trade ? Proficiencies Weapon Type Points One Handed Weapons 220 Two Handed Weapons 220 Polearms 220 Archery 220 Firearms 220 Throwing 220 Weapons Melee Good Crowbill Ranged ? Shield ? Mount Thoroughbred Horse Trivia[] He is based on a real person who ruled the Crimean Khanate from 1644 to 1654. His real name was ""İslâm III Giray"". When the Cossacks, led by Bohdan Khmelnytsky, were rebelling, İslâm III actually allied with them to fight against the Poles. After the Treaty of Pereyaslav, he switched sides and allied with the Polish Commonwealth against the Muscovite Tsardom. Wikipedia has an article on this subject at:İslâm III Giray Crimean Khanate Monarch: Claimant: Khan Islam Giray Mehmed Giray Vassals: Ahmed-pasha Argun-bey Baesid-khan Baryn-bey Bukryn-bey Imad-pasha Mansur-bey Mirza Agish Mirza Appak Mirza Argyn Mirza Davletshi Mirza Divey Mirza Enikey Mirza Karach Mirza Yanmamed Mirza Yelchy Sedjet-bey Shirin-bey Uzyn-bey Yashlav-bey" "Khergit Khanate","For the clan in Bannerlord, see Khergit (Bannerlord). Khergit Khanate Banner Troops Official Information Ruler Sanjar Khan Claimant Dustum Khan The Khergit Khanate is a faction of Calradia ruled by Sanjar Khan, while the claimant to the throne is Dustum Khan. In contrast to the lush heartlands of Calradia, the great steppes to the south are a vast region of dry grassland. With harsh weather and little resources, the one thing found in abundance here are the herds of horses that live both in the wild and domestically. It is in this arid waste that one can find the Khergits, a semi-nomadic group of hunters and horsemen who, much like their Steppe Horses, are lean, hardy, swift, and temperamental. Starting in Khergit territory is not advised, as Steppe Bandits are numerous and dangerous foes for new players. It is better to begin in a more peaceful area and gather a secure, experienced party before moving into the steppes. The Khergit national animal is either the grey wolf, depicted on the faction's emblem, or the horse, depicted on Sanjar Khan's banner. Sanjar Khan is one of the two monarchs whose banner does not match with the emblem, and one of the only two banners in the game that depicts a person (the other being that of Akadan Noyan, both depicting a horse archer). In Mount&Blade: Warband, unlike in the original Mount&Blade, the Khergit lords are called Noyans. Contents 1 History 1.1 In Warrider 2 Rulers 3 Vassals 4 Tactics 4.1 Strengths 4.2 Weaknesses 4.3 Summary 5 Troop Tree 6 Territory 7 Trivia History[] According to Baheshtur, the Khergits were originally from the cold steppes beyond the mountains, possibly to the east of Calradia. Although they had previously been involved in trading, raiding, settling, and hiring themselves as mercenaries to the Calradians, they did not move to their current region of the map in force until their original homeland was invaded by the Great Horde. This event drove the Khergits to move into the place they now call home, at the time held by the Vaegirs. The Khergit also appear in Mount&Blade II: Bannerlord as a vassal clan of the Khuzait Khanate, led by Monchug Khan of the Urkhunait. At this point in time, the Khergit are the rulers of the city of Baltakhand. Led by Mesui, she ruthlessly leads the Khergit ever since rivaling noyans took a bid at their lands, given opportunity to do so by the disaster at the Battle of Pendraic. At this time, the Khergits bear resentment towards their Urkhunait overlords. In Warrider[] In the earliest versions of Mount&Blade, the Khergits were relative newcomers to Calradia (represented by the fact that they were a minor, main quest related faction). They were part of a larger Khanate in the east, ruled by Gerai Khan (mentioned by the faction's members, but not actually present in the game). At some point in the recent past, they fought as mercenaries for either the Swadians or the Vaegirs, but were cheated out of their pay, and so refused to further collaborate with them. During the main quest, the kingdom that the player character allied with would send them to recruit the Khergits to fight in the current war, which they would agree to after the player fulfilled their conditions. Rulers[] Sanjar Khan Initial Ruler Dustum Khan Claimant Vassals[] Akadan Noyan Alagur Noyan Asugan Noyan Belir Noyan Brula Noyan Chaurka Noyan Dundush Noyan Hugu Noyan Imirza Noyan Karaban Noyan Kramuk Noyan Nasugei Noyan Sebula Noyan Tansugai Noyan Tirida Noyan Tonju Noyan Tulug Noyan Ulusamai Noyan Urubay Noyan Urumuda Noyan Tactics[] Main article: Khergit Khanate Tactics Strengths[] Almost entirely mounted troops that are quick to train. Superb horse archers. Best strategic maneuverability out of all factions. Weaknesses[] Easily devastated when on defense and dismounted or when unable to ride and maneuver Summary[] It is important to note that apart from the Khergit Tribesman, Khergit troops are completely focused on cavalry (there is a very small chance that even a Tribesman could have a horse). This not only makes for very quick battles against infantry focused factions like the Nords, often resulting in the cavalry storming and surrounding the enemy spawn point, but will make Khergit-only parties travel much faster than other armies. The Khergits are masters of the open field, and should be used mostly with this purpose in mind. Their horses need even terrain to reach full speeds, and due to lack of armor they are easy to kill if they cannot use their speed and mobility advantage. When using the Khergits, you should attempt to lure your enemies out of their fortress and ride them down in the open. When attacking Khergits, you are best off fighting them inside a fortress, or besieging them. Don’t forget to bring large, arrow-proof shields when facing Khergit archers. Once their main line in a fortress is broken, Khergits are easy to defeat and they are essentially powerless to stop heavy infantry from taking a castle or town. Troop Tree[] Troops of the Khergits Steppe Bandit Tribesman Skirmisher Horseman Horse Archer Lancer Veteran Horse Archer Territory[] The Khergit capital is Tulga. The Khergit Khanate contains the following towns, castles, and villages: Territory of the Khergit Khanate TownsHalmar Ichamur Narra Tulga CastlesAsugan Castle Distar Castle Malayurg Castle Sungetche Castle Tulbuk Castle Uhhun Castle Unuzdaq Castle VillagesAda Kulun Amashke Bhulaban(WB) Bulugur Dashbigha Dirigh Aban Dugan Dusturil Kedelke Peshmi Tash Kulun Tismirr(M&B) Tulbuk Uhhun Zagush During the game, other kingdoms may siege and take over these lands, and the Khergit Khanate may gain more territory through conquest. However, these are the only places where you can recruit soldiers of the Khergit troop line. Trivia[] The Khergits are one of the oldest factions in Mount&Blade, going as far back as version .202 (Warrider). However, in Warrider they were a minor and unjoinable faction, only related to a number of quests. Their leader was Barthai Khan. Additionally, there was a bandit type - Black Khergit Horsemen - that would patrol the southern end of the map and would attack any party they encountered. Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Khorol","Khorol Settlement Information Type Village Kingdom Cossack Hetmanate Fortification Poltava World Map With Fire & SwordKhorolPoltavaTemplate:World Map/With Fire & Sword Khorol is a village of the Cossack Hetmanate, subordinate to Poltava. Layout[] Player Elder Fugitive Khorol is built on a relatively flat surface. It is a Polish/Cossack-style village with ten houses, divided into four fenced groups of two or three. There are four stables and four horses, but one stable is empty and another has two horses. In the center of the village there is a water well. The Village Elder can be found among the fenced group of houses with the stable with two horses, in front of the larger house. If sent here during a Hunt Down Fugitive quest, the Nervous Man can be found by following the path well beyond the village onto an empty area. Wikipedia has an article on this subject at:Khorol, Ukraine Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha" "Khuzait","Khuzait Official Information Capital Makeb Ruler Monchug Khan[1] Claimant Chana Ruling Clan Urkhunait Minor Factions Karakhergit[2] Faction Location Khuzait Khanate in teal The Khuzait Khanate is a kingdom in Mount&Blade II: Bannerlord ruled by Monchug Urkhunait. It occupies the eastern grasslands and steppes outside of the continent of Calradia. Contents 1 Overview 2 Ruler 3 Vassals 4 Official Description 5 Background 6 Tactics 6.1 Strengths 6.2 Weaknesses 6.3 Economy 6.4 Summary 7 Troop Tree 8 Clans 9 Territory 10 Trivia 11 Gallery 12 References Overview[] Khuzait peoples were once nomadic tribes who roamed the east borders of the Calradic Empire, until threats from further to the east forced them to band together as a Khanate under Urkhun the Khuzait. This Khanate moved into, and conquered, the poorly defended eastern lands of the Empire. Eventually, these nomadic tribes became settled in the towns and villages they had taken. Light cavalry warfare - lancers, and especially the way of the mounted archer - is the military specialty of the Khuzaits. Their Culture Bonus makes upgrading to these troops 10% faster. Also, their production of sheep, cows, mules, and horses in villages is 25% boosted when a village is owned by a Khuzait Lord. In Mount&Blade: Warband, which is set 173 years after the events of Bannerlord, the Khuzait Khanate has been usurped from within by a minor clan, the Khergit. By this point, the Khanate has conquered most of the territory which formerly belonged to the Empire and the Sturgians. Ruler[] Monchug KhanUrkhunait Vassals[] Mesui BegumKhergit Tulag BegArkit Hurunag BegTigrit Akrum BegHarfit Ilatar BegBaltait Kanujan BegKoltit Taslur BegYanserit Gusukan BegOburit Official Description[] “ For centuries, the tribes in the vast steppe east of the empire were content to live as nomads, venturing into the imperial lands to raid and trade, and then returning to their ancestral freedom. Two generations ago, however, something happened far away to the east - a change in the winds, perhaps, or some terrible but distant conqueror - and the horse clans were set in motion. Urkhun the Khuzait led the clans nearest the empire into its eastern provinces, overrunning them and forming a khanate. He imposed discipline on the unruly clans, forcing them to ride to war on his command instead of simply when they wished. But after his death, the spirit of the unity that he inspired was lost. His descendants still rule the khanate, but some of the other clans' chaff under his authority and others dream of becoming khan themselves. ” Background[] A century before the start of Bannerlord, the Calradic Empire extended all the way to the border of the Great Grass Sea. The steppe tribes on the border, which included the Khuzait, Nachaghan, Arkit, Khergit, and Karakhergit, were disunited. The Empire was able to keep the tribes fighting among themselves by bribing chiefs and assassinating khans that were consolidating power. However, two generations before the start of Bannerlord, steppe tribes from the far east pushed westward toward the Empire. Caught between a hammer and an anvil, the border tribes united in a confederacy under Urkhun the Khuzait. This confederation grew in power by conquering and raiding the most eastern extents of the Empire. Taxes and tariffs were levied on these conquered towns and lands. Eventually, the Confederacy became known as a Khanate. Urkhun ruled the Khuzait Khanate with supreme authority, not allowing vassalized clans to raid or declare war without his approval. This settled and more conventional lifestyle did not sit well with some of the more unruly clans, such as the Karakhergit. After Urkhun's death, his descendants continued to rule. However, many clans felt they should be the ones to rule the Khanate.[2] The nine-horsetail banner is the symbol of the Khuzait Khanate. Tactics[] Strengths[] Fastest access to both mounted archers and lancers. Infantry branch troops carry well-rounded equipment of blade, polearm, throwing spears and a large wicker shield. Most ranged troops carry two sets of quivers, allowing extended skirmishing. All tiers of noble troops possess horses. Weaknesses[] Low tier infantry lacks access to polearms, making them more vulnerable to enemy cavalry. Melee cavalry troops do not carry a throwing weapon even when they could. Noble troop progression switches between carrying shield and two quivers, or outright lacking in equipment. Khuzait forces lack access to axes entirely and their noble troop roles may overlap with their common counterparts, reducing versatility. Economy[] Medium 6 cities 9 castles 19 villages Main products: wool (main producer), iron (a quarter of all deposits under their control), horses, some silver deposits. Summary[] Since Khuzait-based parties are able to rely so much on cavalry, they possess decent strategic mobility on the campaign map. However, extended incursions into enemy territory may deprive them of additional horses to carry their slower foot troops one way or another, slightly reducing mobility over time. As such, a Khuzait war party can advance quickly into desired position, but their retreat may be slower. This can be taken advantage of by opponents who engage the Khuzait mounted forces in rough terrain where their cavalry is unable to maneuver perfectly. Even so, there's normally little reason for Khuzait horsemen to dismount and fight on foot, as the steppe horse stock is well balanced for health and maneuverability, and the high riding skill of Khuzait horsemen enables them to use their mounts with reasonable effectiveness even in difficult terrain. In simulated battles the sheer force of Khuzait cavalry should be more than a match to armies of other kingdoms, at least on open field. In unsuitable terrain and siege battles, as well as in real time battles where a player who is opposing Khuzait cavalry is able to hinder their mobility, the Khuzait parties can fare much worse than more balanced forces. Khuzait lancers and horse archers can still be sufficiently capable fighters in siege battles, so players do not need to rely on their infantry options for anything other than defending fiefs so long as they have access to required supply of riding horses. Players can also take advantage of the possibility of the seemingly stronger enemy garrison sallying out during a siege, reducing Khuzait ineffectiveness in taking over fiefs by engaging the garrison in open combat instead of siege battle. Troop Tree[] Troops of the Khuzait Peasant Nomad Nomad Footman Steppe Bandit Tribal Warrior Steppe Bandit Noble's Son Spearman Hunter Raider Horseman Marauder Qanqli Spear Infantry Archer Horse Archer Lancer Raider Torguud Darkhan Marksman Heavy Horse Archer Heavy Lancer Kheshig Khan's Guard Clans[] Clans of the Khuzait Major Urkhunait Khergit Arkit Tigrit Harfit Baltait Koltit Yanserit Oburit Minor Karakhergit Territory[] Territory of the Khuzait TownsAkkalat Baltakhand Chaikand Makeb Odokh Ortongard CastlesAkiser Castle Dinar Castle Erzenur Castle Hakkun Castle Kaysar CastleKhimli Castle Simira Castle Tepes Castle Usek Castle VillagesAkiser Asalig Danara Dinar Erzenur Esme Fisnar Gereden Hakkun Hanekhy IspantarKamshar Karahalli Karahan Karakalat Kaysar Khimli Kiraz Kohi Ajik Kuruluk MazenMivanjan Nutyuk Okhutan Omrotok Pabastan Payam Ransam Shapeshte Simira TepesTismil Ulaan Urunjan Usek Trivia[] The Khuzait Khanate is the precursor to the Khergit Khanate. The Khergit clan are part of the Khanate and can be found in-game. Leaders of Khuzait clans bear the title of Beg, which is a variant of Bey, a nobility title of Turkish origin. The symbol of the Khuzait resembles a tamga - a traditional Mongolian or Central Asian seal representing a clan or family - mixed with the fire, sun, and moon from the soyombo symbol found on the modern flag of Mongolia. Gallery[] Khuzait Nomad Troop TreeKhuzait Noble's Son Troop TreeSteppe Bandit Troop Tree References[] ↑ Mount & Blade II: Bannerlord E3 2017 Horse Archer Sergeant Gameplay. TaleWorlds Entertainment (12 June 2017). Retrieved on 2 March 2018. ↑ 2.0 2.1 Dev Blog - Khuzait Khanate. TaleWorlds Entertainment (9 November 2017). Retrieved on 2 March 2018. Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Kiev","Kiev Settlement Information Type Town Kingdom Cossack Hetmanate Villages ZolotonoshaLugaDubechnyaPavolochLisyankaMaslov Brod Sieges with... Ladders Port No World Map With Fire & SwordKievTemplate:World Map/With Fire & Sword Kiev is a town of the Cossack Hetmanate, initially ruled by Colonel Anton Zhdanovich. It has the villages Zolotonosha, Luga, Dubechnya, Pavoloch, Lisyanka, and Maslov Brod. The hero Sarabun hails from Kiev. Contents 1 Layout 2 Trade 2.1 Consumes 2.2 Produces 3 Trivia Layout[] At peace: Accessible area Player Lord's Hall Prison Tavern Merchants In a siege: Accessible area Player Siege Ladders All merchants, except the horse merchant, stand in front of one building. During a siege, two ladders are placed on the left of the gates. Trade[] Consumes[] Hides Wool Grapes Apples Grain Produces[] Bread Butter Wine Hemp Powder Trivia[] Kiev (or Kyiv) is currently the capital and largest city of Ukraine. The city probably existed as a commercial center as early as the 5th century. A Slavic settlement on the great trade route between Scandanavia and Constantinople, Kiev was a tributary of the Khazars, until seized by the Varangians (Vikings) in the mid-9th century. Under Varangians rule, the city became the capital of the Rus', the first East Slavic state. Completely destroyed during Mongol invasion of 1240, the city lost most of its influence for centuries to come. It was a provincial capital of marginal importance in the outskirts of the territories controlled by its powerful neighbours; first the Grand Dutchy of Lithuania, then Poland and Russia. Wikipedia has an article on this subject at:Kyiv Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha" "Kilburun Fortress","Kilburun Fortress Settlement Information Type Fortress Kingdom Crimean Khanate Villages Kiliya World Map With Fire & SwordKilburun FortressKiliyaTemplate:World Map/With Fire & Sword Kilburun Fortress is a fortress of the Crimean Khanate. It is initially ruled by Argun-bey. Its village is Kiliya. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders Both the Lord's Hall and the prison are on the opposite side of the castle, directly facing the player, once he/she passes through the gates. During a siege, two ladders are used, and one is placed on either side of the walls. Wikipedia has an article on this subject at:Kinburn Spit Territory of the Crimean Khanate TownsAkkerman Azaq-kale Bakhchisaray Kyzykermen FortressesIzmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun FortressKyzyl-yar Fortress Perekop VillagesAk-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash SinelnikovoSivash Tumnek" "Kiliya","Kiliya Settlement Information Type Village Kingdom Crimean Khanate Fortification Kilburun Fortress World Map With Fire & SwordKiliyaKilburun FortressTemplate:World Map/With Fire & Sword Kiliya is a village initially owned by the Crimean Khanate, subordinate to Kilburun Fortress. Layout[] Player Elder Fugitive Kiliya is a Tatar-style village with fifteen houses, tightly packed together on a flat terrain. In front of the largest house in the center, there is a water well. There are no other distinctive features. The Village Elder can be found at the entrance of the largest house. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be hiding in front of a generic house. Wikipedia has an article on this subject at:Kiliya Territory of the Crimean Khanate TownsAkkerman Azaq-kale Bakhchisaray Kyzykermen FortressesIzmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun FortressKyzyl-yar Fortress Perekop VillagesAk-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash SinelnikovoSivash Tumnek" "King Carl Gustaf","King Carl Gustaf Official Information Kingdom Kingdom of Sweden Title King Fiefs Allenstein Castle Religion Protestant Christianity Personal Details Gender Male King Carl Gustaf is the ruler of the Kingdom of Sweden. He is the initial owner of Allenstein Castle and has a unique retinue of Lifeguards. The claimant to his rule is his cousin Former Queen Christina. He also has, as per the Muscovite storyline quest The False Dmitry, a niece called Eleanor. King Carl Gustaf seems to be a humble monarch - he leaves all towns and fortresses to his vassals while granting himself a mere castle - despite having the power to own the capital city like most rulers would do, especially in Mount&Blade and Warband. Stats and Equipment[] King Carl Gustaf - Default Stats and Equipment Attributes Stat Points Level 41 Strength 20 Agility 20 Intelligence 15 Charisma 25 Health ? Armor Head Perfect Morion Body Reiter Half-ArmorCivil Dress Hand Leather Gloves Foot Good Jackboots Skills Skill Points Ironflesh 6 Power Strike 7 Grenade Throwing 0 Power Draw 5 Weapon Master 9 Shield ? Athletics 5 Riding 7 Shooting from Horseback 5 Looting ? Trainer ? Tracking ? Tactics 8 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 3 Leadership 9 Trade ? Proficiencies Weapon Type Points One Handed Weapons 220 Two Handed Weapons 220 Polearms 220 Archery 220 Firearms 220 Throwing 220 Weapons Melee Good Sword Ranged ? Shield ? Mount Thoroughbred Horse Trivia[] He is based on a real person who ruled Sweden from 1654-1660. Although his name was King Charles X Gustav of Sweden, he was actually the fourth King Charles - this is because his grandfather, King Charles IX, chose his numeral from a fictional history of Sweden. He was a member of a branch of the House of Wittelsbach, a prominent Northern European noble house. Carl Gustaf is the youngest ruler in Mount&Blade: With Fire & Sword at 32 years old in 1655, when he caused the Deluge in the Polish-Lithuanian Commonwealth by invading with a force of 50,000 men. Johann Koster, a doctor for the king, mistook his pneumonia contracted by traveling throughout the kingdom with a cold for scorbut and dyspepsia. The pneumonia then evolved into a sepsis, which caused his death on February 13, 1660, at the age of 37. Wikipedia has an article on this subject at:Charles X Gustav of Sweden Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet" "King Jan Kasimir","King Jan Kasimir Official Information Kingdom Polish Commonwealth Title King Fiefs Warsaw Religion Catholic Christianity Personal Details Gender Male King Jan Kasimir is the ruler of the Polish Commonwealth. He is the initial owner of Warsaw and has a unique retinue of Winged Hussars. The claimant to his rule is Janusz Radziwill. Stats and Equipment[] King Jan Kasimir - Default Stats and Equipment Attributes Stat Points Level 41 Strength 20 Agility 20 Intelligence 15 Charisma 25 Health ? Armor Head Winged Hussar Helmet Body Hussar Mail With SkinGood Kuntush Hand Leather Gloves Foot Good Cavalry Boots Skills Skill Points Ironflesh 6 Power Strike 7 Grenade Throwing 0 Power Draw 5 Weapon Master 9 Shield ? Athletics 5 Riding 7 Shooting from Horseback 5 Looting ? Trainer ? Tracking ? Tactics 8 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 3 Leadership 9 Trade ? Proficiencies Weapon Type Points One Handed Weapons 220 Two Handed Weapons 220 Polearms 220 Archery 220 Firearms 220 Throwing 220 Weapons Melee Saber Ranged ? Shield ? Mount Thoroughbred Horse Trivia[] He is based on a real person who ruled Poland from 1648-1668. His real name was John II Casimir Vasa (Polish: ""Jan II Kazimierz Waza""). He was a member of the House of Vasa - a noble family, ironically, of Swedish origin - and was also the last Polish monarch from that house as well as the last member of the Vasa dynasty via the agnatic line because his only son died in infancy. Jan Kasimir was once made a cardinal and served until October of 1647, when he resigned to stand in elections to the Polish throne, which he abdicated in 1668. He then went to France to join the Jesuits and became an abbot of Abbey of Germain-des-Pres in Paris, where he died in 1672 at the age of 63. Wikipedia has an article on this subject at:John II Casimir of Poland Polish Commonwealth Monarch: Claimant: King Jan Kasimir Janusz Radziwill Vassals: Alexander Casimir Wolowicz Alexander Oginsky Andrzej Kmicic Boguslav Nesvizhsky Casimir Tyszkiewicz Fyodor Obukhovich Jan Skrzetuski Jan Sobieski Jan Zamojski Jan Zenowicz Janusz Kiszka Jerzy Halecki Krzysztof Grzymultowski Michal Vishnevetsky Michal Wolodyjowski Pavel Sapega Siegmund Slushka Stanislav Liantskoronsky Stanislaw Potocki Stefan Czarniecki" "King of Calradia","King or Queen of Calradia is a possible end game goal for the player and is achieved by conquering the entirety of Calradia. All Monarchs have a claim to the throne of Calradia. In addition to the player's struggles to become their own king or queen, should they choose to also compete for the title of King/Queen of Calradia. The title of King/Queen of Calradia is not a true recognition by the game; it is presumed you become King/Queen of Calradia once all factions have been eliminated and that you had a valid claim to begin with (with the help of a companion). However, because Mount&Blade is a sandbox game, the game does not necessarily have to be over, but all fighting between factions would cease to exist as well, since they would have been eliminated in the process, leaving only deserters and bandits to fight. Contents 1 Becoming the King 1.1 Rebelling 2 Claimants 3 With Fire & Sword Becoming the King[] In order to become king/queen, you must found your own kingdom, by capturing a fief while unaligned, rebelling as a Vassal when a fief is denied to you, or getting your husband/wife to help you start one. Before you take the major steps to founding a kingdom, the player is able to send a companion to go about and tell Calradia the player's plans should they decide to become King. The companion will leave for a prolonged amount of time, but will come back gaining you right to rule points. When your own kingdom is formed, you may also send companions to other kingdoms as an emissary, also bringing up your right to rule, and relation with that kingdom and its ruler. Any companion can be sent, but one with a good charisma is advised, as a lower one might result in failure of being recognized as a valid claimant. Because doing so will result in a companion leaving your party for a prolonged amount of time, it is also a good idea to send a companion that is not too important to the party. The player can only have a valid claim if the player successfully garners enough support through a companion. Rebelling[] Another way to take claim to the throne of Calradia is to become an independent outlaw resented by one of the five factions. Upon doing this, the player has the option to take fiefs for themselves. By doing so, the player will begin their faction at war with whichever Kingdom they stole the fief from, and will have to appoint vassals out of their own party members or by persuading members of enemy armies to join them. The player has the option of naming their Kingdom, and all of their possessions will show on the map in red. Claimants[] All current kings of any faction have a claim to the throne of Calradia. Any claimant of said kings' thrones also have a claim to the throne of Calradia. With Fire & Sword[] In With Fire & Sword, each of the three main storyline quests require the player to eventually conquer all of Eastern Europe, but once that is completed, the ending for each questline is different. If the game is played on Steam, once the player's faction conquers all of Eastern Europe, regardless of being part of a questline or not, the player is awarded the achievement Power Shift. There are additional achievements for completing one of the three main questlines: the Cossack main questline The Secret of the Black Mace will give the achievement Black Mace, the Polish main questline The Deluge will give Polish Drama, and the Muscovite main questline The False Dmitry will give Grand Tzar. As the Kingdom of Sweden and Crimean Khanate do not have main storyline quests, simply joining one of these factions and conquering the map will give one of two more achievements: Swedish Scourge for the Swedes and Return Of The Horde for the Crimeans." "Kingdom of Alban","Kingdom of Alban Official Information Ruler Ruire Causantin mac Cinaeda Claimant Tanist Bili The Kingdom of Alban is one of the 21 factions in Viking Conquest. It is a medium-sized kingdom located in the north of Scotland. It is a Christian Pictish kingdom. Ruler[] Ruire Causantin mac Cinaeda Initial ruler Tanist Bili Claimant Vassals[] Mael Domnall mac Causantin Ard Tiarna Aed mac Cinaeda Tiarna Causantin mac Aeda Tiarna Domhall mac Aeda Mael Coluim mac Domnall Domlech Entifidach Lugthreni Territory[] The capital is Scuin. The only port town of this faction is Cell Rigmonaid. Wikipedia has an article on this subject at:Kingdom of Alba Territory of the Kingdom of Alban TownsScuin Cell Rigmonaid CastlesDun Duim Dun Foither Dun Taruo Dun Averte Dun Onlaigh Art Muirchol VillagesBal Duim Bal Foither Bal Tauro Bal Averte Bal Onlaigh Bal Muirchol Bal Rigmonaid NorthBal Rigmonaid South Bal Scuin East Bal Scuin West Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Kingdom of Alt Clut","Kingdom of Alt Clut Official Information Ruler Ri Arthgal map Dumnagual Claimant None Kingdom of Alt Clut is one of the 21 factions in Viking Conquest. It is a medium-sized kingdom located in the south of Scotland. It is a Christian Briton kingdom. Contents 1 Rulers 2 Vassals 3 Territory Rulers[] Ri Arthgal map Dumnagual Initial ruler Vassals[] Mael Rhun map Arthgal Mael Echou map Rhun Guledic Dyfnwal map Rhun Guledic Giric Map Rath Mael Cynon map Cyndrwyn Mael Gwion map Cyndrwyn Mael Madoc map Cadell Mael Caradoc map Riwall Territory[] Dun Breatann is its capital and only port. Territory of the Kingdom of Alt Clut TownsDun Breatann CastlesCathures Cuil nam Caer Caradawg Gobhann VillagesTref Cathures Tref Cuil Tref Caradawg Tref Gob Tref Breatann East Tref Breatann West Wikipedia has an article on this subject at:Kingdom of Strathclyde Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Kingdom of Brycheiniog","Kingdom of Brycheiniog Official Information Ruler Ri Elisedd map Tewdr Claimant None Kingdom of Brycheiniog is the smallest of the 21 factions in Viking Conquest, consisting only of Brycheiniog and its villages. It is a Christian Briton kingdom. Contents 1 Ruler 2 Vassal 3 Territory Ruler[] Ri Elisedd map Tewdr Initial ruler Vassal[] Mael Guledic Territory[] The faction's capital, Brycheiniog, is also its only fortification. Territory of the Kingdom of Brycheiniog TownsBrycheiniog VillagesTref Brycheiniog East Tref Brycheiniog West Wikipedia has an article on this subject at:Brycheiniog Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Kingdom of Connachta","Kingdom of Connachta Official Information Ruler Ruire Mugron mac Cothaid Claimant none Kingdom of Connachta is one of the 21 factions in Viking Conquest. It is one of the Irish kingdoms fighting for supremacy over Ireland. It is a Christian Gaelic kingdom. Ruler[] Ruire Mugron mac Cothaid Initial ruler Vassals[] Mael Conchobar mac Taidg Mor Tiarna Aedh mac Conchobar Tiarna Tadg mac Conchobar Tiarna Finshnechta mac Corcrai Tiarna Dobhailen mac Gormghus Tiarna Cathal mac Conchobar Territory[] Cruaghan is its capital. Territory of the Kingdom of Connachta TownsCruaghan CastlesCathair Chomain Luighne Connacht Fiachrach Aidne Ath Berchna VillagesBal Chomain Bal Luighne Bal Fiachrach Aidne Bal BerchnaBal Cruaghan East Bal Cruaghan West Wikipedia has an article on this subject at:Connachta Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Kingdom of Cornubia","Kingdom of Cornubia Official Information Ruler Ri Dunyart map Eferferdyn Claimant None Kingdom of Cornubia is one of the 21 factions in Viking Conquest, located in southwestern England. It is a Christian Briton kingdom. Contents 1 Ruler 2 Vassals 3 Territory 4 Trivia Ruler[] Ri Dunyart map Eferferdyn Initial ruler Vassals[] Guledic Eliud map Eferferdyn Guledic Alanorus map Eliud Mael Ricatus map Dunyart Territory[] Bosvenegh is its capital. Territory of the Kingdom of Cornubia TownsBosvenegh CastlesTowan Blystra Din Tagell VillagesTref Towan Tref Tagell Tref Bosvenegh East Tref Bosvenegh West Trivia[] The Kingdom of Cornubia is based only in the modern day area of Cornwall, England at the beginning of the game. In game, the Kingdom of Cornubia is listed as a Christian kingdom, and all Cornish settlements are Christian. In reality, Cornwall was the last area of England to remain Pagan, and at the time the game is set would likely have still been Pagan in some areas further from large populations. The Kingdom of Cornubia is one of the easiest factions for the player to defeat and capture settlements from, as it is weak to begin with and is usually further weakened by wars with the Kingdom of West Seaxe. Wikipedia has an article on this subject at:Cornwall Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Kingdom of Danmark","Kingdom of Danmark Official Information Ruler Konungr Horik Gottfredsson Claimant Jarl Thorgil Kingdom of Danmark is one of the 21 factions in Viking Conquest. It is a Pagan kingdom and one of the Norse factions. Danmark is located on the eastern edge of the map. Rulers[] Konungr Horik Gottfredsson Initial ruler Jarl Thorgil Claimant Vassals[] Jarl Sigfrid Angantyrsson Jarl Bagsecg Jarl Halfdan Angantyrsson Hersir Gothormr Jarl Sigurd Ragnarsson Hersir Helgi Hvassi Territory[] Ribe is its capital and only port Territory of the Kingdom of Danmark TownsRibe CastlesSkyfa Vebjorg Huhelstath Heidabyr VillagesSkyfa By Vebjorg By Huhelstath By Heida By Ribe By North Ribe By South Wikipedia has an article on this subject at:Denmark Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Kingdom of East Engle","Kingdom of East Engle Official Information Ruler Cyning Eadmund Aethelberhting Claimant None Kingdom of East Engle is one of the 21 factions in Viking Conquest, located in southeast England. It is a Christian kingdom and one of the two Anglian factions. Ruler[] Cyning Eadmund Aethelberhting Initial ruler Vassals[] Ealdorman Oswald Ealdorman Aethelred Ealdorman Ealhhere Dryhten Eanfrith Dryhten Ecgwald Territory[] Dunwic is its capital and only port. Territory of the Kingdom of East Engle TownsDunwic CastlesNorwic Haegelisdun Rendlaesburh Grantebrycge VillagesNor Ham Haegelis Ham Rendlaesham Grante Ham Dun Ham North Dun Ham South Wikipedia has an article on this subject at:Kingdom of East Anglia Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Kingdom of Friese","Kingdom of Friese Official Information Ruler Konungr Hrorek Hemmingsson Claimant None The Kingdom of Friese is one of the 21 factions in Viking Conquest, located in the region known as Friese, in the South-Eastern part of the overland map. One of the smaller factions in the game, it is the only one of Frisian culture. Previously controlled by the Franks before the Vikings, Friese is ruled by a puppet king as a vassal of the Kingdom of Danmark. Ruler[] Konungr Hrorek Hemmingsson Initial Ruler Vassals[] Jarl Harald Hemmingsson Jarl Gotrik Haraldsson Jarl Hrodulf Haraldsson Territory[] Dorestad is the capital of the Kingdom of Friese. Territory of the Kingdom of Friese TownsDorestad CastlesKennemer Vles Inge VillagesKennemer Terp Vles Inge Terp Dore Ham West Dore Ham East Doccinga Wikipedia has an article on this subject at:Frisia Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Kingdom of Glywyssing","Kingdom of Glywyssing Official Information Ruler Ri Hywel map Rhys Claimant None Kingdom of Glywyssing is one of the 21 factions in Viking Conquest. It is a Welsh faction and one of the smaller factions. It is a Christian Briton kingdom. Contents 1 Ruler 2 Vassals 3 Territory Ruler[] Ri Hywel map Rhys Initial ruler Vassals[] Guledic Meurig map Arthfael Mael Owain map Hywel Tiern Brochwael map Meurig Territory[] Caer Dyf is its capital and only port. Territory of the Kingdom of Glywyssing TownsCaer Dyf CastlesMeigen Cil Ceincoed Caer Went VillagesTref Ceincoed Tref Went Tref Dyf East Tref Dyf West Wikipedia has an article on this subject at:Glywysing Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Kingdom of Gwynedd","Kingdom of Gwynedd Official Information Ruler Ri Rhodri map Merfyn Claimant Mael Elisedd ap Cyngen Kingdom of Gwynedd​ is one of the 21 factions in Viking Conquest and the largest Welsh kingdom. It is a Christian Briton kingdom. Contents 1 Rulers 2 Vassals 3 ​Territory Rulers[] Ri Rhodri map Merfyn Initial ruler Mael Elisedd ap Cyngen Claimant Vassals[] Mael Anarawd map Rhodri Mael Cadell map Rhodri Mael Merfyn map Rhodri Ri Gwgon map Meurig Guledic Gwriad map Merfyn Mael Tudwal map Rhodri Guledic Hyfaidd map Bleddri Tiern Ffernfael ab Meurig Tiern Llofan map Cimlin Broetu ​Territory[] Ynys Mon is Gwynedd's capital and only port. Territory of the Kingdom of Gwynedd TownsYnys Mon Caer Meguaidd CastlesCaer Seniont Caer Sws Din Arth Dinas Bran Din Bych Din Erth VillagesTref Arth Tref Bran Tref Bych Tref Erth Tref Meguaidd EastTref Meguaidd West Tref Mon East Tref Mon West Tref Seniont Tref Sws Wikipedia has an article on this subject at:Kingdom of Gwynedd Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Kingdom of Laigin","Kingdom of Laigin Official Information Ruler Ruire Dunlaing mac Muiredaig Claimant None The Kingdom of Laigin is one of the 21 factions in Viking Conquest and one of the Irish kingdoms fighting for supremacy over Ireland. It is a Christian Gaelic Kingdom. Ruler[] Ruire Dunlaing mac Muiredaig Initial ruler Vassals[] Ard Tiarna Ailill mac Dunlainge Ard Tiarna Cairpre mac Dunlainge Tiarna Muiredach mac Brain Tiarna Domnall mac Muirecain Tiarna Cerball mac Muirecain Tiarna Augaire mac Ailella Territory[] The kingdom's capital is the town of Maistiu. Territory of the Kingdom of Laigin TownsMaistiu CastlesCell Dara Liamhain Dun Bolg Ros Mhic Treoin VillagesBal Dara Bal Liamhain Bal Bolg Bal Ros Mhic Treoin Bal Maistiu East Bal Maistiu West Wikipedia has an article on this subject at:Leinster Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Kingdom of Laithlind","Kingdom of Laithlind Official Information Ruler Konungr Gudrod Ragnarson Claimant None Kingdom of Laithlind ​is one of the 21 factions in Viking Conquest. Laithlind is the only non-Irish kingdom in Ireland. Additionally, it also occupies some islands. It is a Pagan Norse Kingdom. Ruler[] Konungr Gudrod Ragnarson Initial ruler Vassals[] Jarl Olaf Gudrodrsson Jarl Ivar Gudrodrsson Jarl Asl Gudrodrsson Jarl Orkan Jarl Helgi Ketilsson Hersir Eystein Olafsson Hersir Sygtrygg Ivarrsson Hersir Thorstein Olafsson ​Territory[] Dubh Linn is its capital and only port. Territory of the Kingdom of Laithlind TownsDubh Linn CastlesCaer Reghed Dun Baitte Ynys Manaw Bjarnaroy Orkneyjar Veisafjordr VillagesTref Reghed Bal Baitte Tref Manaw Bjarnaroy By Orkneyjar By Veisa ByDubh Linn By North Dubh Linn By South Wikipedia has an article on this subject at:Lochlann Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Kingdom of Mide","Kingdom of Mide Official Information Ruler Ruire Donnchad mac Eochocai Claimant None Kingdom of Mide is one of the 21 factions in Viking Conquest. It is one of the Irish kingdoms fighting for supremacy over Ireland. It is a Christian Gaelic kingdom. Rulers[] Ruire Donnchad mac Eochocai Initial ruler Vassals[] Mael Sechnaill mac Niall Mael Diarmait mac Etersceili Mael Flann Sinna mac Sechnaill Tiarna Flann mac Conaing Mael Conall mac Echach ​Territory[] Temair is its capital. Territory of the Kingdom of Mide TownsTemair CastlesAth Mor Ard Eachadha Ard Breacain Lagore Crannoc VillagesBal Mor South Bal Eachadha Bal Breacain Bal Crannoc Bal TaraBal Temair North Bal Temair South Wikipedia has an article on this subject at:Kingdom of Meath Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Kingdom of Mierce","Kingdom of Mierce Official Information Ruler Cyning Brugred Beorhtwulfing Claimant None The Kingdom of Mierce is one of largest of the 21 factions in Viking Conquest. It occupies central England. It is a Christian Anglian kingdom. Rulers[] Cyning Brugred Beorhtwulfing Initial ruler Vassals[] Ealdorman Ceowulf Ceowulfling Ealdorman Hereberht Ealdorman Aethelred Ealdorman Aethelred Mucel Ealdorman Aelfgar Ealdorman Aethulf Ealdorman Beornoth Ealdorman Sigberth Dryhten Aethelwulf Aethelreding Territory[] Tomtun is the capital and Lundenwic is the only port town of the faction. Territory of the Kingdom of Mierce TownsTomtun Lundenwic Cirren Ceaster CastlesSnotingaham Lincylene Ham Tune Hreapandun Oxenaforda Colne CeasterGegnesburh Stanford VillagesSnotingaham South Lincylene Ham Ham Hreapan Ham Oxena Ham Colne HamGegnes Ham Stan Ham Lunden Ham North Lunden Ham South Tom Ham EastTom Ham South Cirren Ham East Cirren Ham West Wikipedia has an article on this subject at:Mercia Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Kingdom of Mumain","Kingdom of Mumain Official Information Ruler Ruire Cenn Faelad hua Mugthigirn Claimant None Kingdom of Mumain is one of the 21 factions in Viking Conquest. It is one of the Irish kingdoms fighting for supremacy over Ireland. It is a Christian Gaelic kingdom. Ruler[] Ruire Cenn Faelad hua Mugthigirn Initial ruler Vassals[] Ard Tiarna Dunchad mac Dub da Bairenn Ard Tiarna Dub Lachtnai mac Gualu Tiarna Foghartach mac Suibhne Tiarna Longbortan mac Finnachta Tiarna Reachtabhra mac Bran Finn Tiarna Colman mac Cionaith ​Territory[] Caiseal is its capital. Territory of the Kingdom of Mumain TownsCaiseal CastlesGrian Airbh Les Mor Ciarraighe Luachra Muscraighe Dun Na Mbarc VillagesBal Grian Airbh Bal Les Mor Bal Ciarraighe Luachra Bal Muscraighe Bal Na MbarcBal Caiseal East Bal Caiseal West Wikipedia has an article on this subject at:Munster Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Kingdom of Nords","Kingdom of Nords Banner Troops Official Information Ruler King Ragnar Claimant Lethwin Far-Seeker The Kingdom of Nords is one of the factions within the Mount&Blade series. Their national animal is the raven, which is depicted on their emblem and on the banner of their king, Ragnar. In Mount&Blade: Warband, unlike in the original Mount&Blade, the Nord lords are called Jarls. Contents 1 History 2 Rulers 3 Vassals 4 Tactics 4.1 Strengths 4.2 Weaknesses 4.3 Summary 5 Troop Tree 6 Territory History[] According to Matheld, Nord people are from a place called ""Nordland"", although the game's description of the custom battle character, Sverre, claims that Nords originally came from a land known as ""Jumne"". Nordland is said to be far north of Calradia, over the sea, and it is also the home of the Sea Raiders. Matheld says the Nords were invited by the Calradic Empire to crew their galleys, and were given land on the coast as payment for this service. After the Empire fell however, a Nord leader named Gundig Hairy-Breeks landed in Calradia to claim a supposed Nord birthright of the whole continent. Matheld makes note that this was a fabrication by the skalds and qualifies it by noting the Nords need no excuse to go to war. Gundig Hairy-Breeks would be killed attempting to attack the Rock of Rivacheg, but Nords still come to Calradia under the idea of claiming Calradia by force. This predisposition to war also factored into the rise of its current leader, King Ragnar, and the disinheritance of the claimant Lethwin Far-Seeker. The king before Ragnar and Lethwin's father, King Hakrim, had Lethwin sent abroad to learn academic arts believing that the Nords needed to be more than warriors. Ragnar disagreed and when Lethwin was shipwrecked on his way home to claim his throne, Ragnar took the throne for himself. According to both Marnid and Deshavi, the Nords also grow flax in abundance to send to Sargoth. There, it is weaved into Linen which Marnid claims was not something produced in Calradia. Rulers[] King Ragnar Initial Ruler Lethwin Far-Seeker Claimant Vassals[] Jarl Aedin Jarl Aeric Jarl Bulba Jarl Dirigun Jarl Faarn Jarl Gearth Jarl Gerlad Jarl Gundur Jarl Haeda Jarl Harald Jarl Irya Jarl Knudarr Jarl Logarson Jarl Marayirr Jarl Olaf Jarl Rayeck Jarl Reamald Jarl Surdun Jarl Turegor Jarl Turya Tactics[] Main article: Kingdom of Nords Tactics Strengths[] Powerful infantry with excellent choice of equipment for direct engagement. Archers are skilled in and equipped for close combat as well as long-range firing. All troops have high Athletics skill by default. Excellent troops for both attacking and defending in sieges. Weaknesses[] Complete absence of cavalry. Vulnerable to heavy cavalry. Second lowest strategic mobility out of all factions. Summary[] The Kingdom of Nords is, in military terms, an infantry-based civilization. They boast the most powerful heavy shock infantry, whose main tactic is to throw a volley of axes or javelins at their targets before charging in to melee. They are somewhat vulnerable to armies with shock cavalry, as the men on foot cannot keep up with them. On the other hand, Nords are completely equipped to fight on foot and make for excellent castle besiegers, breaking shields and splitting heads with their axes as they go. They also make great castle defenders, forming a nearly impenetrable shield wall on the ramparts. Nord armies rely on the strength of their infantry. Nord Huscarls are arguably the best infantry unit in the game. Since they do not rely on cavalry, their armies are excellent at both attacking and defending castles. They also have a branch of archers, but they are not as focused as there are only a few tiers in that unit line, though they are still capable in combat. Troop Tree[] Troops of the Nords Sea Raider Recruit Footman Huntsman Trained Footman Archer Warrior Veteran Archer Veteran Huscarl Territory[] The factions which surround the Nords are the Kingdom of Vaegirs and the Kingdom of Swadia. The territory of the Kingdom of Nords contains the following towns, castles, and villages: Territory of the Kingdom of Nords TownsSargoth Tihr Wercheg CastlesAlburq Castle Chalbek Castle Curin Castle Hrus Castle Jelbegi Castle Knudarr CastleTehlrog Castle VillagesAldelen Ambean Buillin Fearichen Fenada Gisim(M&B) Haen Jayek Jelbegi KulumKwynn Mechin(WB) Odasan Rizi Ruvar Udiniad(M&B) Vayejeg Note that over the course of the game, other kingdoms may besiege and take over these lands and the Kingdom of Nords may gain more or less land. However, these places are the only places from which you can recruit Nordic troops. Also note that the Kingdom of Nords and Kingdom of Rhodoks are the only two factions that start with three towns, unlike all of the other factions which start with four. In Warband, their starting territory is separated by the bridge east of Sargoth that holds by far the most direct way to the town of Wercheg. This bridge is guarded by Vaegir-held Ismirala Castle, limiting or at least delaying support between Nords in the north and south in case of a conflict. Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Kingdom of Northhymbre","Kingdom of Northhymbre Official Information Ruler Jarl Halfdan Ragnarsson Claimant Aetheling Oswine Kingdom of Northhymbre or Northumbria, is one of the 21 factions in Viking Conquest and located in Northern England and some parts of Scotland. It's one of the largest factions and the largest Pagan faction. It is a Pagan Norse Kingdom. Contents 1 Rulers 2 Vassals 3 Territory 4 Trivia Rulers[] Jarl Halfdan Ragnarsson Initial ruler Aetheling Oswine Claimant Vassals[] Cyning Egbert Jarl Rathbarth Ragnarsson Ealdorman Ealdred Jarl Sidroc the Elder Ealdorman Ricsige Ealdorman Egbert the Second Jarl Bjorn Ragnarsson Hersir Guthred Knutr Hersir Rognvald Hersir Harald Hersir Sidroc the Young Hersir Fraena Jarl Ivarr Inn Beinlaussi Jarl Hubbi Ragnarsson Konungr Bagsecg Territory[] Eidynburh is its capital and one of the ports along with Bebbanburh. Territory of the Kingdom of Northhymbre TownsEidynburh Bebbanburh Jorvik CastlesCaer Ligualid Mame Ceaster Donne Ceaster Middelsburh Denisesburna Ad GefrinDin Baer Wicstun VillagesLigualid Ham Mame Ham Donne Ham Middels Ham Denises Ham Ad Gefrin Ham Baer HamWics Ham Eidyn Ham East Eidyn Ham West Eofer Ham East Eofer Ham WestBebban Ham North Bebban Ham South Trivia[] Northhumbrye is Anglo-Saxon for Northumbria, one of the biggest pre-Norman kingdoms in England. Historically, it would have been written ""Norþhymbre"" or ""Norðhymbre"" with the letters Thorn or Eth. Alternatively, the word could also end with the letter A. Wikipedia has an article on this subject at:Kingdom of Northumbria Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Kingdom of Northvegr","Kingdom of Northvegr Official Information Ruler Konungr Harald Halfdanarson Claimant None Kingdom of Northvegr ​is one of the 21 factions in Viking Conquest. It is located on the northeastern edge of the map. It is a Pagan Norse kingdom. Rulers[] Konungr Harald Halfdanarson Initial ruler Vassals[] Jarl Guthorm Haraldrsson Konungr Eirik Jarl Kjotvi Hinn Audgi Hersir Ketill Bjornsson Hersir Bjorn Ketilsson ​Territory[] Tunsberg is its capital and only port. Territory of the Kingdom of Northvegr TownsTunsberg CastlesSkiringssalr Hordaland Agdir Rogaland VillagesSkiringssalr By Horda By Agdir By Rogaland By Tuns By East Tuns By West Wikipedia has an article on this subject at:Norway Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Kingdom of Rhodoks","Kingdom of Rhodoks Banner Troops Official Information Ruler King Graveth Claimant Lord Kastor of Veluca The Kingdom of Rhodoks is ruled by King Graveth, while the claimant to the throne is Lord Kastor of Veluca. In Mount&Blade: Warband, unlike in the original Mount&Blade, the Rhodok lords are called Counts. The Kingdom of Rhodoks is unique in that it is an elective monarchy. Their national animal is the bear, which is depicted on their emblem and on the banner of their king, Graveth. Contents 1 History 2 Rulers 3 Vassals 4 Tactics 4.1 Strengths 4.2 Weaknesses 4.3 Summary 5 Troop Tree 6 Territory 7 Trivia History[] The Rhodoks were originally part of the Kingdom of Swadia, but successfully fought a war for independence. Their origin is reflected in their troop types and choice of territory. The Rhodoks' pikemen and crossbowmen were fielded in mountainous terrain to defeat the Knights of Swadia, as they lacked cavalry and thus relied on pike and crossbow to prevail over the Knights. Bunduk recounts how a war veteran named Grunwalder came ""over the hills"" after the war and taught the Rhodoks the art of war to defend themselves against the Swadians, effectively becoming an ancestral hero to the Rhodok people. Grunwalder would die in the rebellion he started, but his memory would live on as the Rhodoks swore never to bow to any king again. The Rhodoks built Grunwalder Castle at the place where Grunwalder fell in battle as a celebration of his contributions. Artimenner recounts, when the player nears Culmarr Castle, that the count of that fortress used its geographical advantage to levy heavy taxes on all nearby caravan routes, and used this as leverage to be elected King of the Rhodoks. All rulers of the Rhodoks thenceforth were elected kings, the latest of which is King Graveth. Rulers[] King Graveth Initial Ruler Lord Kastor of Veluca Claimant Vassals[] Note that the vassals listed below are only the ones present at the start of the game. Later on, other vassals may join or leave, and they may gain or lose land or fiefs. This is particularly common when an entire kingdom is conquered and all the vassals from that kingdom defect on a random basis to the remaining factions. Count Etrosq Count Falsevor Count Fraichin Count Fudreim Count Gerluchs Count Gharmall Count Gutlans Count Kurnias Count Laruqen Count Matheas Count Nealcha Count Raichs Count Reichsin Count Reland Count Rimusk Count Talbar Count Tarchias Count Tellrog Count Tribidan Count Trimbau Tactics[] Main article: Kingdom of Rhodoks Tactics Strengths[] Excellent spearmen for resisting cavalry charges and holding the line. Outstanding crossbowmen. Excels at defending castles and towns. Very good at sieges. Weaknesses[] Lacking in cavalry. Poor offensive infantry. Infantry units (besides the sergeant) semi-consistently spawn without shields. Lowest strategic maneuverability out of all factions. Summary[] The Rhodoks rely heavily on well-equipped and hardy militias, unlike the levied footsoldiers and heavily armored knights of their Swadian and Sarranid neighbors. The Rhodoks are fond of the spear and the crossbow, and their armies are largely composed of spear-armed foot soldiers and professional crossbowmen, both equipped with large Board Shields to offer full protection from volleys of arrows. The top-tier of the Rhodok infantrymen are their Sergeants, armed with Glaives and Military Hammers to give them a great advantage in offensive and defensive engagements. The Rhodok military tree somewhat resembles that of the Nords considering the absence of cavalry, instead choosing to place an emphasis on heavy hitting top tier infantry. Furthering this comparison, despite Rhodok infantry not quite matching the strength of Nord Huscarls, any disparity is quickly bridged when you take the supremacy of the Rhodok Sharpshooter over the Nord Veteran Archers into account, and the Glaives of Rhodok veteran spearmen can even the odds if you have enough. Rhodok troops are mainly effective against cavalry. Melee battles don't tend to favor their infantry units, but a powerful corps of crossbowmen can soften up the enemy before an infantry charge. Rhodok units are best used in a defensive role in field battles, with infantry in front of ranged units. A corps of Sergeants and Sharpshooters in any army tends to be just fine, especially against Swadian units. Additionally, Rhodoks have more health and speed than any other faction units, and can devastate enemy armies when in the right formation. If you plan on besieging or defending any castles or cities, Rhodok units excel at this role. Coupled with the very mountainous terrain of the Rhodok territory, and their troops excellent defensive capabilities, Rhodok towns and select castles are the hardest of any faction to besiege. Troop Tree[] Troops of the Rhodoks Looter Mountain Bandit Tribesman Spearman Crossbowman Trained Spearman Trained Crossbowman Veteran Spearman Veteran Crossbowman Sergeant Sharpshooter Territory[] The capital of the Kingdom of Rhodoks is Jelkala. The Kingdom of Rhodoks contains the following towns, castles, and villages: Territory of the Kingdom of Rhodoks TownsJelkala Veluca Yalen CastlesAlmerra Castle Culmarr Castle Ergellon Castle Etrosq Castle Grunwalder CastleIbdeles Castle Jamiche Castle Maras Castle VillagesBuvran Chaeza Chelez Dirigsene Dumar Emer Epeshe Fedner Glunmar Ibdeles IlviaIstiniar Jamiche Pagundur Reveran Ruldi Saren Sarimish Serindiar Veidar(M&B) Note that, over the course of the game, other kingdoms may besiege and take over these lands, and the Kingdom of Rhodoks may gain more. However, these places are the only places from which you can recruit Rhodok troops. Trivia[] While the Rhodoks were added as a proper faction only between versions 0.808 and 0.894, they are first referenced as a possible troop tree - consisting of Rhodok Tribal, Hunter, Warrior, Veteran, Warchief - as early as version 0.704. Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Kingdom of Swadia","Kingdom of Swadia Banner Troops Official Information Ruler King Harlaus Claimant Lady Isolla of Suno The Kingdom of Swadia is ruled by King Harlaus, and the claimant to the throne is Lady Isolla of Suno. Their national animal is the lion, which is depicted on their emblem and on the banner of their king, Harlaus. Unlike in the original Mount&Blade, Swadian lords in Mount&Blade: Warband are called Counts. As a starting point, the Kingdom of Swadia is profitable as it is close to all of the other factions. This means that you can easily venture into any other nation and buy goods, then return and sell them in any Swadian town. Swadian lands are relatively safe for trade routes, with the only bandit infested area being between Suno and Uxkhal. The downside of starting in Swadia is that it has no specially priced goods of its own and Forest Bandits can be difficult to face at the start of the game. Contents 1 Rulers 2 Vassals 3 Tactics 3.1 Strengths 3.2 Weaknesses 3.3 Summary 4 Troop Tree 5 Territory 6 Trivia Rulers[] King Harlaus Initial Ruler Lady Isolla of Suno Claimant Vassals[] Count Beranz Count Clais Count Deglan Count Delinard Count Devlian Count Despin Count Grainwad Count Haringoth Count Klargus Count Meltor Count Mirchaud Count Montewar Count Plais Count Rafarch Count Rafard Count Regas Count Rochabarth Count Ryis Count Stamar Count Tredian Tactics[] Main article: Kingdom of Swadia Tactics Strengths[] Excellent shock and heavy cavalry. Reliable heavy infantry. Strong at defense and offense. Weaknesses[] Unreliable crossbowmen. Very limited anti-cavalry infantry. Expensive troops. Summary[] The Kingdom of Swadia is similar to the Kingdom of Vaegirs, as both factions have almost identical troop progression. Swadian armies are usually more expensive to support than those of the Vaegirs, and are usually not as strong in numbers. At the beginning of the Native Campaign, the Kingdom of Swadia is the strongest faction in the game, although its central starting position means that it is usually tied up with wars on numerous fronts. The eastern town of Dhirim is likely to be regularly taken by neighboring factions. Swadian melee troops prefer to wield swords, heavy maces, and voulges. Swadians also use crossbowmen instead of archers, yet it seems the bow is a common Swadian weapon among its forest bandits, arena fighters and hunters. Swadian Knights are the most powerful cavalry units in the game, rivaled only by Sarranid Mamlukes. Swadian troops rely mainly on the strength of their Knights to power through all enemy formations. Swadia also has some decent infantry, but not as good as Nordic infantry. Swadian infantry resembles a mix between Vaegir and Rhodok infantry. Swadia can also train crossbowmen, although their crossbowmen are outmatched by those trained by the Rhodoks. Troop Tree[] Troops of Swadia Looter Forest Bandit Recruit Militia Footman Skirmisher Infantry Man-at-Arms Crossbowman Sergeant Knight Sharpshooter Territory[] The territory of the Kingdom of Swadia contains the following towns, castles, and villages: Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar Note that over the course of the game, other kingdoms may besiege and take over these lands, and the Kingdom of Swadia may gain more. However, these places are the only ones from which you can recruit Swadians. There are Swadian recruits in Swadian villages, and also mercenaries in taverns. Trivia[] Swadia is the oldest faction in the game, as it has been around since version 0.202. In version 0.202 Marnid tells the player that he was originally headed to trade goods in Larechia when his caravan was ambushed by Khergits. In version 0.704 (maybe even earlier), Larechia was replaced with 'Harlaushia', and around that time King Larec was replaced by King Harlaus. This implies the Kingdom of Swadia is colloquially-in-universe referred to by its ruler's name. Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Kingdom of Sweden","Kingdom of Sweden Banner Troops Official Information Ruler King Carl Gustaf Claimant Former Queen Christina Faction Location Swedes in light blue “ The Kingdom of Sweden so far remains neutral to both the Muscovites and the Poles, but it keeps its cold eye on their northern lands. No one has any doubt that it shall draw its hands around the throat of whichever nation loses the coming war. The Swedes have an impressive army, dreaded by all of Northern Europe. ” — Jaques de Clermont The Kingdom of Sweden is a nation in Mount&Blade: With Fire & Sword, located on the northwestern edge of the map of Eastern Europe. It is ruled by King Carl Gustaf, and the claimant to the throne is Former Queen Christina. It is on the north-west area of the overland map. The Kingdom of Sweden is one of two nations without a main questline, the other being the Crimean Khanate. Contents 1 Rulers 2 Vassals 3 Tactics 3.1 Strengths 3.2 Weaknesses 4 Troop Tree 5 Territory 6 Battle Cries 7 Trivia Rulers[] King Carl Gustaf Initial Ruler Former Queen Christina Claimant Vassals[] General Brahe Wisingsborg Governor-General Magnus De la Gardie Count Orvar von Goya Governor Anders Eriksson Elector Frederick William Ratsherr Dirich Werneken General Arvid Vittenberg General Gustaf Evertsson Horn Ratsherr Alexander Leslie Baron Gustaf Wrangel Baron Christopher Bjolke Ratsherr Lennart Torstenson Ratsherr Otto Standbok General Simon Grundel-Hemfet Ratsherr Konrad Marenfeld Ratsherr Fabian Von Wersen Ratsherr Hans Von Koenigsmark Ratsherr Nilson Kagg General Robert Douglas Ratsherr Carl Lebenhaupt Tactics[] Strengths[] Most heavily armored faction. Best anti-cavalry infantry, shock infantry, and second best musketeers. Superb dragoons and heavy cavalry. Weaknesses[] Slow and can be outmaneuvered. Lacking in light infantry and light cavalry. The Kingdom of Sweden is similar to the Kingdom of Nords from Mount&Blade: Warband. Like the Nords, the Swedes have a focus on heavy melee infantry and excellent ranged units. Unlike the Nords, the Swedes have access to very effective cavalry units as well. Their weakness is ironically their armor, being slow and vulnerable to cavalry. Swedish militia tier units Town Militiaman, Militia Musketeer and Militia Pikeman are the best in their class due to their top tier stats and equipment (pikes). The Swedish mainline units are the Musketeer and Pikeman, with regional troops Finnish Harquebusier (armored but poorer musketeer), German Pikeman (better stats), and the excellent Black Reiter. The Swedish Musketeer is the second best mainline musketeer (better or nearly equivalent to that of rival elite troops) and the Finnish Harquebusier is much worse but more heavily armored. The Lifeguard is the best musketeer (second best in the game) available to the Swedes equipped with Miquelet muskets. The mercenary Scottish Musketeer should be avoided as it is worse than the alternatives. The Swordsman is the best shock infantry in the game and mercenary Scottish Swordsman is next, both being excellent in offensive and defensive positions in a siege. Finally, the mercenary Scottish Pikeman is the best anti-cavalry infantry unit in the game with the best stats and equipment. The Swedes have a superb Dragoon unit with several other options available to support the role like the Cuirassier, Black Reiter and Swedish Reiter. The Cuirassier is equipped with medium-heavy armor, a pistol and broadsword with great 1H stats making it a great option for cavalry charges. For more punch in your charges, switch to the Black Reiter and elite Swedish Reiter. The Swedish Reiter is the Swedish elite and most heavily armored unit in the game, armed with a pistol and broadsword, peppering their enemies with shots and charging for a finishing blow. Finally, the Cuirassier Spearman performs well as a lancer but has average stats and medium-heavy armor. Troop Tree[] Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Territory[] The territory of the Kingdom of Sweden contains the following towns, fortresses, and villages. Territory of the Kingdom of Sweden TownsKoenigsberg Reval Riga FortressesAllenstein Castle Dorpat Fortress Dynaburg Fortress Dzvinsk Castle Narva Vyborg VillagesElbing Leal Nidritsa Panevezys Pilve Plunge Salis Siauliai Siegevold Tapiau TormaWeissenstein Wesenberg Battle Cries[] insult marks lines heard in the middle of a battle. death marks lines heard on the death of a character. victory marks lines heard at the end of a battle by the winning side. File Name swed_man_death_1.ogg swed_man_death_2.ogg swed_man_death_3.ogg swed_man_insult_1.wav swed_man_insult_2.wav swed_man_insult_3.wav swed_man_insult_4.wav swed_man_insult_5.wav swed_man_insult_6.ogg swed_man_victory_1.wav swed_man_victory_2.wav swed_man_victory_3.wav Trivia[] Out of all of the nations in Eastern Europe, the Kingdom of Sweden is the only one that exists in modern times as it does in With Fire & Sword, with only slight differences: its territories in Latvia, Estonia, and Lithuania are no longer Sweden's, and Finland is independent. The Kingdom of Sweden was not fully shown in With Fire & Sword, because Sweden itself wasn't featured, and not all of Finland was shown either. ""Ratsherr"", a title shared by several Swedish vassals, is German for ""councilor"", which would mean that these vassals were members of the Privy Council of Sweden, key advisors (and occasional co-rulers) to the Swedish monarch. The title in Swedish would be ""Rådsherre"". In the game's code, the Kingdom of Sweden is referred to as nord - the Kingdom of Nords being similar in that it is based around the Nordic countries/Scandinavia. In the audio files for the battle cries, there is a clip where a dying Swedish soldier is heard speaking German (swed_man_death_2.ogg). It is unknown whether this represents the regionality of individual soldiers (such as the German Pikeman) or that the Swedish faction in the game is actually a simplified version of the politics on the western side of the map (such as Swedish vassals using German titles and the inclusion of the Prussian region as Swedish) or simply a developer oversight. Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Kingdom of Uladh","Kingdom of Uladh Official Information Ruler Ruire Lethlobar mac Loingsig Claimant None Kingdom of Uladh is one of the 21 factions in Viking Conquest. It is one of the Irish kingdoms fighting for supremacy over Ireland. It is a Christian Gaelic kingdom. Ruler[] Ruire Lethlobar mac Loingsig Initial ruler Vassals[] Mael Cathalan mac Indrechtaig Mael Conallan mac Duin Ard Tiarna Mocheirge mac Indrechtaig Tiarna Ainbith mac Aedo Tiarna Cummascach mac Cathalan ​Territory[] Rath Celtair is its capital and only port Territory of the Kingdom of Uladh TownsRath Celtair CastlesDun Sebuirge Magh Rath Magh Cobha Druim Mor VillagesBal Sebuirge Bal Magh Bal Magh Cobha Bal Mor North Bal Celtair East Bal Celtair West Wikipedia has an article on this subject at:Ulaid Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Kingdom of Vaegirs","Kingdom of Vaegirs Banner Troops Official Information Ruler King Yaroglek Claimant Prince Valdym the Bastard The Kingdom of Vaegirs is a faction ruled by King Yaroglek in the Mount&Blade series. The Vaegirs possess arguably the finest foot archers in the game, and also have several tiers of reasonably good infantry and heavy cavalry. Vaegir troops prefer using two-handed weapons for an offensive advantage against their foes, and live in the mountainous and snowy north-eastern boundaries of the map. The claimant to the throne is Prince Valdym the Bastard. Their national animal is the snow leopard, which is depicted on their emblem and on the banner of their king, Yaroglek. Unlike in the original Mount&Blade, Vaegir lords in Warband are called Boyars, a title for lord in several Slavic languages. Contents 1 History 1.1 In Warrider 2 Rulers 3 Vassals 4 Tactics 4.1 Strengths 4.2 Weaknesses 4.3 Summary 5 Troop Tree 6 Territory 7 Trivia History[] Not much is known about Vaegir history but they have fought with the Nords when the Nords forced the northern coast of Calradia to pay Nordgeld, a yearly stipend, after the Vaegirs refused to pay. The war took 3 years when they attempt to take the town of Rivacheg and the Nord king Gundig was killed there. In Warrider[] In Mount&Blade version 0.202 the Vaegirs were said to have rebelled from the Swadians, resulting in the on-going conflict between the two factions. This explains why the two factions' troop trees are generally so similar even in the latest version of Warband. Rulers[] King Yaroglek Initial Ruler Prince Valdym the Bastard Claimant Vassals[] Boyar Belgaru Boyar Bracha Boyar Crahask Boyar Doru Boyar Druli Boyar Gastya Boyar Harish Boyar Khavel Boyar Kumipa Boyar Marmun Boyar Meriga Boyar Mleza Boyar Naldera Boyar Nelag Boyar Ralcha Boyar Rudin Boyar Taisa Boyar Valishin Boyar Vlan Boyar Vuldrat Tactics[] Main article: Kingdom of Vaegirs Tactics Strengths[] Superb archers. Good horsemen with high maneuverability. Strong offensive capabilities with two-handed weapons. Inexpensive troops. Weaknesses[] Poor defensive capabilities due to lighter armor. Vulnerable to missile weapons. Summary[] The Kingdom of Vaegirs and the Kingdom of Swadia both have very similar troop trees, although Vaegir armies are, in general, cheaper to enlist and maintain, and are more numerous as a result. They also are more horse-based, with their tier 3 melee troop sometimes being generated with a horse and fighting as a cavalryman. According to Lezalit, the Vaegir people do not favor discipline or an organized command hierarchy, resulting in diverse but weak troops. However, Vaegir Marksmen are arguably the best archers in the entire game. Although not as strong in melee combat and having less health than Rhodok Sharpshooters, they are the most accurate and boast the fastest shooting rate of all long-range units in the game. Provided a superior landscape and numerical advantage, it is more than possible for Vaegir Marksmen to devastate enemy infantry with a relentless salvo. It is also important to note that because of the Marksmen's fast shooting rate, they tend to run out of arrows relatively quickly during a battle. Therefore, it is recomended that they are ordered to hold until the enemy comes within reasonable range. Although this tactic is very effective, it could also lead to infantry casualties if the timing is poor. Troop Tree[] Troops of the Vaegirs Taiga Bandit Recruit Footman Veteran Skirmisher Infantry Horseman Archer Guard Knight Marksman Territory[] The factions which surround the Vaegirs are the Kingdom of Nords, Kingdom of Swadia and the Khergit Khanate. The capital of the Kingdom of Vaegirs is Reyvadin. The Kingdom of Vaegirs contains the following towns, castles, and villages: Territory of the Kingdom of Vaegirs TownsCuraw Khudan Reyvadin Rivacheg CastlesBulugha Castle Dramug Castle Ismirala Castle Jeirbe Castle Nelag Castle Radoghir CastleSlezkh Castle Tilbaut Castle (M&B) Yruma Castle VillagesAyyike Bazeck Bhulaban (M&B) Fisdnar Hanun Ismirala Karindi Mazen Mechin (M&B)Rebache Shapeshte Shulus Slezkh Sumbuja Tadsamesh (M&B) Tebandra Tismirr (WB)Udiniad (WB) Ulburban Uslum Vezin Note that, over the course of the game, other kingdoms may besiege and take over these lands, and the Kingdom of Vaegirs may gain more or less land. However, these places are the only places from which you can recruit Vaegir troops (without using a tweak, a script, or a mod that allows the recruitment of the current faction's troops). Trivia[] The Vaegirs are the second oldest faction after Swadia. This faction has been in the game since version 0.202. Though the titles of their lords are slavic, some of their clothing and equipment takes influence from the Caucasian and some West Turkic peoples. Alayen states that the Vaegirs have at least part of their people living in the Khergit Khanate ""across the mountains"", and Baheshtur tells the player that the Vaegirs had ruled the current Khergit lands before. Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Kingdom of West Seaxe","Kingdom of West Seaxe Official Information Ruler Brytenwalda Aethelred Aethelwulfing Claimant Aetheling Ceorl Kingdom of West Seaxe ​is one of the 21 factions in Viking Conquest. It is a Christian kingdom and the only Saxon faction in the game. West Seaxe is one of the most powerful kingdoms in Viking Conquest, controlling most of southern England. Rulers[] Aethelred Aethelwulfing Initial ruler Aetheling Ceorl Claimant Vassals[] Aetheling Aelfred Aethelwulfing Ealdorman Aethelmod Ealdorman Wulfhere Ealdorman Aelfstan Ealdorman Cuthred Ealdorman Bucca Ealdorman Wulfred Ealdorman Wigstan Ealdorman Siegeberht Sigewulfing Ealdorman Garulf Dryhten Drihtwald ​Territory[] Cippanhamm is its capital. Territory of the Kingdom of West Seaxe TownsCippanhamm Cantwaraburh Witan Ceaster CastlesHrofae Ceaster Dornwara Ceaster Searoburh Dorce Ceaster Wiltun Ham TunBadon Escan Ceaster VillagesHrofae Ham Dornwara Ham Searo Ham Dorce Ham Wil Ham Ham Ham Badon HamEscan Ham Cantwara Ham North Cantwara Ham South Cippan Ham East Cippan Ham WestWitan Ham North Witan Ham South Wikipedia has an article on this subject at:Wessex Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Klin","Klin Settlement Information Type Village Kingdom Muscovite Tsardom Fortification Moscow World Map With Fire & SwordKlinMoscowTemplate:World Map/With Fire & Sword Klin is a village of the Muscovite Tsardom, subordinate to Moscow. Layout[] Player Elder Fugitive Klin is a Russian-style village with thirteen houses. It is built on a flat surface by a river. The player needs to cross a bridge to get to the village. Access to water is blocked by invisible barriers, but if one looks closely one will find fish nets inside the river, suggesting that fishing is done here. This is reinforced by the fact that fish is placed on the tables. There are also storages of barrels. The Village Elder can be found standing in front of the largest house in the center of the village. If sent here during a Hunt Down Fugitive quest, the Nervous Man can be found by a small tree by the curvature of the river, on the same side as the village. Wikipedia has an article on this subject at:Klin, Klinsky District, Moscow Oblast Territory of the Muscovite Tsardom TownsCherkassk Moscow Pskov FortressesBryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' VillagesKlin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa TarusaValuiki Yefremovo" "Kobelyaki","Kobelyaki Settlement Information Type Village Kingdom Cossack Hetmanate Fortification Sich World Map With Fire & SwordKobelyakiSichTemplate:World Map/With Fire & Sword Kobelyaki is a village of the Cossack Hetmanate, subject to Sich. Layout[] Player Elder Fugitive Kobelyaki is built on a relatively uneven surface. It is a Polish/Cossack-style village with eighteen houses. Near the middle of the village is a church, next to which are three graves. The Village Elder can be found in a large fenced area, in front of the large plank-roofed house. If sent here during a Hunt Down Fugitive quest, the Nervous Man can be found under a tree near the church. Wikipedia has an article on this subject at:Kobeliaky Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha" "Koenigsberg","Koenigsberg Settlement Information Type Town Kingdom Kingdom of Sweden Villages NidritsaPlungeTapiau World Map With Fire & SwordKoenigsbergNidritsaPlungeTapiauTemplate:World Map/With Fire & Sword Koenigsberg is a town of the Kingdom of Sweden, initially ruled by Elector Frederick William. It has the villages Nidritsa, Plunge and Tapiau. Contents 1 Layout 2 Trade 2.1 Produces 2.2 Trades with Layout[] At peace: Accessible area Player Lord's Hall Prison Tavern Merchants In a siege: Accessible area Player Siege Ladders During a siege, a temporary bridge will be built across the moat, and then four ladders will be placed there. The materials used to build the bridge can be found near the player's spawn point. Trade[] Produces[] Linen, Smoked Fish Salt, Beer Oil Trades with[] Cherkassk Riga Vilna Warsaw Wikipedia has an article on this subject at:Königsberg Territory of the Kingdom of Sweden TownsKoenigsberg Reval Riga FortressesAllenstein Castle Dorpat Fortress Dynaburg Fortress Dzvinsk Castle Narva Vyborg VillagesElbing Leal Nidritsa Panevezys Pilve Plunge Salis Siauliai Siegevold Tapiau TormaWeissenstein Wesenberg" "Kolomak","Kolomak Settlement Information Type Village Kingdom Cossack Hetmanate Fortification Chernigov World Map With Fire & SwordKolomakChernigovTemplate:World Map/With Fire & Sword Kolomak is a village of the Cossack Hetmanate. It is subordinate to Chernigov. Layout[] Player Elder Fugitive Kolomak is built on flat surface, as a Polish/Cossack-style village with thirteen houses. The layout of the houses almost forms a loop, but four of them form a curve ""in the wrong direction"". There is a water well in the half-side of the village closer to the player's entrance. There are two stables in the village, sheltering five horses. The Village Elder can be found among the houses that ""curve in the wrong direction"", in front of the large hay-roofed house. If sent here during a Hunt Down Fugitive quest, the Nervous Man can be found beyond the village's boundaries on an open field. Wikipedia has an article on this subject at:Kolomak Raion Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha" "Koncerz","The Koncerz is a long, edgeless thrusting sword. It has unmatched range for a one-handed weapon, longer than all but a few two-handed weapons. It also has the property “Crush through blocks”, which is unique for a thrusting weapon. Historically, the koncerz was used by the Polish Hussar cavalry. While mounted, it provided a long reach plus a thrusting point for attacking armored opponets. With Fire & Sword See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List) Wikipedia has an article on this subject at:Koncerz" "Koncerz/With Fire & Sword","Koncerz KoncerzOne-handedBase value: 2900 thalersWeight: 1.5Thrust: 27pSpeed rating: 91Weapon reach: 125Requires strength: 9Can crush through blocksWith Fire & Sword" "Korsun","Korsun Settlement Information Type Fortress Kingdom Cossack Hetmanate Villages Boguslav World Map With Fire & SwordKorsunBoguslavTemplate:World Map/With Fire & Sword Korsun is a fortress of the Cossack Hetmanate, initially ruled by Colonel Lukyan Mozyra. It has the village Boguslav. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders The accessible area is small and both the Lord's Hall and prison are in close proximity to the player. During a siege, three ladders are used: one on the left and two on the right of the fortress gates. Wikipedia has an article on this subject at:Korsun-Shevchenkivskyi This article is a stub. You can help out by expanding it. Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha" "Kovno Fortress","Kovno Fortress Settlement Information Type Fortress Kingdom Polish Commonwealth Villages Vendau World Map With Fire & SwordKovno FortressVendauTemplate:World Map/With Fire & Sword Kovno Fortress is a fortress of the Polish Commonwealth, initially ruled by Warlord Alexander Oginsky. It has the village Vendau. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders The Lord's Hall is directly opposite the player after passing through the gates. The prison is the house on the left. During a siege, three ladders are used: one on the left and two on the right of the gates. Trivia[] Kovno is actually the former English name of Kaunas, which was used until Lithuania's independence. In Polish it is called Kowno to this day. Wikipedia has an article on this subject at:Kaunas Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Kozelets","Kozelets Settlement Information Type Village Kingdom Cossack Hetmanate Fortification Chernigov World Map With Fire & SwordKozeletsChernigovTemplate:World Map/With Fire & Sword Kozelets is a village of the Cossack Hetmanate, subordinate to Chernigov. Layout[] Player Elder Fugitive Kozelets is built on flat terrain, on farmland. It is a Polish/Cossack-style village with fifteen houses. In the center of the village there is a church and a water well. Across the village there are two stables sheltering four horses. There is also a storage of wood, barrels and sacks of unknown produce. There are several fenced areas growing plants that appear to be trees and flowers, and not crops. The Village Elder stands in front of the largest brick-roofed house, by the storage of aforementioned produce. If sent here during a Hunt Down Fugitive quest, the Nervous Man will stand far beyond the village's boundaries, behind a haystack. Wikipedia has an article on this subject at:Kozelets Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha" "Krakov","Krakov Settlement Information Type Town Kingdom Polish Commonwealth Villages Wadowice, Amere, Babice, Sambir World Map With Fire & SwordKrakovChenstokhovaStaronowiceWadowiceTemplate:World Map/With Fire & Sword Krakov is a town of the Polish Commonwealth and historical capital of the Kingdom of Poland (though this is not mentioned in the game). It is initially ruled by Hetman Stanislaw Potocki. Its villages are Wadowice, Amere, Babice and Sambir. Contents 1 Layout 2 Trade 2.1 Consumes 2.2 Produces 3 Trivia Layout[] At peace: Accessible area Player Lord's Hall Prison Tavern Merchants In a siege: Accessible area Player Siege Ladders Only three streets in the town are accessible. All places of interest are located around these streets. During a siege the accessible area is much larger. The player starts to the right of the gates and three ladders are used for the siege. Trade[] Consumes[] Produces[] Tools Honey Dyes Beer Flour (one of the leading flour producers) Trivia[] Kraków has been the capital of Poland since 1038 until 1596, when Sigismund III Vasa de facto moved the capital to Warsaw. Officially, however, Kraków was still named capital until 1793. Wikipedia has an article on this subject at:Kraków Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Krivichi","Krivichi Settlement Information Type Village Kingdom Polish Commonwealth Fortification Smolensk World Map With Fire & SwordKrivichiSmolenskTemplate:World Map/With Fire & Sword Krivichi is a village of the Polish Commonwealth, subordinate to Smolensk. Layout[] Player Elder Fugitive Krivichi is a Polish/Cossack-style village with sixteen houses, built on a flat surface. There are no distinctive features in the village. The Village Elder stands in front of a large plank-roofed house in the center of the village, towards the left of the player's entrance. If sent here during a Hunt Down Fugitive quest, the Nervous Man will stand directly opposite the Village Elder, in front of a large hay-roofed house. Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Kryliv","Kryliv Settlement Information Type Village Kingdom Cossack Hetmanate Fortification Cherkassy World Map With Fire & SwordKrylivCherkassyTemplate:World Map/With Fire & Sword Kryliv is a village of the Cossack Hetmanate, subordinate to Cherkassy. Layout[] Player Elder Fugitive Kryliv is built on a relatively flat, but still uneven, surface, as a Polish/Cossack-style village with twelve houses. It is built next to a body of water. Access to the water is available for the first few meters; any deeper is blocked by invisible barriers. Inside the water there are fishing nets, suggesting that fish products may be produced here. The Village Elder can be found standing in front of a large brick-roofed house. If sent here during a Hunt Down Fugitive quest, the Nervous Man can be found on a high point along the edge of the body of water. Wikipedia has an article on this subject at:Novogeorgievsk Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha" "Kursk","Kursk Settlement Information Type Fortress Kingdom Muscovite Tsardom Villages Lgov World Map With Fire & SwordKurskLgovTemplate:World Map/With Fire & Sword Kursk is a fortress of the Muscovite Tsardom. It is initially ruled by Warlord Semyon Rakhmanin. Kursk has one village: Lgov. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders While the fortress looks wide, the accessible area is little. During a siege two ladders are placed on the left of the gates. Trivia[] Kursk was repeatedly attacked by Polish and Crimean forces in the 17th century, but the fortress itself was never taken. Wikipedia has an article on this subject at:Kursk This article is a stub. You can help out by expanding it. Territory of the Muscovite Tsardom TownsCherkassk Moscow Pskov FortressesBryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' VillagesKlin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa TarusaValuiki Yefremovo" "Kyzykermen","Kyzykermen Settlement Information Type Town Kingdom Crimean Khanate Villages Ordash World Map With Fire & SwordKyzykermenOrdashTemplate:World Map/With Fire & Sword Kyzykermen is a town in the Crimean Khanate initially owned by Baryn-bey. The village of Ordash is bound to the town. Contents 1 Layout 2 Trade 2.1 Produces 2.2 Trades With 3 Trivia Layout[] At peace: Accessible area Player Lord's Hall Prison Tavern Merchants In a siege: Accessible area Player Siege Ladders Even for a town, the accessible area of Kyzykermen is rather broad. The Lord's Hall is at the end of the street from the gates. The tavern and three merchants are also located along this street but the horse merchant is by a group of stables near the walls. During a siege, only a small portion of the town is accessible. The defenders will spawn outside the accessible area. Trade[] Produces[] Dried Meat Leatherwork Pottery Salt Spice Trades With[] Akkerman Lviv Moscow Trivia[] Kyzykermen today is called Beryslav, and is located in Ukraine along the Dniepr. Wikipedia has an article on this subject at:Beryslav Territory of the Crimean Khanate TownsAkkerman Azaq-kale Bakhchisaray Kyzykermen FortressesIzmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun FortressKyzyl-yar Fortress Perekop VillagesAk-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash SinelnikovoSivash Tumnek" "Kyzyl-yar Fortress","Kyzyl-yar Fortress Settlement Information Type Fortress Kingdom Crimean Khanate Villages Sinelnikovo, Nugai World Map With Fire & SwordKyzyl-yar FortressTemplate:World Map/With Fire & Sword Kyzyl-yar Fortress is a fortress of the Crimean Khanate, initially ruled by Shirin-bey. Its villages are Sinelnikovo and Nugai. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders The fortress forms a curve. The Lord's Hall and prison are on opposite ends of the curve. The player enters the fortress facing the prison. There is a river beyond the fortress which the player cannot access due to invisible barriers. During a siege, two ladders are used, one on either side of the gates. Wikipedia has an article on this subject at:Melitopol Territory of the Crimean Khanate TownsAkkerman Azaq-kale Bakhchisaray Kyzykermen FortressesIzmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun FortressKyzyl-yar Fortress Perekop VillagesAk-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash SinelnikovoSivash Tumnek" "Ladies","A large group of ladies gathered in a castle. Ladies are lord's wives, daughters, and sisters in the land of Calradia. In Warband, a lady can be asked to talk about herself and her relationship to her lord. The player can also marry ladies who are not already married, can dedicate a tournament to a lady, and can proclaim love to them. Poems can be learned to woo them. A lady can also improve your relationship with a lord of that faction, at the price of one thousand denars per relationship point. Ladies can offer a quest in which you must defend the honor of the lady and defeat the lord that sullied her name. You must visit that lord and challenge him to a one-on-one duel in the tournament area. If you win, you'll lose a lot of relationship points with the lord and gain a lot with the lady, who also gives you a reward (usually 3000 denars) whether you are victorious or not. You will also gain a point of honor if you accept the reward, two points if you refuse it; you will lose five points if the lord defeats you in the duel. As a ruler of your own kingdom, raising a female companion to vassalship will give them the title 'Lady', but they will act as lords. In With Fire & Sword, ladies are present in courts across the map, but they are simply placeholders with no function, as any interaction with them will simply make them tell that they do not know the player well enough, and there is no way to improve relations with them. Relation[] You can change your relation with ladies through the following means: Action Effects Duel for lady - Accept quest +3 Duel for lady - Complete quest +10 Duel for lady - Fail quest +6 Duel for lady - Reject quest -1 Escort lady +2 Rescue prisoner lord +8 Release lady without ransom after capturing a castle or town +1 Demand ransom for a lady after capturing a castle or town -3 * Warband only. Personalities[] Personalities Bard's Description Convential They say that (Lady) is a most conventional maiden - devoted to her family, of a kind and gentle temperament, a lady in all her way Moral They say that (Lady) is a lady of the highest moral standard. Very admirable, very admirable -- and very hard to please, I'll warrant. Romantic They say that (Lady) is a bit of a romantic, a dreamer -- of a gentle temperament, yet unpredictable. She is likely to be led by her passions, and will be trouble for her family, I'll wager. Ambitious They say that (Lady) is determined to marry well and make her mark in the world. She may be a tremendous asset for her husband -- provided he can satisfy her ambition! Tomboyish They say that (Lady) loves to hunt and ride. Maybe she wishes she were a man! Whoever she marries will have a tough job keeping the upper hand, I would say." "Ladyzhyn Fortress","Ladyzhyn Fortress Settlement Information Type Fortress Kingdom Cossack Hetmanate Villages Pohrebysche World Map With Fire & SwordLadyzhyn FortressPohrebyscheTemplate:World Map/With Fire & Sword Ladyzhyn Fortress is a fortress of the Cossack Hetmanate, initially ruled by Colonel Vasil Zolotarenko. It has the village Pohrebysche. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders The Lord's Hall is on the right side at the end of the fortress. The prison is near the player, also on the right side. During a siege, two ladders are used, one on either side of the gates. Wikipedia has an article on this subject at:Ladyzhyn Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha" "Lance Militiaman","Lance Militiaman Troop Information Culture Muscovite Tsardom Wages 1 thaler Acquired from... Prisoners, Staff Militiaman or Commander Upgrades to... Pike Militiaman (veteran) Upgrade Cost 10 XP for Kill xp Ransom Value 12 thalers Lance Militiamen are the Muscovite Tsardom militia pikemen armed with only lances, and one of two possible upgrades from the Staff Militiaman. Tactics[] Militia Pikemen are much weaker then the simple Pikemen. They are acquired from Scythe Wielders or Town Militiamen. Militia Pikemen are very cheap, but not efficient fighters, so they shouldn't be used too often. Letting them attack is not very effective, because they can be killed by a single bullet and it's not hard for the enemies to fight them in melee. As with other pikemen, they are best used protecting Musketeers against the enemies' cavalry. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Lance Militiaman - Default Stats and Equipment Attributes Stat Points Level 4 Strength 8 Agility 6 Intelligence 0 Charisma 0 Health 51 Armor Head Cap Body Marksman Caftan Hand None Foot Bast Shoes Skills Skill Points Ironflesh 4 Power Strike 1 Grenade Throwing 0 Power Draw 0 Weapon Master 0 Shield 0 Athletics 4 Riding 1 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 80 Two Handed Weapons 60 Polearms 70 Archery 0 Firearms 0 Throwing 0 Weapons Melee Simple Lance Ranged None Shield None Mount None Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard" "Lance/With Fire & Sword","Lance LancePolearm (two-handed)Base value: 550 thalersWeight: 1.25Thrust: 25pSpeed rating: 81Weapon reach: 190Requires strength: 8Can crush though blocks" "Large Grenade/With Fire & Sword","Large Grenade Large Grenade(3 / 3)Base value: 1800 thalersWeight: 4.0Damage: 175bSpeed rating: 65Shards radius: 7 paces. Damage radius: 2 paces.With Fire & Sword" "Leal","Leal Settlement Information Type Village Kingdom Sweden Fortification Reval World Map With Fire & SwordLealTemplate:World Map/With Fire & Sword Leal is a village initially owned by the Kingdom of Sweden, subordinate to Reval. Layout[] Player Elder Fugitive Leal is built in a hilly area, as a Swedish-style village with nine houses joined into four groups. There are fields that grow cabbages, wheat and squash. There is another field for growing crops but it is empty, suggesting that harvesting season has just passed or it is not yet planting season. Beside that one can find a storage shed of apples, furs, Smoked Fish and barrels. The Village Elder stands under a shelter of a large house, facing towards the player's entrance. If sent here during a Hunt Down Fugitive quest, the Nervous Man will stand inside the empty crop field. Wikipedia has an article on this subject at:Lihula Territory of the Kingdom of Sweden TownsKoenigsberg Reval Riga FortressesAllenstein Castle Dorpat Fortress Dynaburg Fortress Dzvinsk Castle Narva Vyborg VillagesElbing Leal Nidritsa Panevezys Pilve Plunge Salis Siauliai Siegevold Tapiau TormaWeissenstein Wesenberg" "Leather-clad Zupan","Leather-clad Zupan is an Eastern European form of light armor. It consists of a short-sleeved padded-leather shirt over a long coat. It is commonly worn by high-tier Cossack troops." "Leatherwork","Leatherwork Games Base value 220 Weight 40.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Trade Made From... Hides Made Into... N/A Leatherwork is a non-consumable trade good in Warband. It can be produced from hides in a tannery in a town. You can buy a tannery by speaking to the local Guild Master. The initial cost is 8,000 denars and the weekly cost is 50 denars. The input each week is 3 hides and three output is 3 leather work. The average profit each week is 250 denar and thus has a profit margin of 3.2%. This item sells best in Sarranid towns. In With Fire and Sword, with a few exceptions, leatherwork generally can be bought for low prices at fortresses and sold for higher prices at villages. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Leschinovka","Leschinovka Settlement Information Type Village Kingdom Cossack Hetmanate Fortification Pereyaslav World Map With Fire & SwordLeschinovkaTemplate:World Map/With Fire & Sword Leschinovka is a village of the Cossack Hetmanate. It is subordinate to Pereyaslav. Layout[] Player Elder Fugitive Leschinovka is built near a creek, as a Polish/Cossack-style village with twelve houses. There are two bridges across the creek, but access to the water is blocked by invisible barriers. In the creek are some fishing nets. The Village Elder stands in front of two houses in a fenced area. If sent here during a Hunt Down Fugitive quest, the Nervous Man will stand in front of the creek in front of the fishing nets. Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha" "Lgov","Lgov Settlement Information Type Village Kingdom Muscovite Tsardom Fortification Kursk World Map With Fire & SwordLgovKurskTemplate:World Map/With Fire & Sword Lgov is a village of the Muscovite Tsardom, subordinate to Kursk. Layout[] Player Elder Fugitive Lgov is built on relatively flat terrain, as a Russian-style village with eleven houses. In the center of the village is a church and a water well. The Village Elder stands in front of the large house in a fenced area to the left of the player's entrance. If sent here during a Hunt Down Fugitive quest, the Nervous Man will stand under a shelter for storing wood on the opposite end of the village. Wikipedia has an article on this subject at:Lgov, Kursk Oblast Territory of the Muscovite Tsardom TownsCherkassk Moscow Pskov FortressesBryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' VillagesKlin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa TarusaValuiki Yefremovo" "Lida Castle","Lida Castle Settlement Information Type Fortress Kingdom Polish Commonwealth Villages Ostrovets World Map With Fire & SwordLida CastleOstrovetsTemplate:World Map/With Fire & Sword Lida Castle is a fortress of the Polish Commonwealth, ruled by Hetman Jan Sobieski. It has the village Ostrovets. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders The Lord's Hall and the prison are adjacent to each other on the opposite end of the fortress. During a siege, three ladders will be placed on the left of the gates. Wikipedia has an article on this subject at:Lida Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Lifeguard","Lifeguard Troop Information Culture Kingdom of Sweden Wages 11-12 thalers Acquired from... Prisoners or Commander Upgrades to... Lifeguard (veteran) Upgrade Cost 40 The Lifeguard is an infantry musketeer/marksman unit of the Kingdom of Sweden. Hence their name, Lifeguards are elite musketeer units that are only engaged when defending artillery or the general from infantry or cavalry assaults. Carrying slightly better head and body armor and equipped with a Good Miquelet Musket and Broadsword, Lifeguards are an improved version of the weaker blue Musketeers. Due to their high stats at marksmanship, they can defeat other Infantry Musketeer Units from rivaling factions in both range, accuracy, and firepower. The only infantry musketeer units that are equal to the Lifeguard in terms of equipment and stats are the Polish German Infantry Musketeer and Cossack Serduk. Tactics[] The Lifeguard is the best infantry musketeer unit that the Kingdom of Sweden can muster. Its impressive stats in marksmanship and equipment makes it more efficient in battle than its weaker blue counterpart and is less likely to flee from the battlefield. Combining their high marksmanship and equipment enables them to shoot down large amount of enemies from longer distances. Even from afar, one Lifeguard can kill a heavily armored Winged Hussar, Swedish Reiter, or Noble Guard with a single shot, so underestimating this ranged troop is not a good idea. Keep in mind that although they are superior to many ranged Units and can shoot down even the best horsemen in the game, they are still vulnerable to melee against infantry and cavalry units, especially the heavily armored ones. Their camisole is light armor, so one or two well-placed saber or sword cuts can easily kill them. To use them effectively in battle, especially when an army of horsemen comes charging toward your Lifeguards, be sure to have pikemen in front of your musketeers to counter an enemy cavalry charge, or else they will overwhelm and slaughter them. Placing both troops on top of a hill is highly beneficial, for the enemy horses will slow down, making them easy targets for your Lifeguards. To inflict higher casualties, order your Lifeguards to open fire when the cavalrymen are a few paces away, so time your orders well! During sieges, Lifeguards are efficient at suppressing fire on waves of attacking or defending enemies. If your army is highly composed of horsemen against a Swedish army composed of Lifeguards, a head-on approach is a bad idea, especially when you are alone and not mounted. Instead, out maneuvering and flanking the enemy with your light, medium, and heavy cavalry units is a more tactical approach. Charging toward them from the flanks can from lead to minor to considerable losses, but if your cavalry charge is successful and your army manage to overwhelm them, victory and precious loot will be yours. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Lifeguard - Default Stats and Equipment Attributes Stat Points Level 14 Strength 10 Agility 9 Intelligence 0 Charisma 0 Health 51 Armor Head Hat Body Bodyguard Camisole Hand Infantry Gloves Foot Good Jackboots Skills Skill Points Ironflesh 3 Power Strike 2 Grenade Throwing 0 Power Draw ? Weapon Master 5 Shield ? Athletics 2 Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 125 Two Handed Weapons 105 Polearms 115 Archery 0 Firearms 135 Throwing 0 Weapons Melee Good Sword, Good Short Broadsword Ranged Miquelet Musket, Heavy Bullets Shield ? Mount ? Trivia[] Historically, the Life Guards of Sweden were charged with the protection of the Swedish monarch, especially during times of war, when they would lead armies on the battlefield. Wikipedia has an article on this subject at:Life Guards (Sweden) Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran)" "Lifeguard (veteran)","Lifeguard (veteran) Troop Information Culture Kingdom of Sweden Wages 17 thalers Acquired from... Prisoners or Lifeguard Upgrades to... N/A Upgrade Cost 40 thalers The Lifeguard (veteran) is an infantry musketeer/marksman unit of the Kingdom of Sweden. Hence their name, Lifeguards are elite musketeer units that are only engaged when defending artillery or the general from infantry or cavalry assaults. Due to their high stats at marksmanship, they can defeat other Infantry Musketeer units from rivaling nations in both range, accuracy, and firepower. The only infantry musketeer units that are equal to the Lifeguard in terms of equipment and stats are the Polish German Infantry Musketeer and Cossack Serduk. This is the upgraded version of the Lifeguard. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Lifeguard (veteran) - Default Stats and Equipment Attributes Stat Points Level 18 Strength 11 Agility 10 Intelligence 0 Charisma 0 Health 54 Armor Head Hat Body Bodyguard Camisole Hand Leather Gloves Foot Good Jackboots Skills Skill Points Ironflesh 4 Power Strike 3 Grenade Throwing 0 Power Draw ? Weapon Master 6 Shield ? Athletics 2 Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 140 Two Handed Weapons 120 Polearms 130 Archery 0 Firearms 150 Throwing 0 Weapons Melee Good Sword, Good Short Broadsword Ranged Miquelet Musket, Bullets, Heavy Bullets Shield ? Mount ? Wikipedia has an article on this subject at:Life Guards (Sweden) Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran)" "Linen","Linen Classic/Warband Viking Conquest Games Base value 250 250 250 365 Weight 40.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Trade Made From... Flax Bundle Made Into... N/A Linen is a non-consumable trade good. It can be made from flax bundles at a linen weavery. Linen weaveries can be bought for an initial cost of 6,000 denars and a weekly cost of 120 denars. It requires an input of 2 flax bundles (can be bought by the player) and produces 2 linen. The average profit per week is 80 denars and thus has a profit margin of 1.3%. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Lisowczyk","Lisowczyk Troop Information Culture Polish Commonwealth Wages 14 thalers/week Acquired from... Prisoners Upgrades to... Lisowczyk (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Lisowczyk (plural: ""Lisowczycy"") are horse archers of the Polish Commonwealth. They can only be recruited from enemy prisoners. Tactics[] Light cavalry armed with either carbines, pistols, or bows and arrows for ranged combat and either lances or sabers for melee - although they will melt away against heavier troops, especially pikemen - as well as lightly armored with only a Kuntush and a hat, their best defense is their horses' speed coupled with lightning-fast ranged attacks. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Lisowczyk - Default Stats and Equipment Attributes Stat Points Level 12 Strength 9 Agility 10 Intelligence 6 Charisma 4 Health 50 Armor Head Cossack Cap Body Kuntush (coat) Hand None Foot Cavalry BootsOld Cavalry Boots Skills Skill Points Ironflesh 2 Power Strike 1 Grenade Throwing 0 Power Draw 3 Weapon Master 3 Shield ? Athletics ? Riding 4 Shooting from Horseback 5 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 120 Two Handed Weapons 120 Polearms 120 Archery 85 Firearms 120 Throwing 0 Weapons Melee Cavalry LanceKoncerzSaber ShortBroadsword Ranged Simple Wheellock CarbinePistolHeavy BulletsBowEastern Arrows Shield None Mount Saddle Horse Trivia[] Lisowczycy were historically used by the Polish-Lithuanian Commonwealth as irregular cavalry units paid in whatever they could plunder from the countryside - well known for their agility, ferocity, hunger for war, and high effectiveness in combat, they were infamous for looting and raping uncontrollably. Considering their units were disbanded in 1635 - 20 years before Mount&Blade: With Fire & Sword starts - by the Commonwealth, it is unknown how some Lisowczycy still find themselves serving the Poles in-game. Wikipedia has an article on this subject at:Lisowczycy Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "Lisowczyk (veteran)","Lisowczyk (veteran) Troop Information Culture Polish Commonwealth Wages ? thalers/week Acquired from... Lisowczyk Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Lisowczyk (veterans) (plural: ""Lisowczycy"") are veteran horse archers of the Polish Commonwealth. Tactics[] Light cavalry armed with either carbines, pistols, or bows and arrows for ranged combat and either lances or sabers for melee - although they will melt away against heavier troops, especially pikemen - as well as lightly armored with only a Kuntush and a hat, their best defense is their horses' speed coupled with lightning-fast ranged attacks. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Lisowczyk (veteran) - Default Stats and Equipment Attributes Stat Points Level ? Strength ? Agility ? Intelligence ? Charisma ? Health ? Armor Head ? Body ? Hand None Foot ? Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding ? Shooting from Horseback ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons ? Two Handed Weapons ? Polearms ? Archery ? Firearms ? Throwing 0 Weapons Melee ? Ranged ? Shield None Mount ? Trivia[] Lisowczycy were historically used by the Polish-Lithuanian Commonwealth as irregular cavalry units paid in whatever they could plunder from the countryside - well known for their agility, ferocity, hunger for war, and high effectiveness in combat, they were infamous for looting and raping uncontrollably. Considering their units were disbanded in 1635 - 20 years before Mount&Blade: With Fire & Sword starts - by the Commonwealth, it is unknown how some Lisowczycy still find themselves serving the Poles in-game. Wikipedia has an article on this subject at:Lisowczycy Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "List of castles","The following is a list of castles and fortresses throughout the Mount&Blade series. Mount&Blade[] Castles in classic Mount&Blade: Khergit Khanate Asugan Castle Distar Castle Malayurg Castle Sungetche Castle Tulbuk Castle Uhhun Castle Unuzdaq Castle Kingdom of Nords Alburq Castle Chalbek Castle Curin Castle Hrus Castle Jelbegi Castle Knudarr Castle Tehlrog Castle Kingdom of Rhodoks Almerra Castle Culmarr Castle Ergellon Castle Etrosq Castle Grunwalder Castle Ibdeles Castle Jamiche Castle Maras Castle Kingdom of Swadia Derchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar Castle Ryibelet Castle Senuzgda Castle Tevarin Castle Vyincourd Castle Kingdom of Vaegirs Bulugha Castle Dramug Castle Ismirala Castle Jeirbe Castle Nelag Castle Radoghir Castle Slezkh Castle Tilbaut Castle Yruma Castle Warband[] Castles in Mount&Blade: Warband: Khergit Khanate Asugan Castle Distar Castle Malayurg Castle Sungetche Castle Tulbuk Castle Uhhun Castle Unuzdaq Castle Kingdom of Nords Alburq Castle Chalbek Castle Curin Castle Hrus Castle Jelbegi Castle Knudarr Castle Tehlrog Castle Kingdom of Rhodoks Almerra Castle Culmarr Castle Ergellon Castle Etrosq Castle Grunwalder Castle Ibdeles Castle Jamiche Castle Maras Castle Kingdom of Swadia Derchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar Castle Ryibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle Vyincourd Castle Kingdom of Vaegirs Bulugha Castle Dramug Castle Ismirala Castle Jeirbe Castle Nelag Castle Radoghir Castle Slezkh Castle Yruma Castle Sarranid Sultanate Bardaq Castle Caraf Castle Durrin Castle Jameyyed Castle Samarra Castle Sharwa Castle Teramma Castle Weyyah Castle With Fire & Sword[] Fortresses in Mount&Blade: With Fire & Sword: Cossack Hetmanate Bratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava Crimean Khanate Izmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun Fortress Kyzyl-yar Fortress Perekop Kingdom of Sweden Allenstein Castle Dorpat Fortress Dynaburg Fortress Dzvinsk Castle Narva Vyborg Muscovite Tsardom Bryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' Polish Commonwealth Bar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz Castle Lublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress Viking Conquest[] Castles in Viking Conquest: Kingdom of Alban Dun Duim Dun Foither Dun Taruo Dun Averte Dun Onlaigh Art Muirchol Kingdom of Alt Clut Cathures Cuil nam Caer Caradawg Gobhann Kingdom of Brycheiniog The Kingdom of Brycheiniog has no castles. Kingdom of Connachta Cathair Chomain Luighne Connacht Fiachrach Aidne Ath Berchna Kingdom of Cornubia Towan Blystra Din Tagell Kingdom of Danmark Skyfa Vebjorg Huhelstath Heidabyr Kingdom of East Engle Norwic Haegelisdun Rendlaesburh Grantebrycge Kingdom of Friese Kennemer Vles Inge Kingdom of Glywyssing Meigen Cil Ceincoed Caer Went Kingdom of Gwynedd Caer Seniont Caer Sws Din Arth Dinas Bran Din Bych Din Erth Kingdom of Laigin Cell Dara Liamhain Dun Bolg Ros Mhic Treoin Kingdom of Laithlind Caer Reghed Dun Baitte Ynys Manaw Bjarnaroy Orkneyjar Veisafjordr Kingdom of Mide Ath Mor Ard Eachadha Ard Breacain Lagore Crannoc Kingdom of Mierce Snotingaham Lincylene Ham Tune Hreapandun Oxenaforda Colne Ceaster Gegnesburh Stanford Kingdom of Mumain Grian Airbh Les Mor Ciarraighe Luachra Muscraighe Dun Na Mbarc Kingdom of Northhymbre Caer Ligualid Mame Ceaster Donne Ceaster Middelsburh Denisesburna Ad Gefrin Din Baer Wicstun Kingdom of Northvegr Skiringssalr Hordaland Agdir Rogaland Kingdom of Uladh Mairg Laigen Kingdom of West Seaxe Dun Sebuirge Magh Rath Magh Cobha Druim Mor Tribe of Osraige Hrofae Ceaster Dornwara Ceaster Searoburh Dorce Ceaster Wiltun Ham Tun Badon Escan Ceaster Ui Neill of Aileach Rath Clochair Fir Fearnmhaigh Ard Macha Mag Dumai Bannerlord[] Castles in Mount&Blade II: Bannerlord: Aserai Ain Baliq Castle Barihal Castle Jamayeh Castle Medeni Castle Sahel Castle Shibal Zumr Castle Tamnuh Castle Tubilis Castle Uqba Castle Battania Ab Comer Castle Aster Castle Druimmor Castle Flintolg Castle Llanoc Hen Castle Pendraic Castle Rhemtoil Castle Uthelaim Castle Khuzait Akiser Castle Dinar Castle Erzenur Castle Hakkun Castle Kaysar Castle Khimli Castle Simira Castle Tepes Castle Usek Castle Sturgia Mazhadan Castle Kranirog Castle Nevyansk Castle Ov Castle Takor Castle Urikskala Castle Ustokol Castle Vladiv Castle Vlandia Caleus Castle Drapand Castle Hongard Castle Ormanfard Castle Talivel Castle Tirby Castle Usanc Castle Verecsand Castle Northern Empire Ataconia Castle Atriom Castle Gaos Castle Epinosa Castle Lochana Castle Mecalovea Castle Rhesos Castle Syratos Castle Varagos Castle Southern Empire Chanopsis Castle Corenia Castle Jogurys Castle Lavenia Castle Melion Castle Morenia Castle Odrysa Castle Sestadaim Castle Western Empire Garontor Castle Gersegos Castle Hertogea Castle Onica Castle Oristocorys Castle Thorios Castle Thractorae Castle Veron Castle See Also[] List of towns List of villages" "List of mods","Contents 1 Classic Mount&Blade Mods 1.1 Total Conversions 1.2 GamePlay Mods 1.3 Miscellaneous 2 Mount&Blade: Warband Mods 2.1 Single Player Mods 2.2 Multiplayer Mods 2.3 Both (MultiPlayer & SinglePlayer): 2.4 Viking Conquest Mods 3 Mount&Blade: With Fire & Sword Mods 4 Mount&Blade II: Bannerlord Mods 5 Other Mods 6 Mod Repositories This page is a list of modules for the Mount&Blade series. Fans of particular mods should take some time to flesh out the entries and keep the version numbers up to date. A few iconic images would be nice as well. It is the intent that viewers take some time to develop complete articles on their favorite mods rather than just being satisfied with links to a download. Mods with names but no links will be removed from this list. Classic Mount&Blade Mods[] The following mods were designed for the original Mount&Blade, and are not compatible with the expansion. A few have been ported, though. Players can explore the elven city of Caras Galadhorn in the module The Last Days of the Third Age. Total Conversions[] 1866: A western-themed mod set in the year after the American Civil War. Hegemony Solid and Shade Star Wars Conquest (v0.9.4-relcand): Star Wars universe. Sword of Damocles: kingdom management, additional mercenaries and factions, customisable banners among other things. The Last Days of the Third Age (v3.13): Lord of the Rings conversion (Requires M&B v1.011) WWII China Battlefield: Adds guns, grenades, artillery, flamethrowers, etc. Play during the Sino-Japanese War, a multi-sided historical conflict that saw spears and muskets wielded against machine guns and katanas. Adds a great deal to fief-building and equipping your army, as well. GamePlay Mods[] Battle Size Changer (v1.1): allows combat up to 1000 soldiers on the battlefield. Miscellaneous[] Graphical Enhancement Textures (v2.5): updates textures and graphics. Mount&Blade: Warband Mods[] The following mods are for Warband. Single Player Mods[] The playable area and all the playable factions in the A Clash of Kings mod. Adventure in the East. A historical mod taking place in the Middle East in the year of 634. All Blunt Weapons: A mod that changes all the native weapon's damage into blunt. Anno Domini 1257: Total Conversion mod. Changes the setting to 13th century Europe. Azgad: A new story and new quests to Calradia. Based on the village of Azgad. A Clash of Kings: A Game of Thrones themed mod. A World of Ice and Fire: A Game of Thrones themed mod. A World of Ice and Fire Wiki BannerPage significantly improves areas in which game hasn't aged well. and creates more immersive experience for hardcore players, returners and new players alike. Bellum Imperii: Roman Modification in the time of Emperor Marcus Aurelius. Blood in the West: A Lord of the Rings mod. Brytenwalda: A mod based on the British Isles. Calradia Reimagined: A mod based around hugely expanding native gameplay, along with the addition of new and more historically accurate factions. Calradia - Warring States (v1.2611 final beta): adds new faction, new city, and other new features. Diplomacy: Adds new diplomatic options. Evlat: A new story and new quests to Calradia. Five Dynasties & Ten Kingdoms. A historical mod taking place in China in the year of 923. Floris Mod Pack (2.54): A mod consisting of many others, improves gameplay, content and appearance within the native setting of Calradia. Contains 3 separate modules, each sorted by number and extent of influence mods have on the game. Freelancer: A mod that allows you to join any lord's army. Gekokujo: A mod set in the Sengoku period of Japan. Honour & Glory: The year is 1547 Europe Hundred Years War Mod Land of bleeding ice Mod(v0.1) and patch(v0.2) Light&Darkness: Fantasy series of mods set in Calradia. Narnia: The Golden Age (v0.1 beta): A mod set in C.S.Lewis' World of Narnia. Naruto Mod: An anime-like mod set in the world of Naruto. New Elgante: A mod pitting Colonial factions and Native tribes against each other. Ottoman Scenario: Adds new scripts, Mosques and Ottoman faction. Paradigm Worlds: A very wierd, but fun Mount&Blade mod. Peloponnesian War Perisno: A fantasy mod. Phantasy Calradia: Mod that adds magical powers, weapons, and monsters. Prophesy of Pendor: A fantasy mod. Sevenheart - Order RPG Skilled Magic Calradia: Hardcore fantasy mod with large map and more magic spells then in any other mod. Silverstag Star Kingdoms: Mod that has an immature twist. The Red Wars: Mod that is set in 1920's Calradia. Vexed Native Mod: Decreased grind for money and experience, allows more ammo, Inn keepers work as ransom brokers, faction colours are brighter, and many more changes. DiploVexed: A combination of the Diplomacy and Vexed Native mods. Warsword Conquest: Fantasy mod based on Warhammer. L'Aigle: Mod based on Fifth Coalition of Napoleonic Wars. Nordların Yükselişi ( Rise Of Nords) A strange mod changing game mechanics link of mod is Multiplayer Mods[] Calradia Slave Rebellion CRPG Full Invasion 2 (Survival Invasion Mod for Warband) Mount and Gladius (v2.0), Mod that allow groups to play in the Roman age. v3.0 is coming soon. Mercenaries Mount & Musket Nord Invasion Nirecotive Old America 1860's Persistent World The Deluge: 17th century mod. Vikingr Both (MultiPlayer & SinglePlayer):[] Brytenwalda Extra Invasion Imperium Graecorum (v0.45) New Elgante Shogun Swords of Damocles: Warlords Viking Conquest Mods[] Viking Conquest is already a module for Warband, but it can have its own mods as well: Viking Conquest Balance Mod - hundreds of gameplay and balance improvements, including more elite AI armies, AI lords stats based on history and literature, increased Norse sailing advantage, lords families etc Mount&Blade: With Fire & Sword Mods[] The following mods are made for With Fire & Sword. Csatádi's Visual and Historical Mod: Single player overhaul. New items, scripts, companions, scenes, rebalance and bugfixes. Enhancement Mod (With Fire & Sword) SP War Getting Worse Mount&Blade II: Bannerlord Mods[] The following mods are for Bannerlord. Bannerlord Online Sword & Musket Bannerlord Twitch (BLT): Mod made for Twitch participation. Allows viewers to adopt a hero that can be trained and increased in power to fight alongside or against the main player, along with many other functions. Other Mods[] The following mods are not made using any of the official Mound&Blade engines. Mine and Blade: A Mount&Blade-inspired mod for Minecraft. Mod Repositories[] Links to mod download sites. Taleworlds_Mod_Board M&B Repository M&B Nexus M&B Warband Nexus M&B WFaS Nexus Moddb" "List of towns","The following is a list of towns throughout the Mount&Blade series. Mount&Blade[] Towns in classic Mount&Blade: Khergit Khanate Halmar Ichamur Narra Tulga Kingdom of Nords Sargoth Tihr Wercheg Kingdom of Rhodoks Jelkala Veluca Yalen Kingdom of Swadia Dhirim Praven Suno Uxkhal Kingdom of Vaegirs Curaw Khudan Reyvadin Rivacheg Warband[] Towns added in Mount&Blade: Warband: Sarranid Sultanate Ahmerrad Bariyye Durquba Shariz With Fire & Sword[] Towns in Mount&Blade: With Fire & Sword: Cossack Hetmanate Chernigov Kiev Sich Crimean Khanate Akkerman Azaq-kale Bakhchisaray Kyzykermen Muscovite Tsardom Cherkassk Moscow Pskov Polish Commonwealth Krakov Lviv Smolensk Warsaw Vilna Kingdom of Sweden Koenigsberg Reval Riga Viking Conquest[] Towns in Viking Conquest: Kingdom of Alban Scuin Cell Rigmonaid Kingdom of Alt Clut Dun Breatann Kingdom of Brycheiniog Brycheiniog Kingdom of Connachta Cruaghan Kingdom of Cornubia Bosvenegh Kingdom of Danmark Ribe Kingdom of East Engle Dunwic Kingdom of Friese Dorestad Kingdom of Glywyssing Caer Dyf Kingdom of Gwynedd Ynys Mon Caer Meguaidd Kingdom of Laigin Maistiu Kingdom of Laithlind Dubh Linn Kingdom of Mide Temair Kingdom of Mierce Tomtun Lundenwic Cirren Ceaster Kingdom of Mumain Caiseal Kingdom of Northhymbre Eidynburh Bebbanburh Jorvik Kingdom of Northvegr Tunsberg Kingdom of Uladh Rath Celtair Kingdom of West Seaxe Cippanhamm Cantwaraburh Witan Ceaster Tribe of Osraige Ceall Cainnigh Ui Neill of Aileach Aileach Bannerlord[] Towns in Mount&Blade II: Bannerlord: Aserai Askar Hubyar Husn Fulq Iyakis Qasira Quyaz Razih Sanala Battania Car Banseth Dunglanys Marunath Pen Cannoc Seonon Khuzait Akkalat Baltakhand Chaikand Makeb Odokh Ortongard Sturgia Balgard Omor Revyl Sibir Tyal Varcheg Varnovapol Vlandia Charas Galend Jaculan Ocs Hall Ostican Pravend Rovalt Sargot Calradic Empire Northern Empire Amprela Argoron Diathma Epicrotea Myzea Saneopa Southern Empire Danustica Lycaron Onira Phycaon Poros Syronea Vostrum Western Empire Amitatys Jalmarys Lageta Ortysia Rhotae Zeonica See Also[] List of castles List of villages" "List of villages","The following is a list of villages throughout the Mount&Blade series. Mount&Blade[] Villages in classic Mount&Blade: Khergit Khanate Ada Kulun Amashke Bulugur Dashbigha Dirigh Aban Dugan Dusturil Kedelke Peshmi Tash Kulun Tismirr Tulbuk Uhhun Zagush Kingdom of Nords Aldelen Ambean Buillin Fearichen Fenada Gisim Haen Jayek Jelbegi Kulum Kwynn Odasan Rizi Ruvar Udiniad Vayejeg Kingdom of Rhodoks Buvran Chaeza Chelez Dirigsene Dumar Emer Epeshe Fedner Glunmar Ibdeles Ilvia Istiniar Jamiche Pagundur Reveran Ruldi Saren Sarimish Serindiar Veidar Kingdom of Swadia Amere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Ibiran Iyindah Nemeja Nomar Rduna Ruluns Ryibelet Tahlberl Tosdhar Tshibtin Ushkuru Yalibe Yaragar Kingdom of Vaegirs Ayyike Bazeck Bhulaban Fisdnar Hanun Ismirala Karindi Mazen Mechin Rebache Shapeshte Shulus Slezkh Sumbuja Tadsamesh Tebandra Ulburban Uslum Vezin Warband[] Villages in Mount&Blade: Warband: Khergit Khanate Ada Kulun Amashke Bhulaban Bulugur Dashbigha Dirigh Aban Dugan Dusturil Kedelke Peshmi Tash Kulun Tulbuk Uhhun Zagush Kingdom of Nords Aldelen Ambean Buillin Fearichen Fenada Haen Jayek Jelbegi Kulum Kwynn Mechin Odasan Rizi Ruvar Vayejeg Kingdom of Rhodoks Buvran Chaeza Chelez Dirigsene Dumar Emer Epeshe Fedner Glunmar Ibdeles Ilvia Istiniar Jamiche Pagundur Reveran Ruldi Saren Sarimish Serindiar Kingdom of Swadia Amere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim Ibiran Iyindah Nemeja Nomar Rduna Ruluns Ryibelet Tadsamesh Tahlberl Tosdhar Tshibtin Ushkuru Veidar Yalibe Yaragar Kingdom of Vaegirs Ayyike Bazeck Fisdnar Hanun Ismirala Karindi Mazen Rebache Shapeshte Shulus Slezkh Sumbuja Tebandra Tismirr Udiniad Ulburban Uslum Vezin Sarranid Sultanate Aab Ayn Assuadi Dhibbain Fishara Habba Hawaha Iqbayl Mawiti Mazigh Mijayet Mit Nun Qalyut Rushdigh Sekhtem Shibal Zumr Tamnuh Tazjunat Tilimsal Unriya Uzgha With Fire & Sword[] Villages in Mount&Blade: With Fire & Sword: Cossack Hetmanate Boguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets Kryliv Leschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod Pavoloch Pohrebysche Pologi Potoki Snovsk Zolotonosha Crimean Khanate Ak-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash Sinelnikovo Sivash Tumnek Muscovite Tsardom Klin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa Tarusa Valuiki Yefremovo Polish Commonwealth Amere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi Ludinovo Molodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow Rudnya Sambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai Vendau Vydzy Wadowice Widawa Yartsy Zamoshye Kingdom of Sweden Elbing Leal Nidritsa Panevezys Pilve Plunge Salis Siauliai Siegevold Tapiau Torma Weissenstein Wesenberg Viking Conquest[] Villages in Viking Conquest: Kingdom of Alban Bal Duim Bal Foither Bal Tauro Bal Averte Bal Onlaigh Bal Muirchol Bal Rigmonaid North Bal Rigmonaid South Bal Scuin East Bal Scuin West Kingdom of Alt Clut Tref Cathures Tref Cuil Tref Caradawg Tref Gob Tref Breatann East Tref Breatann West Kingdom of Brycheiniog Tref Brycheiniog East Tref Brycheiniog West Kingdom of Connachta Bal Chomain Bal Luighne Bal Fiachrach Aidne Bal Berchna Bal Cruaghan East Bal Cruaghan West Kingdom of Cornubia Tref Towan Tref Tagell Tref Bosvenegh East Tref Bosvenegh West Kingdom of Danmark Skyfa By Vebjorg By Huhelstath By Heida By Ribe By North Ribe By South Kingdom of East Engle Nor Ham Haegelis Ham Rendlaesham Grante Ham Dun Ham North Dun Ham South Kingdom of Friese Kennemer Terp Vles Inge Terp Dore Ham West Dore Ham East Doccinga Kingdom of Glywyssing Tref Ceincoed Tref Went Tref Dyf East Tref Dyf West Kingdom of Gwynedd Tref Bych Tref Bran Tref Arth Tref Erth Tref Seniont Tref Sws Tref Mon East Tref Mon West Tref Meguaidd East Tref Meguaidd West Kingdom of Laigin Bal Dara Bal Liamhain Bal Bolg Bal Ros Mhic Treoin Bal Maistiu East Bal Maistiu West Kingdom of Laithlind Tref Reghed Bal Baitte Tref Manaw Bjarnaroy By Orkneyjar By Veisa By Dubh Linn By North Dubh Linn By South Kingdom of Mide Bal Mor South Bal Eachadha Bal Breacain Bal Crannoc Bal Tara Bal Temair North Bal Temair South Kingdom of Mierce Snotingaham South Lincylene Ham Ham Hreapan Ham Oxena Ham Colne Ham Gegnes Ham Stan Ham Lunden Ham North Lunden Ham South Tom Ham East Tom Ham South Cirren Ham East Cirren Ham West Kingdom of Mumain Bal Grian Airbh Bal Les Mor Bal Ciarraighe Luachra Bal Muscraighe Bal Na Mbarc Bal Caiseal East Bal Caiseal West Kingdom of Northhymbre Ligualid Ham Mame Ham Donne Ham Middels Ham Denises Ham Ad Gefrin Ham Baer Ham Wics Ham Eidyn Ham East Eidyn Ham West Eofer Ham East Eofer Ham West Bebban Ham North Bebban Ham South Kingdom of Northvegr Skiringssalr By Horda By Agdir By Rogaland By Tuns By East Tuns By West Kingdom of Uladh Bal Mairg Laigen Bal Cainnighn North Bal Cainnighn South Kingdom of West Seaxe Hrofae Ham Dornwara Ham Searo Ham Dorce Ham Wil Ham Ham Ham Badon Ham Escan Ham Cantwara Ham North Cantwara Ham South Cippan Ham East Cippan Ham West Witan Ham North Witan Ham South Tribe of Osraige Bal Mairg Laigen Bal Cainnighn North Bal Cainnighn South Ui Neill of Aileach Bal Clochair Bal Fearnmhaigh Bal Macha Bal Dumai Bal Aileach East Bal Aileach West Bannerlord[] Villages in Mount&Blade II: Bannerlord: Aserai Abba Abghan Abu Khih Ain Baliq Asmait Barihal Baq Bir Seif Bunqaz Ezbet Nahul Fanab Hamoshawat Hiblet Hoqqa Jahasim Kuqa Lamesa Mabwaz Medeni Mijayit Mussum Nahlan Qablab Qidnar Sahel Shibal Zumr Tamnuh Tasheba Tubilis Uqba Wadar Zalm Battania Ab Comer Andurn Aster Ath Cafal Beglomuar Bog Beth Bryn Glas Cantrec Claig Ban Dalmengus Diantogmail Druimmor Durn Ebereth Fenon Etir Flintolg Gainseth Geunat Nal Glenlithrig Glintor Imlagh Inveth Lindorn Llanoc Hen Mag Arba Morihig Pendraic Rhemtoil Seordas Swenryn Tor Leiad Tor Melina Uthelaim Khuzait Akiser Asalig Danara Dinar Erzenur Esme Fisnar Gereden Hakkun Hanekhy Ispantar Kamshar Karahalli Karahan Karakalat Kaysar Khimli Kiraz Kohi Ajik Kuruluk Mazen Mivanjan Nutyuk Okhutan Omrotok Pabastan Payam Ransam Shapeshte Simira Tepes Tismil Ulaan Urunjan Usek Sturgia Alebat Alov Borchovagorka Bukits Chornobas Dnin Dvorusta Ferkh Forin Glavstrom Ismilkorg Karbur Kargrev Korsyas Kranirog Kvol Mazhadan Nevyansk Omkany Ov Radakmed Rodobas Safna Skorin Takor Urikskala Ustokol Visibrot Vladiv Yangutum Zhemyan Vlandia Alantas Alorstan Arromanc Caleus Calioc Cananc Chornad Drapand Deriat Etirburg Ferton Fregian Furbec Halisvust Hongard Horsger Larnac Mareiven Marin Mot Ormanfard Oritan Palisont Rodetan Rulund Savinth Sirindac Talivel Tirby Usanc Valanby Verecsand Vesin Northern Empire Aeoria Agalmon Alatys Alosea Ataconia Atrion Avasinton Boreagora Crios Dyopalis Epinosa Enoisa Gaos Gymos Hetania Jeracos Lochana Marathea Masangara Mecalovea Nortanisa Orthra Pons Potamis Rhesos Samatha Stathymos Syratos Tememos Themys Varagos Vealos Southern Empire Alision Amycon Atphynia Avalyps Caira Canoros Canterion Chanopsis Corenia Erebulos Ethemisa Eunalica Gorcorys Jogurys Lanthas Lartusys Melion Metachia Morenia Odrysa Parasemnos Polisia Popsia Psotai Sagolina Sagora Saldannis Sestadaim Spotia Tegresos Tevea Vargonis Zestea Western Empire Aegosca Alsasos Arpotis Bergum Carphenion Dradios Elipa Elvania Gamardan Garontor Gersegos Goleryn Garengolia Hertogea Leblenion Lysia Montos Neocorys Nideon Onica Oristocorys Phasos Primessos Tarcutis Thersenion Thorios Thractorae Vathea Veron Vinela Zeocorys Maps[] These maps show the relationship between villages and their fortifications. With Fire & Sword See Also[] List of towns List of castles" "Lisyanka","Lisyanka Settlement Information Type Village Kingdom Cossack Hetmanate Fortification Kiev World Map With Fire & SwordLisyankaKievTemplate:World Map/With Fire & Sword Lisyanka is a village of the Cossack Hetmanate, subordinate to Kiev. Layout[] Player Elder Fugitive Lisyanka is a Polish/Cossack-style village with seventeen houses grouped in five fenced areas. There are six horses sheltered under five stables. The Village Elder stands in front of a large straw-roofed house in a fenced area where there are two horses under two stables. If sent here during a Hunt Down Fugitive quest, the Nervous Man can be found by a water well, next to a stable sheltering two horses. Wikipedia has an article on this subject at:Lysianka Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha" "Lithuanian Musketeer","Lithuanian Musketeer Troop Information Culture Polish Commonwealth Wages 4 thalers Acquired from... Commander or Prisoners Upgrades to... Lithuanian Musketeer (veteran) Upgrade Cost ? XP for Kill ? Ransom Value ? The Lithuanian Musketeer is a gunpowder marksman soldier fielded by the Polish Commonwealth. As Regional Mercenaries, they can be hired in Warsaw, Polotsk and Kovno Fortress. Hailing from the Grand Duchy of Lithuania, these Lithuanian Musketeers are a short step above their Zolnier comrades, as they wear tegilai armor instead of standard Polish hadjuks. However, their weapons and training is virtually identical to the Zolniers. Veterans are slightly superior to standard Lithuanian Musketeers in training, making them slightly more accurate and deadly in melee combat. However, equipment is largely unchanged. Tactics[] As they are marksmen, Lithuanian Musketeers should be arranged in a firing line, to maximize their killing potential. Their muskets, Wheelocks or Simple Wheelocks, are identical to the Zolniers, and as such share their firepower, which is adequate. They also wield identical melee weapons: sabers. However, they are hardier than the Zolniers in melee combat, as they wear tegilai armor, superior to the hadjuk clothes donned by the Zolniers. Another bonus is that they have the same amount of wages, at 4 thalers. This makes them a cost effective and slightly superior version of the Zolniers. But, even though they fare better in melee, they are still as weak to cavalry (especially heavy cavalry) as their Zolnier compatriots. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Lithuanian Musketeer - Default Stats and Equipment Attributes Stat Points Level 6 Strength 7 Agility 6 Intelligence 2 Charisma 2 Health 48 Armor Head Polish Uniform Hat Body Tegilai Hand ? Foot Old Boots Skills Skill Points Ironflesh 1 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 1 Shield ? Athletics 1 Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 60 Two Handed Weapons 60 Polearms 60 Archery 0 Firearms 85 Throwing 0 Weapons Melee Simple Saber Ranged Simple Whellock Musket, Bullets Shield ? Mount ? Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "Lithuanian Tatar","Lithuanian Tatar Troop Information Culture Polish Commonwealth Wages ? thalers Acquired from... Commander or Prisoners Upgrades to... Lithuanian Tatar (veteran) Upgrade Cost 10 thalars XP for Kill 44 experience (67 experience for veteran) Ransom Value ? The Lithuanian Tatar is a medium cavalryman fielded by the Polish Commonwealth. As Regional Mercenaries, they can be hired in Warsaw, Polotsk and Kovno Fortress. The descendants of Tatars who migrated to Lithuania in the 13th and 14th centuries, these Lithuanian Tatars fight for the Polish Commonwealth with their traditional bows and arrows as medium horse archers. Tactics[] Lithuanian Tatars are rather balanced fighters, able to pepper foes from a distance with their bows and arrows before closing in for the kill with their sabers. As they actually wear armor, in the form of simple behretes and misurkas, they are competent melee combatants, and can dispatch lightly armored marksmen and light cavalry. However, they will be easily killed by elite gunpowder troops, heavy cavalry, and pike troops. It is wise to use Lithuanian Tatars in ways their ancestors would fight: showering the enemy with arrows from a safe distance, using their mobility to steer clear of hostile retaliation, and finally charging for the killing blow once the enemy has been sufficiently weakened by arrow fire. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Lithuanian Tatar - Default Stats and Equipment Attributes Stat Points Level 11 Strength 10 Agility 11 Intelligence 3 Charisma 3 Health 48 Armor Head Misiurka Body Behterets Hand ? Foot Eastern Boots Skills Skill Points Ironflesh 1 Power Strike ? Grenade Throwing 0 Power Draw 2 Weapon Master 2 Shield ? Athletics ? Riding 3 Shooting from Horseback 4 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 90 Firearms 0 Throwing 0 Weapons Melee Tatar Saber Ranged Longbow, Tatar Arrows Shield ? Mount Steppe Horse Trivia[] The Lipka Tatars were then used in some capacity in virtually all major military campaigns undertaken by the Polish Commonwealth, including The Deluge. Wikipedia has an article on this subject at:Lipka Tatars Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran) Regional Mercenary Troops Town Cossack Rank Cossack Nogai Circassian Village Cossack Lithuanian Musketeer Lithuanian Tatar Finnish Harquebusier German Pikeman Reiter" "Lodz Castle","Lodz Castle Settlement Information Type Fortress Kingdom Polish Commonwealth Villages Widawa, Chenstokhova World Map With Fire & SwordLodz CastleWidawaChenstokhovaTemplate:World Map/With Fire & Sword Lodz Castle is a fortress of the Polish Commonwealth. It is initially ruled by Count Casimir Tyszkiewicz. It has the villages Widawa and Chenstokhova. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders The Lord's Hall is in the red house on the left of the entrance. The prison is in the blue house in the corner. During a siege, two ladders are placed on the left of the gates. Trivia[] In Polish, the city's name is actually written Łódź and pronounced [wutɕ], to an English speaker this sounds something like ""woodge"". As a common noun łódź means ""boat"". Wikipedia has an article on this subject at:Łódź Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Loknya","Loknya Settlement Information Type Village Kingdom Muscovite Tsardom Fortification Pskov World Map With Fire & SwordLoknyaPskovTemplate:World Map/With Fire & Sword Loknya is a village of the Muscovite Tsardom, subordinate to Pskov. Layout[] Player Elder Fugitive Loknya is a Polish/Cossack-style village with seventeen houses. Opposite the player's entrance is a church, in front of which the Village Elder stands. If sent here during a Hunt Down Fugitive quest, the Nervous Man will stand in front of an isolated straw-roofed house on the right of the village, looking from the player's entrance. Wikipedia has an article on this subject at:Loknya, Pskov Oblast Territory of the Muscovite Tsardom TownsCherkassk Moscow Pskov FortressesBryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' VillagesKlin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa TarusaValuiki Yefremovo" "Longbow/With Fire & Sword","Longbow LongbowBase value: 150Weight: 0.8Damage: 18Accuracy: 92Speed rating: 98With Fire & Sword Longbow LongbowBase value: 600Weight: 0.8Damage: 19Accuracy: 94Speed rating: 94Requires Power Draw: 1With Fire & Sword" "Looter","Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 For the With Fire & Sword version, see Looter (With Fire & Sword). For the Bannerlord version, see Looter (Bannerlord). Looter Troop Information Culture Bandits Wages 1 denar/week Acquired from... Prisoners Upgrades to... Forest Bandit- or -Mountain Bandit Upgrade Cost 10 denars XP for Kill 38 experience Ransom Value 32 denars Looters are tier-one bandit infantry in Mount&Blade and Warband. Contents 1 Tactics 2 Quotes 3 Stats and Equipment 4 Trivia Tactics[] They can be found all over Calradia in groups of 3-45 and are among the weakest enemies in both Classic and Warband. They are also the most common outlaws, similar to Forest and Mountain Bandits - at least during early game. Armed with cheap blades, clubs, and stones, Looters only pose a threat to the weakest, most unprotected, and inexperienced player. They will throw stones from afar until approached or out of ammo, and/or then charge and swarm. Some will throw stones at you again if you move out of melee range while they still have ammo. Looters will always try to swarm you and knock you out to capture you. Looters who hold throwing stones will stay back from the rest of the group and attempt to pummel you with their weak projectiles. A well-armored adventurer will be effectively invulnerable to thrown rocks, allowing you to ignore them until you get closer or they run out of stones while dealing with the others. On higher difficulties, thrown stones can be dangerous to players without a helmet though, as a well-aimed rock can do quite a bit of damage, sometimes even knocking the player out. As commonly available weak troops, Looters are often used to train low-tier recruits and can be engaged confidently even without support troops. Once engaged, Looters highlight the power a horse gives a combatant, allowing mounted troops to move freely in and out of reach of their weapons. The rocks they throw tend to be inaccurate and inflict extremely limited damage to even the most poorly-armored of troops. These attacks can instead be considered more of an annoyance than a threat. However, Looters can also demonstrate some of the potential weaknesses of mounted troops. If they can stop the horse, a cluster of them can bring down a horseman. The better armor the horseman has, the longer their incapacitation will take. Against lone players on foot, Looters present somewhat more of a problem as it becomes important to control how many of them are in range. Players with low Athletics should avoid engaging large groups of Looters, as they will likely be swarmed and overcome much like a stopped horseman. When soloing Looters, the least risky tactic is to employ a horse and ranged weapon. Simply ride into range, stop and fire, then move when they get too close. If the Looters are particularly tightly bunched, firing into the mob while at a full gallop can quickly raise ranged proficiencies. A slightly riskier tactic is to engage them in melee from horseback. Ideally, you never stop moving, and use a lance to attack from a relatively safe distance. The primary risk is that you get stopped by misjudging your course and then get swarmed. As a melee attacker, you will be exposed to both missile and melee attacks. The primary advantage of a melee engagement is speed, and combat will be decided far more quickly with a horse and a skilled rider. Looters can only be recruited from prisoners. This can be done if you have taken them as prisoner and recruit through the camp menu, though this way will inflict a morale penalty on your party and a good percentage will flee from your army during the first night. The second and more reliable way is to recruit them from prisoners held by your enemies. When Looters gain enough experience, they can be upgraded to Forest or Mountain Bandits - since Forest Bandits upgrade to Swadian Recruits and Mountain Bandits upgrade to Rhodok Tribesmen, this gives you a rare chance to determine the type of troops to which they can upgraded. As can be discovered when fighting them, they are otherwise practically useless without upgrades. Quotes[] Looters will say one of the following if they attack your party - like all bandits other than Sea Raiders, you'll only hear their dialogue if they chase after you rather than viceversa. ""I'll tear you limb from limb!"" ""You'd better not be a manhunter!"" ""I'm going to break your legs... nice and slow!"" ""What's this, then, eh?"" ""Your money or your life."" ""My men would like a word with you about your personal belongings."" Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Looter - Default Stats and Equipment Attributes Stat Points Level 4 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible) Woolen Cap Body (Possible) Nomad Armor(Possible) Rawhide Coat Hand None Foot (Possible) Nomad Boots(Possible) Wrapping Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 20 Two Handed Weapons 20 Polearms 20 Archery 20 Crossbows 20 Throwing 20 Weapons Melee HatchetClubButchering KnifeFalchion Ranged (Possible) Stones Shield None Mount None Trivia[] They were called ""River Pirates"" in Warrider. Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr" "Looter (With Fire & Sword)","For the classic version, see Looter. For the Bannerlord version, see Looter (Bannerlord). Looter Troop Information Culture Bandits Wages ? thalers/week Acquired from... Prisoners Upgrades to... Bandit Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Looters are tier-one bandit infantry in Mount&Blade: With Fire & Sword. Tactics[] They can be found all over Eastern Europe in groups of 3-60 and are the weakest, most common, and lowest-tier outlaws in With Fire & Sword. Almost nothing has changed about these rough bunches from Warband except their clothes and weapons they are somewhat less common to encounter, however, and should not be confused with the much more dangerous Rebels. These Looters are moderately stronger than their previous counterpart due to the fact they use somewhat stronger weapons - such as Carpenter Axes and Pitchforks - and are also guaranteed to wear armor and boots whereas previous Looters could spawn with neither. Looters can only be recruited from prisoners. This can be done if you have taken them as prisoner and recruit through the camp menu, though this way will inflict a morale penalty on your party and a good percentage will flee from your army during the first night. The second and more reliable way is to recruit them from prisoners held by your enemies. When Looters gain enough experience, they can be upgraded to Bandits, who carry firearms. As can be discovered when fighting them, they are otherwise practically useless without upgrades. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Looter - Default Stats and Equipment Attributes Stat Points Level 1 Strength 7 Agility 6 Intelligence 4 Charisma 4 Health ? Armor Head None Body Broadcloth DressSvitkaCaftan Hand None Foot Village Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 40 Two Handed Weapons 40 Polearms 40 Archery 40 Firearms 40 Throwing 40 Weapons Melee BludgeonPitchforkScytheCarpenter Axe Ranged None Shield None Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr" "Loyew","Loyew Settlement Information Type Village Kingdom Cossack Hetmanate Fortification Chernigov World Map With Fire & SwordLoyewChernigovTemplate:World Map/With Fire & Sword Loyew is a village of the Cossack Hetmanate, subordinate to Chernigov. Layout[] Player Elder Fugitive Loyew is built around a body of water serving as the end of a creek. It is a Polish/Cossack-style village with twelve houses. There is a bridge to cross the narrow creek, and in the main body of water there are three piers. Access to the water itself is blocked by invisible barriers. The Village Elder stands in front of a small straw-roofed house closest to the player's entrance. If sent here during a Hunt Down Fugitive quest, the Nervous Man will stand on the pier closest to the player's entrance. Trivia[] This place is called in Belarusian Лоеў Łojeŭ, in Russian Лоев Loyev, and in Polish Łojów. The game uses a curious romanization based on Russian but reflecting on the Belarusian pronunciation, where the letter ў, representing [w], is romanized using w, though in academic transliteration the letter ŭ is used more commonly. Wikipedia has an article on this subject at:Loyew Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha" "Lubenets","Lubenets Settlement Information Type Village Kingdom Cossack Hetmanate Fortification Chernigov World Map With Fire & SwordLubenetsChernigovTemplate:World Map/With Fire & Sword Lubenets is a village of the Cossack Hetmanate, subordinate to Chernigov. Layout[] Player Elder Fugitive Lubenets is a Polish/Cossack-style village with eleven houses. The village has three horses under three stables. In the center of the village is a church, and near it is a water well. The Village Elder stands in front of the large plank-roofed house closest to the player's entrance. If sent here during a Hunt Down Fugitive quest, the Nervous Man will hide in an open space beyond the village's boundaries. Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha" "Lublin","Lublin Settlement Information Type Fortress Kingdom Polish Commonwealth Villages Baranovichi World Map With Fire & SwordLublinTemplate:World Map/With Fire & Sword Lublin is a fortress of the Polish Commonwealth. It is rather close to the Polish Mercenary Camp. It is initially ruled by Warlord Janusz Kiszka, and has the village Baranovichi. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders The number of houses in Lublin make it look more like a town than a fortress. Nevertheless, its accessible region is very small. The prison is completely within the accessible region, while the entrance to the Lord's Hall is just on the border (the house itself is behind the invisible barriers). During a siege, four ladders are used, with two placed on either side of the gates. Trivia[] Within the Commonwealth, Lublin was the seat of the Crown Tribunal, the highest appeal court in the country. Wikipedia has an article on this subject at:Lublin Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Ludinovo","Ludinovo Settlement Information Type Village Kingdom Polish Commonwealth Fortification Smolensk World Map With Fire & SwordLudinovoSmolenskTemplate:World Map/With Fire & Sword Ludinovo is a village of the Polish Commonwealth, subordinate to Smolensk. Layout[] Player Elder Fugitive Ludinovo is a Polish/Cossack-style village with fifteen houses tightly packed together, unusual for a Polish/Cossack-style village. The Village Elder stands in front of a large plank-roofed house on the left of the village, with directions relative to the player's entrance. If sent here during a Hunt Down Fugitive quest, the Nervous Man will stand in front of a large brick-roofed house on the opposite end of the village. Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Luga","Luga Settlement Information Type Village Kingdom Cossack Hetmanate Fortification Kiev World Map With Fire & SwordLugaKievTemplate:World Map/With Fire & Sword Luga is a village of the Cossack Hetmanate, subordinate to Kiev. Layout[] Player Elder Fugitive Luga is a Polish/Cossack-style village with fourteen houses. In the center of the village is a water well. The Village Elder stands in front of a large straw-roofed house on the right, closest to the player's entrance. If sent here during a Hunt Down Fugitive quest, the Nervous Man will stand in front of a small straw-roofed house on the opposite end of the village. Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha" "Lviv","Lviv Settlement Information Type Town Kingdom Polish Commonwealth Villages None World Map With Fire & SwordLvivTemplate:World Map/With Fire & Sword Lviv is a town of the Polish Commonwealth, initially ruled by Hetman Stefan Czarniecki. It has no villages. Contents 1 Layout 2 Trade 2.1 Consumes 2.2 Produces 3 Gallery 4 Trivia Layout[] At peace: Accessible area Player Lord's Hall Prison Tavern Merchants In a siege: Accessible area Player Siege Ladders During a siege, the accessible area will be much wider. There will be three ladders placed on the right of the gates. Trade[] Consumes[] Produces[] Flour Leatherwork Powder Wool Cloth Gallery[] View inside Lviv Trivia[] Lviv is one of only two fortifications on the entire map that has no villages, the other being Akkerman. The modern spelling in English, Lviv, is a romanization of Ukrainian Львів. In Polish the city is called Lwów, and in Russian Львов L'vov. Wikipedia has an article on this subject at:Lviv This article is a stub. You can help out by expanding it. Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Lyubotin","Lyubotin Settlement Information Type Village Kingdom Muscovite Tsardom Fortification Izum Fortress World Map With Fire & SwordLyubotinIzum FortressTemplate:World Map/With Fire & Sword Lyubotin is a village of the Muscovite Tsardom, subordinate to Izum Fortress. Layout[] Player Elder Fugitive Lyubotin is a Tatar-style village with fourteen houses. There is a body of water next to the village. Unlike bodies of water in many other villages, access to the water in this village is possible. The largest house in the center has a fireplace attached to it. The Village Elder stands in front of the largest house in the center. If sent here during a Hunt Down Fugitive quest, the Nervous Man will stand under the shelter of a house on the left on the opposite side of the village, looking from the player's entrance. Wikipedia has an article on this subject at:Liubotyn Territory of the Muscovite Tsardom TownsCherkassk Moscow Pskov FortressesBryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' VillagesKlin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa TarusaValuiki Yefremovo" "Mace/With Fire & Sword","Mace MaceOne-handedBase value: 750 thalersWeight: 2.0Swing: 26bSpeed rating: 100Weapon reach: 55Requires strength: 12Can crush through blocksWith Fire & Sword" "Magdalenovka","Magdalenovka Settlement Information Type Village Kingdom Cossack Hetmanate Fortification Sich World Map With Fire & SwordMagdalenovkaSichTemplate:World Map/With Fire & Sword Magdalenovka is a village of the Cossack Hetmanate, subordinate to Sich. Layout[] Player Elder Fugitive Magdalenovka is built on a flat surface, as a Polish/Cossack-style village with seventeen houses, formed in a shape similar to two loops. In the middle of the loop closest to the player's entrance is a water well. Near the house on the right closest to the player's entrance, there is a stable with two horses. One can also find barrels, piles of wood, and stacks of straw scattered across the village. The Village Elder stands facing the player's entrance, in front of a large brick-roofed house. If sent here during a Hunt Down Fugitive quest, the Nervous Man will stand directly opposite the player's entrance on the other side of the village. Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha" "Mamai","Mamai Appears in Official Information Culture Cossack Character Details Hire Cost 300 thalers Likes Varvara Liked by Bakhyt Dislikes Fedot, Yelisei, Retreating, Failing Quests*, using the collected money of Collect debt from lord*(*Bugged, the actions have a positive effect) Disliked by Colonel Zagloba, Priest Spasokukotsky Mamai is a hero only available in the Cossack storyline quest The Secret of the Black Mace. Dialogue[] Main article: Mamai/Interactions Stats and equipment[] Mamai - Default Stats and Equipment Attributes Stat Points Level 10 Strength 10 Agility 10 Intelligence 14 Charisma 12 Health 49 Armor Head Cossack Cap Body Cossack Zupan Hand ? Foot Cossack Boots Skills Skill Points Ironflesh 2 Power Strike 3 Grenade Throwing 0 Power Draw ? Weapon Master 4 Shield ? Athletics 3 Riding 3 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 135 Two Handed Weapons 135 Polearms 135 Archery 135 Firearms 135 Throwing 135 Weapons Melee Simple Cossack Saber, Cavalry Lance Ranged ? Shield ? Mount Saddle Horse Trivia[] As Mamai's story indicates, he is connected with the Cossack Mamay, a Ukrainian hero of popular folklore and legend. The Cossack Mamay is often depicted carrying a stringed instrument called a kobza. Wikipedia has an article on this subject at:Cossack Mamay Player's Companions Algirdas Bakhyt Colonel Zagloba Fatima Fedot Ingri Karlsson Mamai NogaiOksana Priest Spasokukotsky Sarabun Tepes Varvara Victor de la Buscador Yelisei" "Mamai/Interactions","This is a list of interactions with Mamai Contents 1 Introduction 2 Reencounter 3 Retirement 4 Rehire 5 Story: Korsun 6 Like Quotes 6.1 Varvara 7 Dislike Quotes 7.1 Fedot 7.2 Yelisei Introduction[] Greetings, Cossack! Would you mind having a few cups of vodka with me? Why not sip a little spirit, if the company's good... Mamai is my name. I am the descendant of the famous Cossack from the bard's song. Of course, I would be hard pressed to strangle ten Poles with just my trousers, but I can wield the pike quite well. During the battle of Berestechek, when the Poles and Crimeans crushed Hmelnitski's forces utterly, I was captured by the Tatars. They brought me to Kafa, offered me a place as a mercenary for the Turkish Sultan. But instead I killed the guards and fled. But when I returned home, I saw that all changed in the Sich."" Come with me. I promise no easy life, but I can promise vodka and the spoils of war. Very well. As you wish. Just keep in mind, ever since I was taken prisoner, I cannot stand commanders who run away from the field of battle. I am agreed with you there. Let's have a toast -- I'm buying! And ready your stuff, we set out shortly. Just a minor note -- I have a small debt to the innkeeper. Last night I went on a spree, offered drinks to all in the inn. Then we brawled with some visiting Poles... Could you perhaps buy out my debt? It's only 300 thaler. Why would you even ask. Here's 300 thaler. You can win a war even if you lose a battle. Look for another companion. I would presume such a famous warrior would not accept me as commander. Thank you, but I am already leaving. Reencounter[] Now I am looking for some daring lads who might teach the Poles a good lesson... Retirement[] You see, lad, my brothers from the Don have planned a journey to Persia, to move some goods, and they called upon me to join them. Do not take this amiss, but I shall be going with them. Rehire[] Oh, commander! I knew in my heart that this journey I set out on would not bring me much good. My share of the goods is so small that I squandered it away in the first pub I passed. So if you'll have me back, I would be glad of it. Story: Korsun[] I come from here, you know. My father served in the Korsun regiment. Korsun was founded by Yaroslav the Wise himself, and of all the cities of Ukraine, is it perhaps second only to Chigirin. A great battle there was, when Hmelnitski utterly crushed the gentry. In these days I was held captive by the Tatars. Like Quotes[] Varvara[] I must say this -- Varvara is a lovely girl! I gave her a pinch the other day, and she beat me with a halter so violently that I had to run away... And my how thrifty she is! Never mind she's from Novgorod, her dumpling soup is so good the plates are licked clean. You were right to take her into our ranks. Dislike Quotes[] Fedot[] Listen, friend. I suspect Fedot. His story about fleeing from Moscow is an obvious fabrication. I swear by my cross, he is spying on us, under the guise of sending letters to Astrakhan. I am sure he is a spy. And shall you tolerate his presence any further, you shall have to choose: him or me! Yelisei[] I can't get it, eh -- that Yelisei never so much as touches vodka! What sort of a knight from hell is he then? Pardon me, but if the lads see me in the same company with that milksop, I will be laughed at by the entire Sich." "Manhunter","Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 For full troop tree, see Manhunters. Manhunter Troop Information Culture Manhunters Wages 9-5 denars Acquired from... Prisoner Upgrades to... Slave Driver Upgrade Cost 20 denars XP for Kill 80 xp Ransom Value 66 denars The Manhunter is the most basic bounty hunter unit. They spawn in groups of 9 to 40. Since Manhunters never upgrade themselves, upgrading a recruited Manhunter is the only way to get higher-tier manhunter troops. This is because Manhunters belong to the ""manhunter"" faction, while the higher tiers belong to the ""slaver"" faction and troops cannot switch factions without player intervention. Every 5.7 hours, a new Manhunter party will be created at a randomly chosen town if less than 4 manhunter parties exist. This means only 4 manhunter parties can exist at any time, though they replenish relatively quickly when wiped out, and can reach the max of 4 manhunter parties in just under 1 day. Tactics[] Manhunters can only be recruited from a prisoner pool. An effective way to accumulate Manhunters is to travel to Rivacheg at the coast and find some Sea Raiders with Manhunters as prisoners. If you have enough troops, you will easily defeat them and gain the freed Manhunters. Another good location for finding Manhunters is the Sarranid desert, as stronger groups of the fast, mounted Desert Bandits are able to run down and capture the small bands of Manhunters they come across. These units have no notable tactics. Their cavalry usually rushes to the battlefield and are swarmed. The infantry is little better than farmers with large maces. Manhunters and their upgrades all exclusively carry blunt weapons for knocking enemies unconscious and capturing them. Combined with a high Prisoner Management skill, a company of manhunter variants can make any engagement very profitable, provided you can win. Being cavalry, they also have a high movement rating on the map, which helps offset the large numbers of prisoners anyone who commands them may accumulate. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Manhunter - Default Stats and Equipment Attributes Stat Points Level 10 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head Nasal Helmet Body Aketon, Padded Cloth Hand ? Foot Nomad Boots, Wrapping Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 50 Two Handed Weapons 50 Polearms 50 Archery 50 Crossbows 50 Throwing 50 Weapons Melee Spiked Mace, Flanged Mace Ranged ? Shield Wooden Shield Mount Sumpter Horse Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief" "Manhunters","For the specific troops, see Manhunter. Manhunters are law enforcers that hunt down the looters, deserters, and other bandits that roam throughout Calradia. They are generally average fighters with blunt weapons - that they use to knock out bandits - and they wear relatively light armor while riding horses. They usually are victorious against Looters but are almost always defeated by Sea Raiders. Since they can't be recruited from anywhere, Manhunters can only be hired by freeing them from captivity. They can also be upgraded and rank up, becoming stronger and gaining sturdier armor, better weapons, and improved horses. They will never upgrade themselves, as Manhunters units belong to the ""manhunter"" faction while Slave Drivers and the remainder of the troop tree all belong to the ""slaver"" faction, requiring the player's control to enable them to switch factions. Manhunters aren't pledged to any kingdom and therefore don't fight in any wars except against bandits. The color of their units is quite similar to but a little lighter than bandits'. It is possible to increase relations with all manhunters by helping them kill bandits - providing they are about to lose - though relations with manhunters seems to have no impact on anything. If you talk to the manhunters, they will ask if you have seen any bandits recently. Regardless of what your answer is, they will continue traveling in the same direction as before. It is very handy to keep a few of these units in your party. While the majority of your forces will pick off most of the enemies, your horse-riding manhunters (who use blunt weapons) will be able to knock some unconscious, netting you a few prisoners. They handle themselves fairly well at higher levels. A new Manhunter party will be created at a randomly chosen town every 5.7 hours if less than 4 manhunter parties exist on the overland map. This means only four manhunter parties can exist at any time, though they replenish relatively quickly when wiped out and can reach that max in just under one day. Manhunter Upgrade Tree Manhunter Slave Driver Slave Hunter Slave Crusher Slaver Chief Manhunter Upgrade Tree Marksman of the Secret Department Manhunter Upgrade Tree Young Warrior Slave Driver Slave Hunter Veteran Slave Hunter Slaver Chief Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief" "Mansur-bey","Mansur-bey Official Information Kingdom Crimean Khanate Monarch Khan Islam Giray Title Vassal Personal Details Gender Male Mansur-bey is initially a vassal of the Crimean Khanate. This article is a stub. You can help out by expanding it. Crimean Khanate Monarch: Claimant: Khan Islam Giray Mehmed Giray Vassals: Ahmed-pasha Argun-bey Baesid-khan Baryn-bey Bukryn-bey Imad-pasha Mansur-bey Mirza Agish Mirza Appak Mirza Argyn Mirza Davletshi Mirza Divey Mirza Enikey Mirza Karach Mirza Yanmamed Mirza Yelchy Sedjet-bey Shirin-bey Uzyn-bey Yashlav-bey" "Map time","Night sky over Calradia. Map Time refers to the gameplay mechanics of the passage of world time. It is signified by a view of the map and a progression through the day-night cycle. Map time occurs when you're resting in camp or a tavern, waiting in a siege, training villagers or simply traveling on the map. It can also happen when you pass time manually, usually by holding the spacebar. Moving or waiting normally causes 1 hour in-game to pass every 4 seconds in reality, with a whole day lasting just over one and a half minutes (1:36). While quick waiting (Ctrl+Spacebar) or attending an event, a whole day passes in only 10 seconds, or 2.4 game hours per real second. Day cycle[] Each day passed in-game affects your score when you retire from adventuring (1 Day passed = -1 score). Every day, the prosperity of nearby villages and towns will be announced. There are ten named stages of each day, though the game still recognizes the day as being 24 hours long, and many events within the game record the passage of time by hours rather than days, such as a week being 168 hours rather than 7 days. Four of the segments are longer than the others to fill in for the division of 24 into 10. Once a game is saved, the menu to load saved games shows the exact in-game time that the game was saved. The ten stages of the day are: Stage Length Time Notes Midnight 2 hours 23:00 - 00:59 Pay wages at 23:00 Date changes at 00:00Training experience at 00:00 Late NightDeep Night 3 hours 01:00 - 03:59 Dawn 2 hours 04:00 - 05:59 Sun rises at 04:00 Early Morning 2 hours 06:00 - 07:59 Morning 3 hours 08:00 - 10:59 Pay wages at 08:00 Noon 2 hours 11:00 - 12:59 Afternoon 3 hours 13:00 - 15:59 Pay wages at 15:59 Late AfternoonSunset 2 hours 16:00 - 17:59 Dusk 2 hours 18:00 - 19:59 Pay wages at 19:30 Evening 3 hours 20:00 - 22:59 Sun sets at 20:00 Daytime[] During the day, the party will move at full speed and have full spotting range. Arenas will be open in towns. The Nervous Man can only be found in villages during the daylight hours. Nighttime[] Your party will get a -40% speed penalty and half the spotting range. Tracking will be less effective as well. Your party morale will be decreased when battling. There will be fewer caravans and moving villagers, perhaps none. Attempting to visit a tavern or speak with merchants in a city may result in a bandit ambush. Random villages will have bandits that will ambush you when you arrive and attempt to do anything at that village. Resting in a city or castle (other than one you are lord or monarch of) will require payment of the fee. This fee will be incurred repeatedly if the player stops and starts resting again (despite having already paid for the night)." "Marketplace","An armor merchant. Notice the discontinued Black Helm and Boots on display. Marketplaces can be found in all Towns, as well as Fortresses in With Fire & Sword. You can either visit the marketplace through the menu when you enter the town, or choose to walk around the streets where you may personally visit each merchant. There are five options you can perform through the menu: Assess the local prices. This allows your character (If your Trade skill is 1 or above) to listen around the town and see if you can sell or buy items at reasonable prices. This option is necessary for characters that make profit on trading. Trade with the Arms Merchant. This brings up a screen with weapons and shields that are for sale. Trade with the Armor Merchant. This brings up a screen with armors that are for sale. Trade with the Horse Merchant. This brings up a screen with horses that are for sale. Trade with the Goods Merchant. This brings up a screen with goods (goods are either trade goods, or foods) that are for sale. Your relation with the town can have a small effect on purchase prices. For every 3 relation, you will receive a bonus price reduction of .5% up to a maximum of 16.5% with 99 relation. Money[] Every 24 hours (168 hours in Viking Conquest), the game checks to see how much money the merchants have available. Each one has a set target they should have, and if their current wealth falls below this target, they will be given a random increase every day until they surpass the target. Merchant Target Wealth Increase Amount Arms 900 1000 1000 ? 200-400 250-500 250-500 ? Armor 1500 1500 1500 ? 500-1000 500-1000 500-1000 ? Horse 600 600 1000 600 200-400 250-500 250-500 1000-4000 Goods 900 1000 1000 1500 200-400 250-500 250-500 1000-4000" "Marksman","Marksman Troop Information Culture Muscovite Tsardom Wages 3 thalers Acquired from... Prisoners or Commander Upgrades to... Marksman (veteran) XP for Kill 40 XP Marksmen are a Russian version of Polish Zolnier, or Swedish Musketeers. Tactics[] Like any other marksmen unit, they work well in firing lines. Under the fire at will command, a good number of Marksmen (50 or more) will provide a constant musket fire, preventing enemies from getting close. Marksmen should be protected by regular Spearmen or New Order Spearmen against cavalry. When a battle begins, arrange them in rows quickly and deploy them in a good position in the map, wait for the enemy cavalry to get close before giving them the order to open fire. While waiting for the enemy to get close, arrange your cavalry in attacking formation so that they can relieve the Marksmen when they get overrun by enemy troops. During a siege, Marksmen will excel in shooting down defenders. Marksmen should only be used to assualt when they expend all their bullets, as their pole-axes are quite good in melee. At the start of a siege, hold your other troops and let the Marksmen open fire in a safe distance in rows, while your armoured troops make it up the ladders as quickly as possible. Holding position for too long could get your troops decimated. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Marksman - Default Stats and Equipment Attributes Stat Points Level 6 Strength 9 Agility 6 Intelligence 0 Charisma 0 Health 50 Armor Head Marksman Cap Body Marksman Uniform Hand None Foot Old Boots Skills Skill Points Ironflesh 3 Power Strike 0 Grenade Throwing 0 Power Draw 0 Weapon Master 1 Shield 0 Athletics 3 Riding 1 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 75 Two Handed Weapons 55 Polearms 65 Archery 0 Firearms 90 Throwing 0 Weapons Melee Pole-axe Ranged Simple Wheellock Musket, Bullets Shield None Mount None Trivia[] The Muscovite Tsardom's Marksman troops were called streltsy (стрельцы ""shooters""). They used their poleaxes to steady their guns as they fired. They served not only as regular army units, but as guards for the Tsar and a police force as well. Wikipedia has an article on this subject at:Streltsy Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard" "Marksman Cap","The Marksman Cap is a common headgear worn by soldiers of the Muscovite Tsardom. It is a kind of Fur Hat and comes in several varieties. ""Give us images or taste steel"" This article does not have any images.Please help the M&B Wiki by uploading one! This article is a stub. You can help out by expanding it. Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment" "Marksman Spearman","Marksman Spearman Troop Information Culture Muscovite Tsardom Wages 3 thalers Acquired from... Prisoners or Commander Upgrades to... Marksman Spearman (veteran) Upgrade Cost ? thalers XP for Kill ? Ransom Value ? thalers Marksman Spearman is the Russian version of Pikeman. There is also another version of Marksman Spearman — the New Order Spearman. Tactics[] Marksman Spearman has significantly better armor than Polish Pikeman of the same level, although at the cost of a shorter pike. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Marksman Spearman - Default Stats and Equipment Attributes Stat Points Level 6 Strength 9 Agility 7 Intelligence 0 Charisma 0 Health 54 Armor Head Marksman Cap Body Marksman Uniform Hand None Foot Old Boots Skills Skill Points Ironflesh 5 Power Strike 2 Grenade Throwing 0 Power Draw 0 Weapon Master 1 Shield 0 Athletics 5 Riding 1 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 115 Two Handed Weapons 95 Polearms 105 Archery 0 Firearms 0 Throwing 0 Weapons Melee Simple Lance Ranged None Shield None Mount None Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard" "Marksman Spearman (veteran)","Marksman Spearman (veteran) Troop Information Culture Muscovite Tsardom Acquired from... Marksman Spearman Upgrades to... N/A Marksman Spearman (veteran) is a light pikeman of Muscovite Tsardom. Tactics[] This veteran troop has virtually the same equipment as ordinary Marksman Spearman except for a slightly longer pike. Nevertheless, it has significantly better armor than the Polish Pikeman. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Marksman Spearman - Default Stats and Equipment Attributes Stat Points Level 10 Strength 10 Agility 8 Intelligence 0 Charisma 0 Health 57 Armor Head Marksman Cap Body Marksman Uniform Hand None Foot Old Boots Skills Skill Points Ironflesh 6 Power Strike 3 Grenade Throwing 0 Power Draw 0 Weapon Master 2 Shield 0 Athletics 5 Riding 1 Shooting from Horseback 0 WARNING Found Horse Archery and Shooting from Horseback, use only one of them. Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 130 Two Handed Weapons 110 Polearms 120 Archery 0 Firearms 0 Throwing 0 Weapons Melee Lance Ranged None Shield None Mount None Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard" "Marksman (disambiguation)","This article is a disambiguation page for Marksman (disambiguation) The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Marksman may refer to: Vaegir Marksman Posad Marksman (veteran) Marksman (veteran) Marksman Spearman (veteran) New Order Marksman (veteran) Mercenary Marksman Marksman of the Secret Department Khuzait Marksman" "Marksman (veteran)","Marksman (veteran) Troop Information Culture Muscovite Tsardom Acquired from... Marksman Upgrades to... N/A Marksman (veteran) is a regular musketeer of the Muscovite Tsardom. Tactics[] The Marksman has significantly better armor and melee weapon (pole-axe) than the Polish Zolnier of the same level, but at the cost of a weaker musket. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Marksman (veteran) - Default Stats and Equipment Attributes Stat Points Level 10 Strength 10 Agility 7 Intelligence 0 Charisma 0 Health 53 Armor Head Marksman Cap Body Marksman Uniform Hand None Foot Old Boots Skills Skill Points Ironflesh 4 Power Strike 0 Grenade Throwing 0 Power Draw 0 Weapon Master 2 Shield 0 Athletics 3 Riding 1 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 70 Polearms 80 Archery 0 Firearms 105 Throwing 0 Weapons Melee Pole-axe Ranged Simple Wheellock Musket, Bullets Shield None Mount None Wikipedia has an article on this subject at:Streltsy Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard" "Marksman of the Secret Department","Marksman of the Secret Department Troop Information Culture Manhunters Wages 3-4 thalers/week Acquired from... Prisoners Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Marksmen of the Secret Department are manhunter infantry in With Fire & Sword. Tactics[] Although their name implies they are ranged troops, it is possible for them to be mounted, not wielding guns at all, or both. Fedot claims to have killed a clerk of the Secret Department who became strongly attracted to his wife. Marksmen of the Secret Department cannot be attacked - if tried, they will ask the player if they have seen any bandits - a yes or no answer is the only action available. If you manage to recruit them by rescuing as prisoners from an enemy party, they cost 3 to 4 thalers a week. One can typically find small parties of Marksmen of the Secret Department roaming the lands of the Muscovite Tsardom, especially around Moscow or Tver'. Direct upgrades to their capture-only function can be done by customizing Cossack and Muscovite Mercenary Cavalrymen to be equipped with only blunt weapons - the Muscovite ones have an advantage in heavier armor options and the ability to use a shield, though. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Marksman of the Secret Department - Default Stats and Equipment Attributes Stat Points Level 10 Strength 7 Agility 6 Intelligence 4 Charisma 4 Health ? Armor Head Fur Cap Body Rich KuntushGood Kuntush Hand None Foot Village Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Shooting from Horseback ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 0 Two Handed Weapons 0 Polearms 50 Archery 50 Firearms 50 Throwing 50 Weapons Melee Carpenter AxeBludgeon Ranged (Possible) Simple Wheellock Carbine(Possible) Matchlock Musket(Possible) Bullets Shield None Mount (Possible) Sumpter Horse Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief" "Marriage","Marriage is a feature introduced in Warband that lets the player marry for love or for political gain. However, the feature was removed for With Fire & Sword. Suitable partners for a male character are all the unmarried sisters and daughters of the various lords; as a female, all the unmarried lords and male companions (if they are made lords) are available. Contents 1 Overview 2 Male Characters 2.1 Meeting Your Partner 2.2 Courting 2.3 Personalities 3 Female Characters 4 See Also Overview[] Players may wish to marry into one of Calradia's noble families. Marriage is not necessary for a player to rise in power and stature, but it does provide players with an opportunity to improve their relation with lords (by helping you host a feast), help prevent vassals from defecting (by offering you a special quest that allows you to resolve a dispute between nobles in your faction), establish a claim to the throne, and provide you with a household inventory you can store items that is accessible through your spouse (this inventory is also used to stock supplies for feasts). Marriage requirements will be different for males and females. A male character will usually need to pursue a traditional path of courtship. He should establish a reputation in Calradian aristocratic society, get on good terms with his bride's parents or guardians, and then woo the lady according to local custom. If a player grows impatient, he may attempt to take a shortcut – but there will be consequences in his relations with other lords. A male character should keep in mind that other lords will be competing with him for the affections of the kingdom's ladies. Also, a lady's tastes are unpredictable, and a player may also find that the object of his love does not love him in return. Romance in Calradia, as elsewhere, does not always prosper. Of course, a player may resort to other, less gentlemanly means of winning a lady's heart, but again, that will have a serious impact on his reputation. To get started on the path of courtship, a male player should try to get involved in the social life of the Calradian aristocracy, attending feasts and tournaments. Also, wandering troubadours and poets can serve as a useful repository of information on courtship, and keep the player up to date about the latest gossip. Female characters can also marry – but they should keep in mind that Calradian society is very traditional, and as adventurers, they have chosen a very unconventional path for a woman. A female character may have to look for a while to find a lord who is open-minded enough to marry her. On the bright side, a female character does not have to go through the elaborate rituals of courtship, and she also may gain more from a marriage than her male counterpart. For a woman adventurer, marriage can be a quick path to power and an unscrupulous character may be able to use her husband as a tool of her political ambitions. Male Characters[] Meeting Your Partner[] The easiest way to meet your partner is during feasts, which can be entered freely if you're of noble birth. If, however, you come from a common background, you'll have to prove yourself either by winning the accompanying tournament or by having at least 200 renown. The alternate way to meet a lady is to go through her family. By raising your relationship with her guardian (either her father or her brother) and asking to ""cement the alliance to their house"", you may be given permission to start courting his daughter/sister. If you manage to befriend him, he might bring it up himself by hinting she would be delighted if you paid her a visit. Courting[] You start courting a lady by declaring yourself her ""most ardent admirer"". You can court several ladies at the same time, and make your decision later on. You can also court a lady of a faction where you are not a vassal, although it may be difficult to visit her in times of war. About 5 days after your last visit, you will receive a letter from her asking you to pay a visit. If you have permission from the family you can just walk up to the gate and go in. If not, you are smuggled in dressed as a scullery maid by one of the nurses. Once inside, you may discuss your future with the lady, dedicate a recent tourney victory, or recite poetry you picked up from the various wandering minstrels in the hopes of winning her heart. There are many ways to gain her favor: Visit when requested: +1 relation Recite poetry: +0 to +4 relation (depends on her tastes in poetry) Dedicate a tournament victory to her: The 1st time you get +8 relation if she's conventional, +1 relation if she is politically inclined, +2 relation if she has high moral standards, and +4 relation otherwise. The other times you get +1 relation. (only possible before getting married) Once your relationship is high enough you may propose, and with the blessing of her family, you may then marry at the next feast held in the land. A minimum of 20 relation points are required to guarantee an accepted proposal, although it is possible (but less likely) for a lady to accept a proposal with a lower relationship. Chance for it is calculated with players persuasion and amount of relation points you are lacking (in other words, 20 minus your relation points). Failing persuasion has a penalty of losing 1 relation point. Sometimes she will have another admirer, and you will need to duel him for the claim. Sometimes a lady's father won't accept the player as a suitor, so he will need to somehow persuade her father to give him her hand in marriage. He will also ask for a dowry that must be paid before the marriage can proceed. The couple can also choose to elope, making an enemy of any of her relatives. If the lady's father defects to another kingdom, the wedding will be called off, as you and the lady's father will now be enemies, though you can still elope. Personalities[] You will learn from Wandering Poets that certain available ladies in the realm have particular tastes or aspirations that you will need to accommodate. They generally break down into five distinct groups; Conventional, Political, Moral, Combative and Romantic. Female Characters[] Courtship as a female character is very simple and direct: Find the lord you want to marry Increase your relationship with him Ask to ""cement the alliance to their house"" If he accepts, talk to him during a feast to perform the marriage ceremony. If you can find the Lord on the field, he might say that gathering all of the lords together is a difficult task and suggest that you two marry in any hall. Then, you can find him later in any castle or large city, and he will ask to get married immediately. If he declines your marriage proposal, increase your relationship and renown then try again. However note that certain lord personalities (such as upstanding and martial) will never marry a ""wild and free woman"" such as yourself. This will automatically grant you vassalage in the faction that he is affiliated to, so watch out if you want to stay a freelancer! The Wandering Poets you talk to about courtship will however, still treat you as if you were a male suitor and give you suggestions for female companions. For female characters there is a special wedding possible. You can marry the king of a kingdom after placing someone else on the throne by developing a relationship with the king before they leave the realm. See Also[] Wandering Poet Feasts" "Marshall","Voting for the new marshall. The Marshall is the military commander of a faction. The title defaults to the Monarch, but will generally be assigned to one of the Vassals of that faction. In the original game, the King periodically calls a vote to choose the new marshall. Two candidates will be listed and every other lord of that faction will cast one vote for one of the two candidates. If you are a vassal, you may cast one vote as well. The candidate you vote for will like you more (+2) and the one you didn't vote for will like you less (-2), regardless of which one wins. If your Renown is high enough, you may be given the option to be a candidate, which you may refuse. If you are a candidate, the voting will progress in much the same way, except you don't get to cast a vote yourself. If you win the election, you become the new marshall and your opponent will like you less (-3). The marshall isn't always elected, and sometimes the monarch will appoint a new one, especially if the current marshall has been defeated or captured. Your standing with your faction or your friendship with particular lords seems to be of secondary importance. If your Renown is low, you may have a hard time being considered for Marshall even if your standing with the faction is 100. On the other hand, if you start off the game as a factionless bandit-hunter, rack up 1500+ Renown, then join a faction, you are almost guaranteed to get the title even if you've never spoken to any of the lords before. If you are factionless and then accept a faction leader's offer of servitude, marshall elections very often happen soon after you take your vows (within a few game days or even hours). In Warband, all of the vassals give their opinions to the leader, but there is no formal voting process. Controversy also plays a significant role. Contents 1 Serving the Marshall 2 Being the Marshall 2.1 Controversy 2.2 Disobedience Serving the Marshall[] Parties following the marshall. If you are not the marshall, you may occasionally receive orders from him when he starts a new military campaign. These orders are Quests. You do not have to do them, but if you accept them and subsequently fail any, you will lose reputation with the marshall. The first order you will get is to report to the marshall with a minimum amount of soldiers. Typically the number of troops you will need will be much lower than you would normally have unless it is very early in the game. What types of soldiers you have doesn't matter; fresh recruits will work just as well as top tier knights or infantry. Once you have joined the marshall, you will usually be told to follow him for a while. During this time, you must stay within sight of him. If you wander too far away, you will be warned to return. If you do not return quickly, you will fail the quest and irritate the marshall. You can automatically follow the marshall by right-clicking (or pressing square on PlayStation and X on Xbox) him and selecting 'accompany'. The marshall may give you some other missions. These will supersede the instructions to follow him until you have completed them. Once the marshall's army has besieged an enemy fortification, the campaign will generally end and you can go back to your own business. Other lords may not follow the marshall. The most frequent cause of this is that the lord in question has higher renown than the marshall, and when asked what they are doing, will finish off their reply with, ""I am not following the marshall because I can do greater deeds."" However, some lords will say this even if their renown isn't higher than the marshall's, or even close to being as high. This can occur if the lord is interested in acquiring greater renown or more fiefs. Other times, lords will not accompany the marshall because they dislike them. In this case, they finish their reply with, ""I am not accompanying the marshall, because I fear he may lead us into disaster."" In With Fire & Sword, if the player is in one of the storyline quests, depending on the quest, even if the player is not the marshall, he/she will be able to give orders to lords of the same faction. However, it is not possible to call a campaign. Being the Marshall[] A marshall's army attacks player-owned Sargoth Being the marshall gives you the power to give orders and organize military campaigns. You will also have full authority over your allies in battle, so you may instruct their troops just as you would your own. To give orders to your fellow lords (including the monarch), just speak with them and select ""I have a new task for you."" A list of orders will then be shown. To cancel orders, tell the lord ""I won't need you for some time. You are free to do as you like."" If you wish to head a military campaign in Warband, talk to any vassal or companion and tell them ""I want to start a new campaign. Let us assemble the army here."" This will send out a message to all the vassals with instruction to meet you at that location. You can also use any heroes you have in your party to start or end a campaign in Warband. Just talk to any of them, the option to start or end a campaign is the first one on the list. Controversy[] In Warband, controversy can make your time as marshall very brief. Every time anything bad happens to your faction, your controversy can increase quite rapidly. The larger your faction, the more difficult it is to maintain order. Once your controversy starts nearing 100, your monarch will want to replace you. Disobedience[] It is important to note that vassals will not always obey you. When given a direct order, if they are preoccupied with something else already (like heading to their castle), they may tell you they are too busy. If they are not busy, they must listen to you, but may only do so for a limited period of time. This means that if you instruct a fellow lord to follow you and then besiege a castle, he may wander off before you even finish constructing the siege equipment. All lords, even ones that like you, will also be tempted to chase passing caravans or enemy farmers (this is less likely in Warband). If you are not playing with realistic saving, you should save before starting the siege so that if all your allies run off, you can restore and try again. It is advisable to tell all your comrades to follow you again just before starting the siege, this will decrease the likelihood of them losing interest before the actual battle begins. Calling together a military campaign can be even more frustrating, because it can take a long time for everyone to come together, or some lords may ignore your summons completely. If you only have one objective in mind, it may be faster to just manually give three or four lords direct orders to follow you rather than attempt starting a campaign." "Maslov Brod","Maslov Brod Settlement Information Type Village Kingdom Cossack Hetmanate Fortification Kiev World Map With Fire & SwordMaslov BrodTemplate:World Map/With Fire & Sword Maslov Brod is a village of the Cossack Hetmanate, subordinate to Kiev. As part of a special mission from a Polish lord, the player may be asked to raid this village. Layout[] Player Elder Fugitive Maslov Brod is built on flat terrain, as a Polish/Cossack-style village with fifteen houses and a chapel in the middle of the village. Near the center of the village, in front of the chapel, is a water well. The houses are scattered apart; there is an isolated house with a cabbage field, two other isolated houses, a fenced group of three houses a distance away from the main area of the village, another group of three houses some distance from the center of the village — here barrels are stored, while the other houses are mostly close together. The Village Elder can be found by going to the center of the village, and then turning right to the fenced group of three houses — he will stand in front of the large straw-roofed house. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be hiding under a tree near the group of three houses furthest away from the village. Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha" "Mayor","Mayors are a feature unique to Mount&Blade: With Fire & Sword, found within Fortresses and Towns. They are similar to Guild Masters. Contents 1 Functions 1.1 Quests 1.2 Trade 2 Fortress Improvements 2.1 Structures 2.2 Offices Functions[] Quests[] Mayors can give you jobs and quests, which increase your reputation with the town. Some of these quests can help improve the prosperity of the town, which influences goods prices and taxes. A full quest list can be found on the quests page, but some of these jobs are: Escort caravan Bring (Drink) to tavern (Drink may consist of beer or wine) Rescue kidnapped girl Deal with looters (multiple small groups of nearby looters) Hunt down bandits (find and kill a small, fast group of bandits) Deal with troublesome bandits (kill a medium sized group of nearby bandits) Bring cattle herd (to another town) When a faction is at war, a city may want you to silence warmongers preventing peace within the warring factions, giving you many thalers for doing so. Mayors also give you information about the politics of their faction, as well as informing you of the general prosperity of the town and surrounding areas. Trade[] New in With Fire & Sword, Mayors also issue trade permits and allow players to send merchant caravans. Trade permits are supposed to be waivers from taxes, which increases the amount of money you receive from caravans. Fortress Improvements[] Mayors also permit rulers of a town to build structures and fill offices. Even if the fortress or town does not belong to the player, one can know what improvements are already there by entering the place and reading the flavor text under ""There's a rumor in the fortress/city:"". Structures[] Structure Effect Academy: Makes the town richer and allows you to train your hero's abilities. Fortifications: Decreases the amount of attackers. Water supply: Increases prosperity and lets a siege hold out for longer. Armory: Adds some low-tier units to the garrison every week. Requires monthly maintenance cost. Barracks: Adds some high-tier units to the garrison every week. Requires monthly maintenance cost. Merchant guild: Allows you to loan and deposit money at the town centre, increases taxes and reduces prosperity. Stables: Adds cavalry to the city every week. Requires monthly maintenance cost. Treasury: Sends taxes from all fiefs to you, instead of collecting it at the town. Max 1 treasury. Offices[] Office Effect Weapon Master Allows you to buy expensive but powerful weapons (it takes 14 days to make weapon). Armor Master Allows you to buy expensive but strong armour (it takes 14 days to make armour). Horse Master Allows you to buy an expensive but strong and fast horse. Messenger You can receive messages from other lords any time in your fief. Watchman The population will be safer and relations will increase faster. Tax Collector Allows you to gather taxes without being in your fief and reduces prosperity. Merchant Increases prosperity, taxes gathered, and goods. Commander The Commander allows you to recruit trainable troops and trains light infantry (Lance Militiamen, Posad Marksmen, etc.). Mercenary Commander Allows you to recruit mercenaries (German Infantry Pikemen, German Infantry Musketeers, etc.) Personal Guard Commander Allows you to recruit elite heavy cavalry (Kalmyks, Winged Hussars). Heavy Cavalry Commander Allows you to recruit heavy cavalry (Moscow Reiters, Polish Reiters, etc.). Cavalry Commander Allows you to recruit light cavalry (Armed Serfs, Volunteers, etc.). Guard Commander Allows you to recruit guard cavalry (Noble Guards, Nokhors, etc.) Infantry Commander Allows you to recruit medium-heavy infantry (New Order Spearmen/Pikemen, Zolniers, etc.). High Priest Increases your relations with your fief." "Medium Grenade/With Fire & Sword","Medium Grenade Medium Grenade(5 / 5)Base value: 1400 thalersWeight: 4.0Damage: 140bSpeed rating: 67Shards radius: 5 paces. Damage radius: 2 paces.With Fire & Sword" "Mehmed Giray","Mehmed Giray Official Information Kingdom Crimean Khanate Monarch Khan Islam Giray Title Claimant Personal Details Gender Male Mehmed Giray is a claimant to the Crimean Khanate throne. He is based on a real person who was a khan of the Crimean Khanate in 1641–1644 and 1654–1656. He is part of the Polish storyline quest The Deluge. Dialogue[] I am Mehmed, of the Crimean Girays. I am the elder son of Khan Selyamet. Until recently, the Khan's palace in Bakhchisaray was my rightful dwelling, but the Sultan of the Porte to whom all Giray swear allegiance considered me unfit for my duties, and put my younger brother, Islam, in my place! My being deposed was a terrible injustice! Islam Giray knows nothing of stately affairs, and rather than supporting the Polish Commonwealth, he aims for a union with the Cossacks. Only together with the Polish king can we hold back the dragon of Moscow in its onslaught south... I seek trusted allies. If the Crimean Mirzas would take my side, then the Sultan would have no choice but to appoint me Khan once more. Reporting back to Khan Islam Giray[] I see you have spoken to the loser Mehmed? Yea, a Khan he was, yet after the coward gave up our lands on the Caucasus to the Tsar of Moscow, and took the Cossacks' side, the glorious Sultan, may his rule last for ages, restored justice and handed me the reins of government. I doubt his return would gladden the Mirzas. Thus my advice would be to forget of his existence. The only man longing to meet him is my new executioner. Trivia[] His real name was actually Mehmed IV Giray. He was a supporter of the Polish-Lithuanian Commonwealth. Wikipedia has an article on this subject at:Mehmed IV Giray Crimean Khanate Monarch: Claimant: Khan Islam Giray Mehmed Giray Vassals: Ahmed-pasha Argun-bey Baesid-khan Baryn-bey Bukryn-bey Imad-pasha Mansur-bey Mirza Agish Mirza Appak Mirza Argyn Mirza Davletshi Mirza Divey Mirza Enikey Mirza Karach Mirza Yanmamed Mirza Yelchy Sedjet-bey Shirin-bey Uzyn-bey Yashlav-bey" "Melee weapons","Melee Weapons are weapons used in close-range combat. They generally deal higher damage than ranged weapons and require no ammunition. In Warband, thrown weapons can also be used in melee. Contents 1 Stats 2 Types 2.1 One Handed 2.2 Two Handed 2.3 Polearms 2.4 Two-handed/One-handed 2.5 Polearm/Two-handed 3 Melee Modifiers Stats[] Example of weapons stats Name: The name of the weapon. This may include a single Modifier, indicating improved or reduced stats. Type of handling: Weapons can be wielded one-handed, two-handed, or as a polearm. A shield cannot be used with all two-handed weapons and some polearms. Some weapons can be switched between the different forms of handling by pressing ""X"" or by equipping or unequipping a shield. Sell price: Without any modifiers, this price is exactly one-tenth of the base value of the item, and one-twentieth of the purchase value from a store. When looted from battle, items will display their base value. Modifiers will change this value. Weight: Affects your overall encumbrance (the speed at which you move on foot and travel). It also increases the chances of the ""stun"" effect when you strike an opponent's block. The collision of a high weight weapon with a low weight weapon sometimes results in a ""stun"" effect where the person carrying the low weight weapon cannot respond with another strike. During this period the person with the low weight weapon can only block a second swing from the heavy attacker. With the roles reversed, a heavier weapon will not be stunned by a low weight weapon. The weight of the weapon also affects the crush through blocks threshhold of weapons. Damage: Damage dealt swinging the weapon. Some weapons (like scimitars) are swing-only. ""c"" (cutting): Cutting weapons often do Bonus Damage against lightly armored targets but significantly lower damage to heavily armored assailants compared to piercing and blunt damage. These weapons benefit the most from the Power Strike skill due to their inherently higher damage, which can eventually overcome their penalties against heavy armor. ""p"" (pierce): Damage dealt by thrusting the weapon or firing bows and crossbows. Some weapons (like some spears) are thrust-only. Piercing weapons have higher armor penetration than cutting weapons without losing as much effectiveness as blunt weapons against lightly armored targets. ""b"" (blunt): Damage dealt by some weapons with the swing or the thrust. Hammers are an example of a typical blunt weapon. Blunt weapons have highest armor penetration and do lower damage against lightly armored targets. These weapons will always knockout the target; there is no way to kill a target with blunt damage. This makes these weapons the only reliable way to capture Prisoners, since a charging horse doesn't deal enough damage to reliably knockout enemies. Additionally, blunt weapons have a chance of knocking a target over depending on the weapon's weight and speed. Speed rating: Affects attack and block speed as well as weapon speed bonus (how quickly the weapon is moving upon impact and how much bonus damage is added as a result). It also affects the weapon's ability to crush through blocks. Speed rating additionally affects how quickly you can recover from a glancing blow (often referred to as a ""poke"") and resume usage of your weapon to block or strike. Weapon reach: This determines how far you can strike. Ideally, its value should be higher if you wish to fight on horseback, though many of the shorter weapons are also the perfect length for striking enemies in the head after grazing them with your horse to disrupt their blocking. Shorter weapons are preferable in tight quarters, such as the stairs in many multiplayer siege battles, the middle of a massed infantry melee, and the final stage of single player siege battles inside of the keep. The full damage of the weapon is also easier to achieve with shorter weapons as maximum damage is inflicted only when the tip of a weapon (the fastest moving point) contacts your target. Conversely, while longer weapons have more difficulty applying maximum damage, their potential damage is higher than a shorter weapon's. Requirements: Many melee weapons require a certain minimum level of Strength to use. Types[] There are three types of melee weapons governed by the character's proficiencies. There are also some multi-role weapons that can be switched between different types. One Handed[] One-handed weapons are usually fast, light, and can be used with a shield, but they have a shorter reach and don't deal as much damage as Two-handed weapons or Polearms. ▼ Show/Hide One-handed weapons ▼ Weapon STR Speed Reach Swing Thrust Weight Price Modifiers Other Wooden Stick - 99 63 13(blunt) - 2.5 4 Torch - 95 95 11(blunt) - 2.5 11 - Cheats only Cudgel - 99 70 13(blunt) - 2.5 4 Club - 98 70 20(blunt) - 2.5 11 Spiked Club - 99 70 19(pierce) - 1.5 45 HeavyChippedRusty Spiked Club - 97 70 21(pierce) - 3.0 83 HeavyChippedRusty Iron Mace - 99 73 22(blunt) - 2.0 45 HeavyChippedRusty Knobbed Mace - 98 70 21(blunt) - 2.5 98 HeavyChippedRusty Spiked Mace - 98 70 23(blunt) - 2.8 152 HeavyChippedRusty Spiked Mace - 98 70 28(blunt) - 3.5 180 BalancedHeavyChippedRusty Flanged Mace - 103 70 24(blunt) - 3.5 122 HeavyChippedRusty Winged Mace - 98 70 24(blunt) - 2.5 212 HeavyChippedRusty Hammer - 100 55 24(blunt) - 2.0 7 HeavyChippedRusty Military Hammer - 95 70 31(blunt) - 2.0 317 HeavyChippedRusty Sickle - 99 40 20(cut) - 1.5 9 - Can't be used to block Military Sickle 9 100 75 26(pierce) - 1.0 220 HeavyChippedRusty Hatchet - 97 60 23(cut) - 2.0 13 HeavyChippedRusty Bonus against shields Hand Axe 7 95 75 27(cut) - 2.0 24 HeavyChippedRusty Bonus against shields Fighting Axe 9 92 90 31(cut) - 2.5 77 HeavyChippedRusty Bonus against shields One Handed Axe 9 98 71 32(cut) - 1.5 87 HeavyChippedRusty Bonus against shields One Handed Battle Axe 9 98 73 34(cut) - 1.5 142 HeavyChippedRusty Bonus against shields One Handed Battle Axe 9 98 72 36(cut) - 1.8 230 HeavyChippedRusty Bonus against shields One Handed Battle Axe 9 98 76 37(cut) - 2.0 550 HeavyChippedRusty Bonus against shields Iron Battle Axe 9 97 71 35(cut) - 1.8 250 HeavyChippedRusty Bonus against shields One Handed War Axe 9 98 76 34(cut) - 1.5 190 HeavyChippedRusty Bonus against shields Iron War Axe 9 97 71 38(cut) - 1.8 360 HeavyChippedRusty Bonus against shields Cleaver - 103 35 24(cut) - 1.5 14 - Can't be used to block Soldier's Cleaver - 96 95 31(cut) - 1.5 193 MasterworkTemperedBalancedChippedRusty Military Cleaver - 96 95 35(cut) - 1.5 263 MasterworkTemperedBalancedChippedRusty Knife - 110 40 21(cut) 13(pierce) 0.5 18 TemperedBalancedChippedRusty Can't be used to block Butchering Knife - 108 60 24(cut) 17(pierce) 0.8 23 TemperedBalancedChippedRusty Can't be used to block Dagger - 109 47 22(cut) 19(pierce) 0.8 37 MasterworkTemperedBalancedChippedRusty Can't be used to block Pickaxe - 99 70 19(pierce) - 3.0 27 BalancedHeavyChippedRusty Fighting Pick - 98 70 22(pierce) - 1.0 108 BalancedHeavyChippedRusty Military Pick - 97 70 31(pierce) - 1.5 280 BalancedHeavyChippedRusty Falchion 8 96 73 30(cut) - 2.5 105 TemperedBalancedChippedRusty Nomad Sabre - 100 97 29(cut) - 1.3 105 MasterworkTemperedBalancedChippedRusty Sabre - 99 97 30(cut) - 1.5 191 MasterworkTemperedBalancedChippedRusty Sabre - 99 98 31(cut) - 1.5 294 MasterworkTemperedBalancedChippedRusty Heavy Sabre - 98 96 33(cut) - 1.8 384 MasterworkTemperedBalancedChippedRusty Scimitar - 101 97 30(cut) - 1.5 210 MasterworkTemperedBalancedChippedRusty Elite Scimitar - 100 103 32(cut) - 1.5 290 MasterworkTemperedBalancedChippedRusty Short Sword - 102 85 26(cut) 24(pierce) 1.0 152 MasterworkTemperedBalancedChippedRusty Nordic Short Sword - 103 85 28(cut) 21(pierce) 1.3 162 MasterworkTemperedBalancedChippedRusty Strange Short Sword - 108 65 25(cut) 19(pierce) 1.3 321 - Part of the strange set Sarranid Sword - 99 97 26(cut) 19(pierce) 1.5 108 MasterworkTemperedBalancedChippedRusty Nordic Sword - 99 94 28(cut) 20(pierce) 1.5 147 MasterworkTemperedBalancedChippedRusty Nordic Sword - 99 95 29(cut) 21(pierce) 1.5 276 MasterworkTemperedBalancedChippedRusty Sword - 99 95 27(cut) 22(pierce) 1.5 163 MasterworkTemperedBalancedChippedRusty Sword - 99 95 28(cut) 23(pierce) 1.5 243 MasterworkTemperedBalancedChippedRusty Nordic Short War Sword - 103 86 29(cut) 21(pierce) 1.3 280 MasterworkTemperedBalancedChippedRusty Nordic War Sword - 99 95 30(cut) 21(pierce) 1.5 394 MasterworkTemperedBalancedChippedRusty Short Arming Sword - 103 86 26(cut) 24(pierce) 1.0 243 MasterworkTemperedBalancedChippedRusty Arming Sword - 99 95 29(cut) 24(pierce) 1.5 410 MasterworkTemperedBalancedChippedRusty Arming Sword - 99 100 29(cut) 28(pierce) 1.5 480 MasterworkTemperedBalancedChippedRusty Long Arming Sword - 96 105 33(cut) 28(pierce) 1.8 550 TemperedBalancedChippedRusty Sarranid Arming Sword - 99 97 28(cut) 19(pierce) 1.5 218 MasterworkTemperedBalancedChippedRusty Sarranid Cavalry Sword - 98 105 28(cut) 19(pierce) 1.5 310 MasterworkTemperedBalancedChippedRusty Sarranid Guard Sword - 99 97 30(cut) 20(pierce) 1.5 420 MasterworkTemperedBalancedChippedRusty ▲ Show/Hide One-handed weapons ▲ Two Handed[] Two-handed weapons deal more damage per hit and have a longer reach than their one-handed counterparts, but they are generally slower and cannot be used with a shield. ▼ Show/Hide Two-handed weapons ▼ Weapon STR Speed Reach Swing Thrust Weight Price Modifiers Other Axe 8 91 108 32(cut) - 4.0 65 HeavyChippedRusty Bonus against shields Two Handed Axe 10 96 90 38(cut) - 4.5 90 HeavyChippedRusty Bonus against shields Battle Axe 9 88 108 41(cut) - 5.0 240 HeavyChippedRusty Bonus against shields Sarranid Battle Axe 10 89 95 49(cut) - 3.0 350 HeavyChippedRusty Bonus against shieldsUnbalanced Two Handed War Axe 10 96 92 44(cut) - 4.5 152 HeavyChippedRusty Bonus against shields War Axe 10 86 110 43(cut) - 5.0 264 HeavyChippedRusty Bonus against shields Sarranid War Axe 10 90 90 46(cut) - 2.5 280 HeavyChippedRusty Bonus against shieldsUnbalanced Great Axe 10 94 96 47(cut) - 4.5 316 HeavyChippedRusty Bonus against shieldsUnbalanced Maul 11 83 79 36(blunt) - 6.0 97 HeavyChippedRusty Can crush through blocksUnbalanced Sledgehammer 12 81 82 39(blunt) - 7.0 101 HeavyChippedRusty Can crush through blocksUnbalanced Great Hammer 14 79 75 45(blunt) - 9.0 290 HeavyChippedRusty Can crush through blocksUnbalanced Iron Mace - 90 95 35(blunt) 22(blunt) 4.5 470 HeavyChippedRusty Can crush through blocksUnbalanced Shortened Military Scythe 10 90 112 45(cut) - 3.0 264 MasterworkTemperedBalancedChippedRusty Voulge 8 87 119 35(cut) - 4.5 129 HeavyChippedRusty Bonus against shields Shortened Voulge 10 92 100 45(cut) - 4.5 228 HeavyChippedRusty Bonus against shields Bardiche 10 91 102 47(cut) - 4.8 291 HeavyChippedRusty Bonus against shieldsUnbalanced Great Bardiche 10 89 116 50(cut) - 5.0 617 HeavyChippedRusty Bonus against shieldsUnbalanced Sword of War 11 94 130 40(cut) 31(pierce) 3.0 524 MasterworkTemperedBalancedChippedRusty Two Handed Sword 10 97 110 40(cut) 28(pierce) 2.8 670 MasterworkTemperedBalancedChippedRusty Great Sword 10 95 125 39(cut) 31(pierce) 2.8 423 MasterworkTemperedBalancedChippedRusty Great Sword 10 96 120 42(cut) 29(pierce) 2.8 1123 MasterworkTemperedBalancedChippedRusty Strange Great Sword 11 92 125 38(cut) - 3.5 920 - Part of the strange set Two Handed Sabre 10 96 120 40(cut) - 2.8 523 MasterworkTemperedBalancedChippedRusty Two Handed Sabre 10 96 120 44(cut) - 2.8 920 MasterworkTemperedBalancedChippedRusty War Cleaver 10 93 120 45(cut) - 2.8 640 MasterworkTemperedBalancedChippedRusty ▲ Show/Hide Two-handed weapons ▲ Polearms[] Polearms generally have a longer reach than other melee weapons, though they are tricky to be used effectively without a horse. ▼ Show/Hide Polearms ▼ Weapon STR Speed Reach Swing Thrust Weight Price Modifiers Other Pitch Fork - 87 154 16(blunt) 22(pierce) 1.5 19 BalancedBentCracked Military Fork - 95 135 15(blunt) 30(pierce) 2.0 153 BalancedBentCracked Battle Fork - 90 144 15(blunt) 35(pierce) 2.0 282 BalancedBentCracked Staff - 100 130 18(blunt) 19(blunt) 1.5 36 BalancedBentCracked Quarter Staff - 104 140 20(blunt) 20(blunt) 2.0 60 BalancedBentCracked Iron Staff - 97 140 25(blunt) 26(blunt) 2.0 202 BalancedBentCracked Scythe - 97 182 30(cut) 14(pierce) 2.0 43 BalancedBentCracked Military Scythe - 87 155 36(cut) 25(pierce) 2.5 155 BalancedBentCracked Hafted Blade - 95 135 37(cut) 20(pierce) 2.8 185 BalancedBentCracked No shield Hafted Blade - 93 153 39(cut) 19(pierce) 3.3 350 BalancedBentCracked No shield Glaive - 90 157 39(cut) 21(pierce) 4.5 352 BalancedBentCracked No shield Poleaxe 13 77 180 50(cut) 15(blunt) 4.5 384 BalancedBentCracked No shield Shortened Spear - 102 120 19(blunt) 25(pierce) 2.0 53 BalancedBentCracked Boar Spear - 90 157 26(cut) 23(pierce) 1.5 76 BalancedBentCracked Bamboo Spear - 88 200 15(blunt) 20(pierce) 2.0 80 BalancedBentCracked Spear - 98 135 20(blunt) 26(pierce) 2.3 85 BalancedBentCracked War Spear - 95 150 20(blunt) 27(pierce) 2.5 140 BalancedBentCracked Pike - 81 245 16(blunt) 26(pierce) 3.0 125 BalancedBentCracked No shieldCannot be used on horseback Ashwood Pike 9 90 170 19(blunt) 29(pierce) 3.5 205 BalancedBentCracked No shield Awlpike - 92 165 20(blunt) 33(pierce) 2.3 345 BalancedBentCracked Long Awlpike - 89 185 20(blunt) 32(pierce) 2.3 385 BalancedBentCracked Jousting Lance - 61 240 - 17(blunt) 5.0 158 BalancedBentCracked Couched lance damage Light Lance - 85 175 16(blunt) 27(pierce) 2.5 180 BalancedBentCracked Couched lance damage Double Sided Lance - 95 128 25(cut) 27(pierce) 4.0 261 BalancedBentCracked Couched lance damage Lance - 80 180 16(blunt) 26(pierce) 2.5 270 BalancedBentCracked Couched lance damage Heavy Lance 10 75 190 16(blunt) 26(pierce) 2.8 360 BalancedBentCracked Couched lance damage Great Lance 11 55 240 - 21(pierce) 5.0 410 BalancedBentCracked Couched lance damage War Hammer - 81 120 38(blunt) 38(pierce) 3.0 125 BalancedBentCracked No shieldCannot be used on horseback Polehammer 18 50 126 50(blunt) 35(blunt) 7.0 169 - No shieldCheats only Long Spiked Club - 96 126 23(pierce) 20(blunt) 2.5 264 HeavyChippedRusty Long Hafted Spiked Mace - 94 140 28(blunt) 26(blunt) 2.5 310 HeavyChippedRusty Long Hafted Knobbed Mace - 95 133 26(blunt) 23(blunt) 3.0 324 HeavyChippedRusty Voulge 10 88 175 40(cut) 18(pierce) 3.0 129 HeavyChippedRusty Bonus against shieldsNo shield Long Bardiche 11 89 140 48(cut) 17(pierce) 4.5 390 HeavyChippedRusty Bonus against shieldsNo shieldUnbalanced Great Long Bardiche 12 88 155 50(cut) 17(pierce) 5.0 660 HeavyChippedRusty Bonus against shieldsNo shieldUnbalanced ▲ Show/Hide Polearms ▲ Two-handed/One-handed[] Two-handed/One-handed weapons can be used either in both hands or in one hand with a shield. These weapons have the advantages and disadvantages of both weapon types, depending on how they are used. ▼ Show/Hide Two-handed/One-handed weapons ▼ Weapon STR Speed Reach Swing Thrust Weight Price Modifiers Other Bastard Sword 9 98 101 35(cut) 26(pierce) 2.0 294 MasterworkTemperedBalancedChippedRusty Heavy Bastard Sword 9 96 105 37(cut) 27(pierce) 2.3 526 MasterworkTemperedBalancedChippedRusty Morningstar 13 95 85 38(pierce) - 4.5 305 HeavyChippedRusty Can crush through blocksUnbalanced Spiked Staff 9 95 117 24b 20(pierce) 2.5 200 HeavyChippedRusty Strange Sword 9 108 95 32(cut) 18(pierce) 2.0 679 - Part of the strange set ▲ Show/Hide Two-handed/One-handed weapons ▲ Polearm/Two-handed[] Polearm/Two-handed weapons are all large axes that can be used as either polearms or two-handed weapons. ▼ Show/Hide Polearm/Two-handed weapons ▼ Weapon STR Speed Reach Swing Thrust Weight Price Modifiers Other Long Axe 10 POLE932H88 120 46(cut) POLE19(blunt)2HNone 4.75 390 HeavyChippedRusty Bonus against shieldsUnbalancedNo shield Long War Axe 10 POLE922H87 125 50(cut) POLE18(blunt)2HNone 5.0 510 HeavyChippedRusty Bonus against shieldsUnbalancedNo shield Great Long Axe 10 POLE912H85 127 54(cut) POLE19(blunt)2HNone 5.5 660 HeavyChippedRusty Bonus against shieldsUnbalancedNo shield ▲ Show/Hide Polearm/Two-handed weapons ▲ Melee Modifiers[] Weapons can have modifiers that indicate increased or decreased stats. While one of the available modifiers is ""Heavy"", the Heavy Sabre, Heavy Bastard Sword, and Heavy Lance are actually different weapons from their ""non-Heavy"" counterparts; these cannot carry the ""Heavy"" modifier, thus there is no Heavy Heavy Sabre. Equipment Modifiers One Handed Two Handed Two Handed / One Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Masterwork +4 +6 +5 +9 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Polearms Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Bent - -3 -3 -35% 100% Rusty - -3 - -45% 100% Cracked - -5 - -50% 100% Polearm / Two Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Bows Name Power Draw Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Strong +2 +3 -3 +360% 40% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Crossbows Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Thrown Name Power Throw Requirement Damage Missile Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Bent - -3 -3 -35% 100% Ammunition Name Stack Amount Damage Price Shop/Loot Chance Large Bag +13% - +90% 30% Bent - -3 -35% 100% Note: Thrown weapons can only carry the ""bent weapon"" modifier. Firearms Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Armor Name Protection Price Shop/Loot Chance Lordly +6 +1050% 25% Reinforced +4 +550% 25% Hardened +3 +290% 30% Thick +2 +160% 35% Sturdy +1 +70% 50% Crude -1 -17% 100% Battered -2 -25% 100% Ragged -2 -30% 100% Rusty -3 -45% 100% Tattered -3 -50% 100% Cracked -4 -50% 100% Shields Name Durability Resistance Price Shop/Loot Chance Reinforced +83 +4 +550% 25% Thick +47 +2 +160% 35% Battered -26 -2 -25% 100% Cracked -56 -4 -50% 100% Horses Name Riding Requirement Armor Speed Maneuver Charge Damage Hit Points Price Shop/Loot Chance Champion +2 - +4 +2 +2 - +1350% 20% Spirited - - +2 +1 +1 - +550% 60% Heavy - +3 - - +4 +10 +90% 70% Stubborn +1 - - - - +5 -10% 100% Swaybacked - - -4 -2 - - -40% 100% Lame - - -10 -5 - - -60% 100% Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment" "Mercenaries","For the With Fire & Sword troops, see Mercenaries (With Fire & Sword). For the Viking Conquest troops, see Mercenaries (Viking Conquest). For the Bannerlord troops, see Mercenaries (Bannerlord). Mercenaries are hired, often very powerful soldiers that can be paid to fight by your side. They are easily found in taverns but can also be acquired by attacking caravans and then convincing the surviving Caravan Guards to join you. You can also rescue them from parties that have destroyed caravans. Faction parties will regularly attack any caravans that belong to their enemies, so it is quite common to find a faction party carrying a few Caravan Guards. If recruited from taverns, they will demand an initial fee, which is based on the type of mercenaries and number available. The more mercenaries you find at once, the better a deal they will offer. If you do not have enough money for the whole group, they will allow you to hire only as many of them as you can currently afford. Beware, though, that mercenaries are not more powerful than normal units, but they can be reliably found and hired, sometimes already upgraded to higher tiers. They are effectively an exchange of money for time. Mercenaries should be used sparingly, to supplement an army intent on besieging a town or castle or to fill in the roles of a particular unit a faction is lacking in. Their higher upkeep costs make them unattractive to most adventurers or captains but, as expendable soldiers, they are abundant and can put up a reasonable fight. With Fire & Sword has mercenaries in non-player war parties much more frequently than the first games. They are still hired the same way. Female Troops[] Note: Female troops are technically not mercenaries - they are not paid mercenary wages, which makes them significantly cheaper - but, for convenience's sake, they are classified as mercenaries here. Female mercenaries are much harder to come by than their male counterparts and can only be hired by recruiting formerly captive women into your party. Mercenary Troops Sellswords Sword Sisters Farmer Townsman Caravan Master Peasant Woman Refugee Watchman Camp Follower Mercenary Crossbowman Caravan Guard Bandit Camp Defender Mercenary Horseman Mercenary Swordsman Brigand Huntress Mercenary Cavalry Hired Blade Sword Sister" "Mercenaries (Bannerlord)","For the classic troops, see Mercenaries. For the With Fire & Sword troops, see Mercenaries (With Fire & Sword). For the Viking Conquest troops, see Mercenaries (Viking Conquest). Mercenaries in Mount&Blade II: Bannerlord. Troop Tree[] Mercenary Troops Sellswords Sword Sisters Watchman Mercenary Guard Mercenary Scout Sisterhood Follower Mercenary Swordsman Hired Crossbow Mercenary Horseman Sword Sister Hired Blade Elite Hired Crossbow Mercenary Cavalry Veteran Sword Sister Gallant Sword Sister" "Mercenaries (Viking Conquest)","For the classic troops, see Mercenaries. For the With Fire & Sword troops, see Mercenaries (With Fire & Sword). For the Bannerlord troops, see Mercenaries (Bannerlord). Svear Warriors are possibly the best mercenaries you can buy. Mercenaries in Viking Conquest are more expensive than in other modules. However, as manpower can be hard to come by, you may find yourself using them extensively. Contents 1 Types 1.1 Followers Camp 1.1.1 ""Farmer or Townsman"" Troop Tree 1.1.2 ""Refugee or Peasant Woman"" Troop Tree 1.2 Mead Hall Mercenaries 1.3 Storyline 1.4 Others Types[] Followers Camp[] ""Farmer or Townsman"" Troop Tree[] Can be recruited in Mead Halls (except for Farmer/Townsman). Farmer - Essentially a slinger. Can get him in monasteries. Townsman - Rare if any found. Watchman - Can be recruited in Mead Halls. Hornman - Only obtained by upgrading Farmers or in lord armies. Useful due to the Tactics boost. Spearman - Strong all-rounder. Normal recruitment only in Mead Halls. Veteran - Best of the tree, on par with other elite units. Normal recruitment only in Mead Halls. ""Refugee or Peasant Woman"" Troop Tree[] Unlike Warband, all women fighters in this module are very vulnerable since they have no shields and low armor. You can recruit Refugees and Peasant Women in monasteries for a sum of money - no other normal recruitment is possible (except through prisoner liberation or recruitment). Refugee - Not shown in the Troop Tree but, same as the Peasant Woman, can be upgraded to Camp Woman. Can join your Followers Camp. Peasant Woman - Can join the Followers Camp. Camp Woman - Can increase party morale for a sum of money and can join the Followers Camp. Camp Follower Soldier's Wife - Will give a morale boost if enough are in the party and can join the Followers Camp. Camp Defender Mead Hall Mercenaries[] You can recruit them only at a town's Mead Hall. Old Captain - Mounted unit. Usually in groups of one. Svear Warrior - Elite unit in groups of nine. Expensive but powerful Frank Horseman Aquitanian Skirmisher Finn Archer Storyline[] Not technically mercenaries but will remain with your party even if the quest/storyline has ended. Cantabrian Warrior - Very strong melee and missile troop. Asturian Veteran Gallaecian Comes's Guard Bran mac Caliacas - Best weapon proficiencies in the game. Looks like a hero but can die in battle and you can neither switch his equipment nor decide on his upgrades. Others[] Sailor - Can be recruited in Mead Halls or in towns with ports from the Ship Captain NPC (you will need to stroll through the town). Fisher - Can be upgraded to Sailor. Not technically a mercenary but can be employed if defeating a party that has them as prisoners. Slave - Can be upgraded to Farmer or Ruffian. Not technically a mercenary but can be employed if defeating a (usually slaver) party that has them as prisoners - please note that, if you attack slaver parties, you will lose relationship with both the city they are coming from and their destination town. There will be no loss if they attack you, however. Caravan Master - Mounted troops. Not technically a mercenary but can be employed if defeating a (usually bandit) party that has them as prisoners. Generally not more then one per trade caravan (""Trader"" parties). Monk - Can be obtained as prisoners from pillaging Monasteries. Berserkr - Special powerful Norse troops. Can only be obtained normally from Hofs. Ulfhedinn - Special powerful Norse troop. Will activate the ""Berserkr"" trait in battle - the same trait the player can pick at level 13 after 21 in-game days - temporarily increasing their stats but followed by a debuff. Mercenary Troops Male Female Mead Hall Hof MonkSlaveFarmerTownsmanWatchmanHornmanSpearmanVeteranCaravan Master RefugeePeasant WomanCamp WomanCamp FollowerSoldier's WifeCamp Defender Old CaptainSvear WarriorFrank HorsemanAquitanian SkirmisherFinn ArcherOld Sea CaptainFisherSailor BerserkrUlfhedinnStorylineCantabrian WarriorAsturian VeteranGallaecian Comes's Guard" "Mercenaries (With Fire & Sword)","For the classic troops, see Mercenaries. For the Viking Conquest troops, see Mercenaries (Viking Conquest). For the Bannerlord troops, see Mercenaries (Bannerlord). Mercenaries are much more numerous and important in Mount&Blade: With Fire & Sword than in Warband - which is historically accurate, since most battles in the 17th century were fought by mercenary armies as opposed to the feudal levies of medieval times depicted in Warband. These early modern soldiers can be divided in four groups: Tavern Mercenaries: Same as in Warband. Camp Mercenaries: Customizable by the player. Regional Mercenaries: Specific for certain towns and fortresses. National Mercenaries: Specific for every nation. Contents 1 Tavern Mercenaries 2 Camp Mercenaries 3 Regional Mercenaries 4 National Mercenaries 5 Trivia Tavern Mercenaries[] Equivalent to previous mercenaries hired in taverns, they are generally lower-leveled and less armored - and thus less expensive - than their classic counterparts yet also more abundant since, while Calradia only has 22 taverns, Eastern Europe has 18 in towns and 40 in fortresses for a total of 58. Tavern Mercenaries' crucial advantage is that they are stronger than basic Camp Mercenaries and immediately available (while both National and Regional Mercenaries require a few days to train). Tavern Mercenary Troops Mercenary Pikeman Mercenary Halberdier Mercenary Marksman Mercenary Musketeer Mercenary Horseman Mercenary Light Cavalryman Camp Mercenaries[] Initially weak but cheap, immediately available, and in unlimited numbers so long as coin is available for the Mercenary Captain. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries[] After a training period, these troops can be recruited only in certain region-specific towns and fortresses after an Infantry Commander (even for cavalry) has been appointed. Hiring Fortifications Troops LvivKrakovMinskSlutsk Ukraine Town CossackUkraine Rank Cossack Kezlev FortressIzum Fortress Nogai Azaq-kaleKilburun Fortress Circassian CherkasskIzum Fortress Don Village Cossack WarsawPolotskKovno Fortress Lithuanian MusketeerLithuanian Tatar LvivKrakovMinskSlutsk Ukraine Town CossackUkraine Rank Cossack RigaKoenigsberg Finnish Harquebusier NarvaAllenstein Castle German PikemanGerman Reiter Regional Mercenary Troops Town Cossack Rank Cossack Nogai Circassian Village Cossack Lithuanian Musketeer Lithuanian Tatar Finnish Harquebusier German Pikeman Reiter National Mercenaries[] After a training period, these troops can be recruited only in each and every nation-specific town and fortress after a Mercenary Commander has been appointed. Being foreigners serving a certain nation on a regular basis, they usually come from allied (Tatars vs. Cossacks), vassal (Kalmyks vs. Moscow), or overlord countries (Ottomans vs. Tatars). Tatar mercenaries serve the Cossack Hetmanate but only if the player is at peace with the Crimean Khanate. Ottoman mercenaries serve the Crimean Khanate. Kalmyk mercenaries serve the Muscovite Tsardom. Scottish mercenaries serve both the Polish Commonwealth and the Kingdom of Sweden. German pikemen and musketeers, while being native troops of the Polish Commonwealth, strangely enough serve the Muscovite Tsardom as regular mercenaries. Hiring Nations Troops Cossack Hetmanate (only if player is at peace with Crimean Khanate)Tatar InfantrymanTatar Cavalryman Crimean Khanate Ottoman AzapOttoman CebeluOttoman Janissary Muscovite Tsardom KalmykGerman Infantry MusketeerGerman Infantry Pikeman Polish Commonwealth Scottish SwordsmanScottish PikemanScottish Musketeer Kingdom of Sweden Scottish MusketeerScottish PikemanScottish Swordsman National Mercenary Troops Tatar Infantryman Tatar Cavalryman Azap Cebelu Janissary Kalmyk Scottish Musketeer Scottish Pikeman Scottish Swordsman German Infantry Pikeman German Infantry Musketeer Trivia[] For much of its history, the Crimean Khanate was a tributary state of the Ottoman Empire and often received its soldiers as military aid. The Cossack Hetmanate victory over the Polish Commonwealth in 1648 - and subsequent independence - happened in large part because of an alliance with the Crimean Khanate - a short-lived and intermittent relationship, however. Scottish infantry (as well as Swiss) were internationally popular mercenaries in Europe through the 15th to 18th centuries - some Scots even settled in Lithuania and the Baltic states. Kalmyks (or Oirats) are a West Mongolian tribe that settled in the lower Volga region in 1630 and were obliged to protect the Muscovite border in the south from other nomads." "Mercenary","For the troop tree, see Mercenaries. The player may choose to become a Mercenary for a faction. The function is similar, but not equal to vassalage. To become a mercenary, you need to make a mercenary contract with one of the factions. This will allow you to fight their enemies and participate in sieges, but you will not receive any fiefs like you would if you were a vassal. You may also be expected to recruit more troops into your party. To make a contract you must ask a vassal of the faction that you want to join if they have a task. There is quite a high chance that he will ask you to become a mercenary if that faction is at war, which you can then accept. Mercenary contracts last for 30 days in Warband, and can be renewed for another 30 days. The contract can be renewed indefinitely. In With Fire & Sword, the initial contract is 90 days, though renewing it will still be for 30 days. Mercenaries will be paid a random amount every week. Being a mercenary is a good way to lead-up to becoming a vassal as it allows you to build relations with lords and get renown by participating in faction battles. It also allows you to burn villages and raid caravans, but have your negative relations removed in the peace deal as opposed to being viewed as a bandit. General strategies for being a mercenary rely on the fact that you are not tied to a faction. It is better to hold your men back in battles in order to gain free renown and loot as well as avoiding confronting AI vassals. Raiding is the main staple of a mercenary and it is a great alternative to trading for the early-mid game to build up your enterprises that will finance your later campaigns as a lord or eventually even a ruler of your own kingdom." "Mercenary Camp","Mercenary Camps are places in Mount&Blade: With Fire & Sword where you can recruit and equip Infantry, Marksmen, or Cavalry soldiers from a Mercenary Captain. Although the mercenary camp uses the same overland map model as a Training Field from Mount&Blade and Warband, they are completely different things. Their labels are not colored - meaning they are not subject to any nation - but their locations will determine what kind of troops you will get from each camp. These hired troops start out as very weak ""Recruits"" but, with experience, may be upgraded to ""Experienced"", ""Veterans"", and finally ""Elite"". Do bear in mind that, even if they are already ""Elite"", they aren't necessarily the best troops in their categories - their main benefit is that they can be custom-equipped by the player - therefore choose according to your needs. Quick Comparison[] The most powerful ranged weapon (95) belongs to the Cossacks but their mercenaries wear the weakest armor and have no shields. Tatar mercenaries are good all rounders but cannot have Reiter-like troops since their muskets cannot be fired from horseback. Both Muscovite and Polish mercenaries are good all-rounders but have no exceptional stat. The highest buyable body armor (58) with also the highest leg armor (10) belongs to the Swedish but European mercenaries have no shields. Locations[] The Cossack mercenary camp is between Cherkassy and Sich. The Tatar mercenary camp is northwest of Ak-Mechet, in the middle of the Crimean Peninsula. The Muscovite mercenary camp is southwest of Moscow. The Polish mercenary camp is directly south of Krakov. The European mercenary camp is between Siegevold and Weissenstein, in the middle of modern-day Estonia. Equipment[] Troops hired from a mercenary camp start out with a default loadout. For a fee, their equipment may be changed at the camp they are ordinarily hired from to suit your tactical needs. New troops will be recruited with the currently-selected configuration at an updated price. Cossack mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 0 [Nothing] 16 Serduk Cap Weight 1, +7 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 89 Misiurka Weight 1.5, +22 to head armor, Requires Strength 7 117 Misiurka Cap Weight 1.75, +26 to head armor, Requires Strength 7 Body Armor (Infantry, Marksmen, Cavalry) 60 Leather-clad Zupan Weight 5, +23 to body armor, +3 to leg armor 113 Armor-clad Zupan Weight 6, +25 to body armor, +6 to leg armor 120 Serduk Zupan Weight 4, +24 to body armor, +12 to leg armor 244 Chain Armor Weight 13, +30 to body armor, +10 to leg armor, Requires Strength 8 405 Chain Mail Zupan Weight 15, +36 to body armor, +20 to leg armor, Requires Strength 9 Boots (Infantry, Marksmen, Cavalry) 6 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 45 Cavalry Boots Weight 2, +6 to leg armor 65 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 60 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 80 Steppe Horse Armor 7, Speed 44, Maneuver 52, Charge 7, Hit Points 100, Requires Riding 3 120 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 210 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 340 Good Pistol Weight 2.25, Ranged 69p, Accuracy 73, Speed rating 61, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Good Miquelet Musket Weight 6, Ranged 95p, Accuracy 89, Speed rating 34, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 45 Lance Polearm (two-handed), Weight 1.25, Thrust 25p, Speed rating 81, Weapon reach 190, Requires Strength 8, Can crush through blocks 290 Saber One-handed, Weight 1.25, Swing 30c, Speed rating 95, Weapon reach 90, Requires Strength 8 90 Cavalry Lance Polearm (two-handed), Weight 1.25, Thrust 26p, Speed rating 78, Weapon reach 180, Requires Strength 9, Can crush through blocks 215 Cossack Saber One-handed, Weight 1, Swing 22c, Speed rating 101, Weapon reach 95, Requires Strength 7 340 Flanged Mace One-handed, Weight 2, Swing 29b, Speed rating 99, Weapon reach 55, Requires Strength 12, Can crush through blocks Shield no equipment Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Muscovite mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Marksman Cap Weight 1, +6 to head armor 50 Paper Cap Weight 1, +17 to head armor 100 Misiurka Weight 1.5, +24 to head armor, Requires Strength 7 121 Iron Cap Weight 2, +27 to head armor, Requires Strength 8 183 Cone Weight 2.75, +34 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 230 Tegilai Weight 6, +32 to body armor, +10 to leg armor, Requires Strength 7 200 Behterets Weight 10, +29 to body armor, +11 to leg armor, Requires Strength 7 266 Moscow Reiter Uniform Weight 10, +38 to body armor, +6 to leg armor, Requires Strength 8 441 Kuyak Weight 19, +45 to body armor, +10 to leg armor, Requires Strength 10 600 Boyar Militia Uniform Weight 22, +50 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 12 Old Boots Weight 4, +4 to leg armor 20 Cossack Boots Weight 2, +5 to leg armor 40 Good Boots Weight 4, +6 to leg armor 60 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 250 Simple Wheellock Carbine Weight 4.5, Ranged 76p, Accuracy 76, Speed rating 40, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 270 Simple Wheellock Musket Weight 6.5, Ranged 83p, Accuracy 82, Speed rating 29, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 150 Hatchet One-handed, Weight 1.25, Swing 28c, Speed rating 102, Weapon reach 50, Requires Strength 8, Bonus against shields 235 Saber One-handed, Weight 1.25, Swing 24c, Speed rating 95, Weapon reach 95, Requires Strength 7 250 Sovnya Polearm (two-handed), Weight 2.5, Swing 26c, Thrust 24p, Speed rating 79, Weapon reach 150 330 Club One-handed, Weight 2.25, Swing 28b, Speed rating 98, Weapon reach 60, Requires Strength 12, Can crush through blocks 250 Pole-axe Two-handed, Weight 2.25, Swing 37c, Speed rating 83, Weapon reach 120, Requires Strength 11, Bonus against shields, Cannot be used on horseback, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 8 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 24 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 300 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Mercenary Halberdier","Mercenary Halberdier Troop Information Culture Mercenaries Wages 5 thalers/week Acquired from... Taverns Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value 25 thalers Mercenary Halberdiers are tavern mercenary infantry in Mount&Blade: With Fire & Sword. Tactics[] Found in large numbers in caravans along with nation-specific militia troops, they are the With Fire & Sword equivalent of Mercenary Swordsmen from Mount&Blade and Warband. The easiest way to recruit them without having to spend money in taverns - 47 thalers each - would be to recruit them from prisoners of enemy armies, especially those who have recently attacked a caravan. Best suited to fighting in large numbers in wagon forts, towns, or fortresses, Halberdiers' massive, powerful polearms - deadly against both infantrymen and light cavalrymen in close quarters - and decent stats make them reliable at stopping cavalry charges in groups of 10 or more. Able to win against small groups of looters, bandits, brigands, rebels, and militia troops - unless supported by more veteran units, however, Halberdiers die very easily against regular infantry and heavy cavalry. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Mercenary Halberdier - Default Stats and Equipment Attributes Stat Points Level 9 Strength 13 Agility 12 Intelligence 1 Charisma 3 Health 52 Armor Head Simple Morion Body Village Dress Hand Infantry Gloves Foot Boots with Stockings Skills Skill Points Ironflesh 2 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 2 Shield ? Athletics 2 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 120 Two Handed Weapons 100 Polearms 110 Archery 0 Firearms 0 Throwing 0 Weapons Melee Halberd Ranged None Shield None Mount None Trivia[] Halberdiers were once prominent in Western European armies since the 15th century as professional frontline infantry soldiers, especially during the Thirty Years War, when pike and shot tactics were in its heyday - by the second half of the 17th century, however, professional armies began to drop the halberd for the longer pike, with only sergeants wielding it as a ceremonial weapon. Tavern Mercenary Troops Mercenary Pikeman Mercenary Halberdier Mercenary Marksman Mercenary Musketeer Mercenary Horseman Mercenary Light Cavalryman" "Mercenary Horseman (With Fire & Sword)","For the classic version, see Mercenary Horseman. For the Bannerlord version, see Mercenary Horseman (Bannerlord). Mercenary Horseman Troop Information Culture Mercenaries Wages ? thalers/week Acquired from... Taverns Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Mercenary Horsemen are tavern mercenary cavalry in Mount&Blade: With Fire & Sword. Tactics[] Equivalent to classic Caravan Guards, they are light cavalry with good skill values, no armor, and only armed with sabers - good for skirmishing against musketeers, dragoons, and horse archers. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Mercenary Horseman - Default Stats and Equipment Attributes Stat Points Level 11 Strength 10 Agility 8 Intelligence 5 Charisma 1 Health 46 Armor Head Fur CapCapSimple Cossack Cap Body Rich KuntushGood KuntushSimple Zupan Hand None Foot Old Cavalry Boots Skills Skill Points Ironflesh 1 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 3 Shield ? Athletics ? Riding 3 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 110 Two Handed Weapons 110 Polearms 110 Archery 0 Firearms 0 Throwing 0 Weapons Melee Saber Ranged None Shield None Mount Steppe Horse Tavern Mercenary Troops Mercenary Pikeman Mercenary Halberdier Mercenary Marksman Mercenary Musketeer Mercenary Horseman Mercenary Light Cavalryman" "Mercenary Light Cavalryman","This article is a stub. You can help out by expanding it. Mercenary Light Cavalryman Troop Information Culture Mercenaries Wages 11 thalers/week Acquired from... Taverns Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Mercenary Light Cavalrymen are tavern mercenary horse archers in Mount&Blade: With Fire & Sword. Tactics[] Armed with pistol and rapier, these standard mid-17th-century European light cavalry troops are best used employing Reiter tactics of the time: quickly advance to enemy lines, fire pistol volleys, then charge into melee - wearing all clothing and no armor, however, it is best to avoid keeping Mercenary Light Cavalrymen in prolonged hand-to-hand combat by ordering them to withdraw after some time, gather back together, reload their pistols, advance, repeat. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Mercenary Light Cavalryman - Default Stats and Equipment Attributes Stat Points Level ? Strength ? Agility ? Intelligence ? Charisma ? Health ? Armor Head ? Body ? Hand ? Foot ? Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding ? Shooting from Horseback ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons ? Two Handed Weapons ? Polearms ? Archery ? Firearms ? Throwing ? Weapons Melee ? Ranged ? Shield None Mount ? Tavern Mercenary Troops Mercenary Pikeman Mercenary Halberdier Mercenary Marksman Mercenary Musketeer Mercenary Horseman Mercenary Light Cavalryman" "Mercenary Marksman","For other uses, see Marksman (disambiguation). Mercenary Marksman Troop Information Culture Mercenaries Wages 4 thalers/week Acquired from... Taverns Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Mercenary Marksmen are tavern mercenary archers in Mount&Blade: With Fire & Sword. Tactics[] Light musketeers on par with Zolnier and with good skills. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Mercenary Marksman - Default Stats and Equipment Attributes Stat Points Level 9 Strength 9 Agility 9 Intelligence 3 Charisma 5 Health 52 Armor Head Fur CapCapSimple Cossack Cap Body KuntushSimple Zupan Hand None Foot Old Boots Skills Skill Points Ironflesh 3 Power Strike 2 Grenade Throwing 0 Power Draw ? Weapon Master 3 Shield ? Athletics 3 Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 80 Two Handed Weapons 80 Polearms 80 Archery 0 Firearms 105 Throwing 0 Weapons Melee Simple Saber Ranged Wheellock MusketGood Matchlock MusketBullets Shield None Mount None Tavern Mercenary Troops Mercenary Pikeman Mercenary Halberdier Mercenary Marksman Mercenary Musketeer Mercenary Horseman Mercenary Light Cavalryman" "Mercenary Musketeer","For other uses, see Musketeer (disambiguation). Mercenary Musketeer Troop Information Culture Mercenaries Wages 4 thalers/week Acquired from... Taverns Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Mercenary Musketeers are tavern mercenary archers in Mount&Blade: With Fire & Sword. Tactics[] Basically levy troops with some training and equipment, they have low armor ratings but decent proficiency in firearms - it is advised, however, to use them to supplement your army rather than raise one mainly made up of Mercenary Musketeers since they will be outmatched by any kind of firearm troops, including Mercenary Marksmen. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Mercenary Musketeer - Default Stats and Equipment Attributes Stat Points Level 9 Strength 9 Agility 8 Intelligence 4 Charisma 2 Health 51 Armor Head KabassetHat Body Musketeer Camisole Hand None Foot Infantry Boots Skills Skill Points Ironflesh 2 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 3 Shield ? Athletics 2 Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 65 Two Handed Weapons 65 Polearms 55 Archery 0 Firearms 115 Throwing 0 Weapons Melee Short BroadswordOld Short BroadswordThrusting Sword Ranged Simple Wheellock MusketBullets Shield None Mount None Trivia[] Their uniforms resemble those of Western European nations, suggesting they might be foreigners from places such as the Holy Roman Empire (modern day Austria and Germany), Spain, or even France. Tavern Mercenary Troops Mercenary Pikeman Mercenary Halberdier Mercenary Marksman Mercenary Musketeer Mercenary Horseman Mercenary Light Cavalryman" "Mercenary Pikeman","For other uses, see Pikeman. Mercenary Pikeman Troop Information Culture Mercenaries Wages 3 thalers/week Acquired from... Taverns Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Mercenary Pikemen are tavern mercenary infantry in Mount&Blade: With Fire & Sword. Tactics[] Armored pikemen with medium skills, they can fill in gaps in the pike line or otherwise serve as armored infantry for nations that lack it - being tavern mercenaries, however, their lack of skill and morale when compared to native troops can be problematic. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Mercenary Pikeman - Default Stats and Equipment Attributes Stat Points Level 9 Strength 9 Agility 6 Intelligence ? Charisma ? Health 47 Armor Head KabassetCavalry HatHat Body Mercenary Pikeman Uniform Hand Infantry Gloves Foot Infantry Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 2 Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 110 Two Handed Weapons 110 Polearms 110 Archery 0 Firearms 0 Throwing 0 Weapons Melee PikeSimple PikeOld Pike Ranged None Shield None Mount None Tavern Mercenary Troops Mercenary Pikeman Mercenary Halberdier Mercenary Marksman Mercenary Musketeer Mercenary Horseman Mercenary Light Cavalryman" "Merchant Caravan","Merchant Caravans only appear in Mount&Blade and Warband when the player accepts a certain quest from a guild master. The number of units they have are listed in dark blue. Their units consist of 1 Caravan Master and a random number of Caravan Guards. Every time you talk to the caravan, their face looks different, even if it is the lone caravan master you are speaking to. The quest demands that you escort the caravan to a town chosen by the guild master. The guild master says that it must reach the town within 15 days, but you don't actually have any time limit. You can't escort more than 1 caravan at a time, the guild masters won't give you such a quest if it already is in progress. So if you are tired of the merchant caravan quest, accept one, and make them wait somewhere secure, like next to a town. now the guild masters are open for new quests. When the quest is completed, you get + 1 in relation with the town you accepted the quest, a small monetary reward, and some experience. Should the caravan be destroyed, the relation will deteriorate with -3 points instead. You can tell the caravan master or the leading caravan guard (if the caravan master is dead), that they should follow you, or wait. The caravan acts as neutral, meaning that it won't aid you if you attack someone or if someone attacks you. If the caravan are being attacked, you can help it out. Sometimes, if the caravan was facing overwhelming odds, you will get an increase in relation with someone called commoners. This increase counts for every merchant caravan, meaning that the next time it happens with a different caravan, it will be added on to the amount of relationship you already have with the commoners. Relation with commoners is not known to have any value. With Fire & Sword[] In Mount&Blade: With Fire & Sword, a high trade skill reveals more price information from the town mayor. In With Fire & Sword, the player can initiate caravans by speaking to the mayor in towns and fortresses, earning profit by purchasing a caravan of goods for low prices and selling for higher prices in other towns. This can be an effective way of earning thalers, particularly early in the game before the player aligns with a nation. When speaking with the mayor, the player chooses which available goods to transport, the number of those goods (in groups of 5, 10, 15, or 20), and the destination. Then, the player selects the size of the guard which will accompany the caravan master on the journey. If all of a caravan's guards are killed, the caravan is destroyed, and all goods are lost. Once those selections are made, the caravan will make the journey on its own to the destination. The trade skill influences the amount of information the mayor offers regarding prices. For each point in trade, the mayor will tell the player the price for the selected good in one other town. Tips for maximizing caravan profits[] A player accompanies a trade caravan. Following the steps below can ensure high profits from organizing and escorting caravans. Gather a sizeable party: Gather a party of between 20 and 30 soldiers before you begin caravaning. This will greatly reduce or even eliminate the chances your caravan will be attacked by brigands, looters, deserters, or raiders, as they will run from your party. Choose the largest possible caravan: Speak to the mayor in a town and discuss trade, then ask about sending a caravan. View each of the options and keep in mind which goods offer the largest caravans. Great caravans of 20 goods earn more profit per trip than small caravans, so it's always best to take the largest caravans possible. Assess prices: Without agreeing to send a caravan, back out of the mayor's menu and go to the marketplace. Select ""assess local prices."" After a short wait (depending on your trade skill), you will receive information regarding where goods will sell for the highest prices. Return to the Mayor: Now return to the mayor and choose the goods that will offer the largest caravan. Select the destination that offers the highest prices for that good. Choose Two Guards: There is no reason to pay for guards beyond two because you will be accompanying your caravan to its destination. Make the Journey: Back on the world map, right click on the caravan and choose ""accompany."" Your party will automatically follow your caravan to its destination. A short example will illustrate the above process. In Reval, the player speaks to the mayor and finds out that he can send caravans of Smoked Fish or Linen. Clicking on each of those options reveals that a great caravan (20) of Smoked Fish can be organized, as opposed to a small caravan (5) of Linen. The player then exits the mayor menu and goes to the marketplace to assess local prices. From that, he learns that selling Smoked Fish in Kiev would earn a profit of 99 thalers per item. The player returns to the mayor, selects a great caravan of Smoked Fish, hires two guards, and then accompanies the caravan all the way to Kiev. Once he reaches Kiev, the player starts the process over again to send another caravan for high profits." "Militia Musketeer","Militia Musketeer Troop Information Culture Kingdom of Sweden Wages 2 thalers Acquired from... Town Militiaman, Prisoners or Commander Upgrades to... Militia Musketeer (veteran) Upgrade Cost 10 thalers Not to be confused with the Polish Musket Militiaman. Militia Musketeers are Kingdom of Sweden's infantry marksmen conscripts. They are the Swedish equivalent of a Polish Musket Militiaman. Tactics[] These Militia Musketeers wield basic Matchlock Muskets with a low fire rate and moderate damage. Useful only in large firing lines, they fire inaccurately with their basic training. They are also poor melee combatants as they use only Old Short Broadsword and Old Sword and typically wear basic Village Dress attire. Veteran versions of Militia Musketeers are slightly more accurate and have slightly better melee training. They are still, however, comparatively weak to other, more professional gunpowder troops. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Militia Musketeer - Default Stats and Equipment Attributes Stat Points Level 5 Strength 7 Agility 7 Intelligence 0 Charisma 0 Health 42 Armor Head Hat Body Village Dress Hand ? Foot Shoes with Stockings Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics 1 Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 60 Two Handed Weapons 40 Polearms 50 Archery 0 Firearms 65 Throwing 0 Weapons Melee Old Short Broadsword, Old Sword Ranged Matchlock Musket, Bullets Shield ? Mount ? Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran)" "Militia Musketeer (veteran)","Militia Musketeer (veteran) Troop Information Culture Kingdom of Sweden Wages 5 thalers Acquired from... Militia Musketeer, Prisoners or Commander Upgrades to... None Upgrade Cost ? thalers XP for Kill ? Ransom Value ? thalers Militia Musketeers (veteran) are Kingdom of Sweden infantry marksmen conscripts. A Swedish equivalent of a Polish Musket Militiaman. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Militia Musketeer (veteran) - Default Stats and Equipment Attributes Stat Points Level 8 Strength 8 Agility 8 Intelligence 0 Charisma 0 Health 43 Armor Head Hat Body Village Dress Hand ? Foot Shoes with Stockings Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics 1 Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 75 Two Handed Weapons 55 Polearms 65 Archery 0 Firearms 80 Throwing 0 Weapons Melee Old Short Broadsword, Old Sword Ranged Matchlock Musket, Bullets Shield ? Mount ? Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran)" "Minor Clan","Minor Clans are lesser clans that appear in Mount&Blade II: Bannerlord. Rebellion[] Most Minor Clans appear as a result of a town rebellion. At any point whenever a Town's Loyalty score is below 25, there is a risk that the town may instigate a rebellion. The fief is lost for the faction currently controlling it, with the town immediately declaring war. Four men are raised to positions of power within the town, effectively becoming new nobles that function in the same way as other noble NPCs. At this point, the town's rebels have become its own faction, gaining their own entry in the Encyclopedia. Should the town not be conquered for the rebellion's duration, the rebellion is a success and the town's rebel faction will be granted official Minor Clan status. This allows the faction to be treated as a Minor Clan in the same manner as the Player faction, and allows them to be recruited into another Kingdom. The new Minor Clan will always be named after the rebels' leader, for example ""Darbard's Clan"". Their sigil will be randomly generated based upon the Culture of the town and their colors will be the same as the colors of the faction they rebelled from, but inverted. Mercenaries[] Mercenary groups and other minor Factions, like the Skolderbroda or Company of the Golden Boar are technically Minor Clans, however they cannot be permanently recruited to your faction and are instead hired by contract to be payed in denars in return for the Influence they generate through war. The denar to Influence rate is decided upon the signing of the contract. Player Clan[] The Clan of the player character is considered a Minor Clan at the start of the game. Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Minsk","Minsk Settlement Information Type Fortress Kingdom Polish Commonwealth Villages Molodechno World Map With Fire & SwordMinskMolodechnoTemplate:World Map/With Fire & Sword Minsk is a fortress of the Polish Commonwealth, initially ruled by Colonel Michal Wolodyjowski. It has one village: Molodechno. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders The number of houses in Minsk make it look more like a town than a fortress. Far beyond the accessible area there is a river, and beyond the river there are more houses. However, the accessible area stops at the Lord's Hall and prison, both facing each other at the far end. The Lord's Hall is on the left from the perspective of the player as he/she passes through the gates, and the prison is on the right. During a siege, four ladders are used, two on each side of the gates. Wikipedia has an article on this subject at:Minsk Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Miquelet Carbine","This article is a stub. You can help out by expanding it. Miquelet Carbine is an advanced form of flintlock firearm in Mount&Blade: With Fire & Sword. It is an elite weapon of Cossack cavalry." "Mirza Agish","Mirza Agish Official Information Kingdom Crimean Khanate Monarch Khan Islam Giray Title Vassal Personal Details Gender Male Mirza Agish is initially a vassal of the Crimean Khanate. This article is a stub. You can help out by expanding it. Crimean Khanate Monarch: Claimant: Khan Islam Giray Mehmed Giray Vassals: Ahmed-pasha Argun-bey Baesid-khan Baryn-bey Bukryn-bey Imad-pasha Mansur-bey Mirza Agish Mirza Appak Mirza Argyn Mirza Davletshi Mirza Divey Mirza Enikey Mirza Karach Mirza Yanmamed Mirza Yelchy Sedjet-bey Shirin-bey Uzyn-bey Yashlav-bey" "Mirza Appak","Mirza Appak Official Information Kingdom Crimean Khanate Monarch Khan Islam Giray Title Vassal Personal Details Gender Male Mirza Appak is initially a vassal of the Crimean Khanate. This article is a stub. You can help out by expanding it. Crimean Khanate Monarch: Claimant: Khan Islam Giray Mehmed Giray Vassals: Ahmed-pasha Argun-bey Baesid-khan Baryn-bey Bukryn-bey Imad-pasha Mansur-bey Mirza Agish Mirza Appak Mirza Argyn Mirza Davletshi Mirza Divey Mirza Enikey Mirza Karach Mirza Yanmamed Mirza Yelchy Sedjet-bey Shirin-bey Uzyn-bey Yashlav-bey" "Mirza Argyn","Mirza Argyn Official Information Kingdom Crimean Khanate Monarch Khan Islam Giray Title Vassal Personal Details Gender Male Mirza Argyn is initially a vassal of the Crimean Khanate. He begins the game as ruler of Kezlev Fortress. This article is a stub. You can help out by expanding it. Crimean Khanate Monarch: Claimant: Khan Islam Giray Mehmed Giray Vassals: Ahmed-pasha Argun-bey Baesid-khan Baryn-bey Bukryn-bey Imad-pasha Mansur-bey Mirza Agish Mirza Appak Mirza Argyn Mirza Davletshi Mirza Divey Mirza Enikey Mirza Karach Mirza Yanmamed Mirza Yelchy Sedjet-bey Shirin-bey Uzyn-bey Yashlav-bey" "Mirza Chambul","Mirza Chambul Troop Information Culture Crimean Khanate Wages 12 thaler Acquired from... Prisoners or Commander Upgrades to... Mirza Chambul (veteran) XP for Kill 62 Ransom Value thaler The Mirza Chambul is a medium cavalryman of the Crimean Khanate, armed with a bow and saber. Tactics[] Reasonably tough, Mirza Chambuls still fall quickly to bullets. Their proficiencies make them slightly more suited to melee combat, but they're probably better employed as bowmen. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Mirza Chambul - Default Stats and Equipment Attributes Stat Points Level 15 Strength 8 Agility 9 Intelligence 0 Charisma 0 Health 43 Armor Head Tatar Helmet, Misiurka Body Quilted Robe Hand None Foot Cavalry Boots Skills Skill Points Ironflesh 0 Power Strike 0 Grenade Throwing 0 Power Draw 3 Weapon Master 3 Shield 0 Athletics 0 Riding 4 Shooting from Horseback 6 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 130 Two Handed Weapons 110 Polearms 120 Archery 110 Firearms 0 Throwing 0 Weapons Melee Saber Ranged Tatar Bow, Tatar Arrows, Barbed Arrows Shield None Mount Steppe Horse Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran)" "Mirza Chambul (veteran)","Mirza Chambul (veteran) Troop Information Culture Crimean Khanate Wages 20 thalers Acquired from... Prisoners or Mirza Chambul (upgrade) Upgrades to... N/A XP for Kill 90 Ransom Value ? thalers The Mirza Chambul (veteran) is a medium cavalryman of the Crimean Khanate. They are armed with a bow and saber. Tactics[] Reasonably tough, Mirza Chambuls still fall quickly to bullets. Their proficiencies make them slightly more suited to melee combat, but they're probably better employed as bowmen. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Mirza Chambul (veteran) - Default Stats and Equipment Attributes Stat Points Level 20 Strength 9 Agility 10 Intelligence 0 Charisma 0 Health 46 Armor Head Tatar Helmet, Misiurka Body Chain Armor, Simple Behterets Hand None Foot Cavalry Boots, Eastern Boots Skills Skill Points Ironflesh 1 Power Strike 0 Grenade Throwing 0 Power Draw 4 Weapon Master 4 Shield 0 Athletics 0 Riding 5 Shooting from Horseback 7 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 145 Two Handed Weapons 125 Polearms 135 Archery 125 Firearms 0 Throwing 0 Weapons Melee Saber Ranged Composite Bow, Tatar Bow, Barbed Arrows Shield None Mount Courser Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran)" "Mirza Davletshi","Mirza Davletshi Official Information Kingdom Crimean Khanate Monarch Khan Islam Giray Title Vassal Personal Details Gender Male Mirza Davletshi is initially a vassal of the Crimean Khanate. He begins the game as ruler of Izmail Fortress. This article is a stub. You can help out by expanding it. Crimean Khanate Monarch: Claimant: Khan Islam Giray Mehmed Giray Vassals: Ahmed-pasha Argun-bey Baesid-khan Baryn-bey Bukryn-bey Imad-pasha Mansur-bey Mirza Agish Mirza Appak Mirza Argyn Mirza Davletshi Mirza Divey Mirza Enikey Mirza Karach Mirza Yanmamed Mirza Yelchy Sedjet-bey Shirin-bey Uzyn-bey Yashlav-bey" "Mirza Divey","Mirza Divey Official Information Kingdom Crimean Khanate Monarch Khan Islam Giray Title Vassal Personal Details Gender Male Mirza Divey is initially a vassal of the Crimean Khanate. This article is a stub. You can help out by expanding it. Crimean Khanate Monarch: Claimant: Khan Islam Giray Mehmed Giray Vassals: Ahmed-pasha Argun-bey Baesid-khan Baryn-bey Bukryn-bey Imad-pasha Mansur-bey Mirza Agish Mirza Appak Mirza Argyn Mirza Davletshi Mirza Divey Mirza Enikey Mirza Karach Mirza Yanmamed Mirza Yelchy Sedjet-bey Shirin-bey Uzyn-bey Yashlav-bey" "Mirza Enikey","Mirza Enikey Official Information Kingdom Crimean Khanate Monarch Khan Islam Giray Title Vassal Personal Details Gender Male Mirza Enikey is initially a vassal of the Crimean Khanate. He begins the game as the ruler of Perekop. Perekop is deep in Crimean territory on the Crimean peninsula. It is nearly directly south of Korsun and west of Azaq-kale. As the lord of a fortress deep in Crimean territory, he may only end up fighting if summoned by a marshall . This article is a stub. You can help out by expanding it. Crimean Khanate Monarch: Claimant: Khan Islam Giray Mehmed Giray Vassals: Ahmed-pasha Argun-bey Baesid-khan Baryn-bey Bukryn-bey Imad-pasha Mansur-bey Mirza Agish Mirza Appak Mirza Argyn Mirza Davletshi Mirza Divey Mirza Enikey Mirza Karach Mirza Yanmamed Mirza Yelchy Sedjet-bey Shirin-bey Uzyn-bey Yashlav-bey" "Mirza Karach","Mirza Karach Official Information Kingdom Crimean Khanate Monarch Khan Islam Giray Title Vassal Personal Details Gender Male Mirza Karach is initially a vassal of the Crimean Khanate. He begins the game as the ruler of Sivash. This article is a stub. You can help out by expanding it. Crimean Khanate Monarch: Claimant: Khan Islam Giray Mehmed Giray Vassals: Ahmed-pasha Argun-bey Baesid-khan Baryn-bey Bukryn-bey Imad-pasha Mansur-bey Mirza Agish Mirza Appak Mirza Argyn Mirza Davletshi Mirza Divey Mirza Enikey Mirza Karach Mirza Yanmamed Mirza Yelchy Sedjet-bey Shirin-bey Uzyn-bey Yashlav-bey" "Mirza Yanmamed","Mirza Yanmamed Official Information Kingdom Crimean Khanate Monarch Khan Islam Giray Title Vassal Personal Details Gender Male Mirza Yanmamed is initially a vassal of the Crimean Khanate. He begins the game as ruler of Kalanchak Fortress. This article is a stub. You can help out by expanding it. Crimean Khanate Monarch: Claimant: Khan Islam Giray Mehmed Giray Vassals: Ahmed-pasha Argun-bey Baesid-khan Baryn-bey Bukryn-bey Imad-pasha Mansur-bey Mirza Agish Mirza Appak Mirza Argyn Mirza Davletshi Mirza Divey Mirza Enikey Mirza Karach Mirza Yanmamed Mirza Yelchy Sedjet-bey Shirin-bey Uzyn-bey Yashlav-bey" "Mirza Yelchy","Mirza Yelchy Official Information Kingdom Crimean Khanate Monarch Khan Islam Giray Title Vassal Personal Details Gender Male Mirza Yelchy is initially a vassal of the Crimean Khanate, and the lord of Czaple. This article is a stub. You can help out by expanding it. Crimean Khanate Monarch: Claimant: Khan Islam Giray Mehmed Giray Vassals: Ahmed-pasha Argun-bey Baesid-khan Baryn-bey Bukryn-bey Imad-pasha Mansur-bey Mirza Agish Mirza Appak Mirza Argyn Mirza Davletshi Mirza Divey Mirza Enikey Mirza Karach Mirza Yanmamed Mirza Yelchy Sedjet-bey Shirin-bey Uzyn-bey Yashlav-bey" "Misiurka Cap","Misiurka Cap is an Eastern European light helmet, consisting of a feathered fur hat and a mail coif. In With Fire and Sword it is commonly worn by cavalry troops of Cossack Hetmanate." "Modifiers (classic)","For the Bannerlord version, see Modifiers (Bannerlord). Example of how different modifiers can affect an item. Modifiers are labels that precede the name of armor, shields, weapons, or horses, indicating either specific bonuses or penalties to defense, damage, skill, attribute requirements, or speed ratings. Not all modifiers are available on all items. It is a misconception that items can stack modifiers - some unique items have words in their names that sound like modifiers but are actually not (e.g. the ""Heavy Bastard Sword"" is a different weapon from the ""Bastard Sword"" and, as such, the ""Balanced Heavy Bastard Sword"" is a Heavy Bastard Sword with the ""Balanced"" modifier, not a Bastard Sword carrying both the ""Balanced"" and ""Heavy"" modifiers). Some shields also appear to stack modifiers but, as with weapons, these are separate items with modifier-sounding words in their names (e.g. ""Old Kite Shield"", ""Heavy Board Shield"", ""Plain Heater Shield""). Good modifiers are usually rarer and appear less often on shop inventories or battle loot. Some modifiers can change items skins, such as Saddle Horses ( Heavy, Spirited) and Haubergeons ( Reinforced, Thick). Contents 1 Weapons 2 Ammunition 3 Armor 4 Shields 5 Horses 6 Unused Weapons[] Weapons which have no requirement do not gain one from the Heavy, Strong, or Masterwork modifiers. For instance, while a Masterwork Short Bow has a Power Draw requirement of 5 rather than 1, a Masterwork Hunting Bow, like a standard Hunting Bow, has no Power Draw requirement. Ammunition[] Some thrown weapons can carry the Large Bag (ammunition) as well as either Balanced, Heavy (melee weapons), or Bent (""bent polearms/ranged weapons"", not ""bent ammunition""). For Large Bag, stack amount increases are mathematically rounded to the nearest integer, with a minimum of +1 (e.g. a Large Bag of Arrows will have 34 in a quiver instead of the standard 30 by 30*1.13=33.9, with 33.9 rounded to 34). Armor[] Cloth and leather can typically be Tattered, Ragged, Sturdy, Thick, or Hardened while metal armor can be Rusty, Battered, Crude, Thick, Reinforced, and Lordly, with Cracked only appearing on heavy metal armor made of plates. Armor modifiers are applied to each protection area (head, body, legs) if they are provided at least 1 armor point but never can armor modifiers grant negative values, with the minimum always being 0. Shields[] Shields described as ""Old"", ""Heavy"", or ""Plain"" are not modified but rather a completely different item that can still carry any one of the available shield modifiers. Contrary to armor, weapon, and projectiles, shield modifiers can be changed - a shield is destroyed in battle may become ""deformed"", either losing a positive trait or gaining a negative one. A shield interestingly ends up having only 1 durability point - causing it to break in a single hit - if its base durability score is reduced by a negative modifier than can substact a greater-than amount. As an aside, never can shield modifiers grant negative resistance values, with the minimum always being 0. Horses[] Beneficial modifiers are a costly addition to the more expensive horses so one should be careful when using one in combat - a horse ""killed"" in battle may lose its current modifier (if any) and become Lame. Though it will recover over time if prevented from getting ""killed"" again, it will never return to being, for example, a Champion horse - simply a standard, modifier-less one. Added on top is risking the horse simply dying outright and thus wasting all the money spent on it. Buying a Lame horse and keeping it in one's inventory until it recovers may prove a good investment since it later results in obtaining a standard horse for less than half the price. The player may also get another ""discount"" by purposely ""killing"" a bought Swaybacked horse in battle, making it Lame, and letting it recover - do beware this method, as stated above, carries the added risk of losing the horse altogether. Unused[] Some extra modifiers exist in the game code but are not used - it seems likely that ""Old"" and ""Plain"" were intended for shields before those words were simply incorporated into names while ""Timid"" and ""Meek"" appear to be for horses. Cheap Deadly Exquisite Fine Meek Old Plain Poor Powerful Rough Sharp Superb Timid Well-Made Equipment Modifiers One Handed Two Handed Two Handed / One Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Masterwork +4 +6 +5 +9 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Polearms Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Bent - -3 -3 -35% 100% Rusty - -3 - -45% 100% Cracked - -5 - -50% 100% Polearm / Two Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Bows Name Power Draw Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Strong +2 +3 -3 +360% 40% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Crossbows Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Thrown Name Power Throw Requirement Damage Missile Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Bent - -3 -3 -35% 100% Ammunition Name Stack Amount Damage Price Shop/Loot Chance Large Bag +13% - +90% 30% Bent - -3 -35% 100% Note: Thrown weapons can only carry the ""bent weapon"" modifier. Firearms Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Armor Name Protection Price Shop/Loot Chance Lordly +6 +1050% 25% Reinforced +4 +550% 25% Hardened +3 +290% 30% Thick +2 +160% 35% Sturdy +1 +70% 50% Crude -1 -17% 100% Battered -2 -25% 100% Ragged -2 -30% 100% Rusty -3 -45% 100% Tattered -3 -50% 100% Cracked -4 -50% 100% Shields Name Durability Resistance Price Shop/Loot Chance Reinforced +83 +4 +550% 25% Thick +47 +2 +160% 35% Battered -26 -2 -25% 100% Cracked -56 -4 -50% 100% Horses Name Riding Requirement Armor Speed Maneuver Charge Damage Hit Points Price Shop/Loot Chance Champion +2 - +4 +2 +2 - +1350% 20% Spirited - - +2 +1 +1 - +550% 60% Heavy - +3 - - +4 +10 +90% 70% Stubborn +1 - - - - +5 -10% 100% Swaybacked - - -4 -2 - - -40% 100% Lame - - -10 -5 - - -60% 100% Special Weapon Effects and Traits Bonus against shields Can crush through blocks Cannot be used on horsebackCan't be used to block Couched lance damage No shield UnbalancedModifiers — Modifiers (classic) Modifiers (Bannerlord)" "Molodechno","Molodechno Settlement Information Type Village Kingdom Polish Commonwealth Fortification Minsk World Map With Fire & SwordMolodechnoTemplate:World Map/With Fire & Sword Molodechno is a village of the Polish Commonwealth, subordinate to Minsk and ruled by Warlord Janusz Kiszka. Layout[] Player Elder Fugitive Molodechno is built on a flat surface. It is a Polish/Cossack-style village with fifteen houses. There are no distinctive features. The Village Elder stands in the middle of the village, in front of the large straw-roofed house. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be standing in the group of houses furthest from the player's entrance, in front of the brick-roofed house. Wikipedia has an article on this subject at:Maladzyechna Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Monarchs","Monarchs are the initial rulers of each kingdom when you begin the game. They have large amounts of renown (1000+), making their armies generally range anywhere between 200-400 troops strong. Faction monarchs also decide who gets fiefs after they are taken from other factions. If the player aids a claimant in gaining control over a faction, they will become its new monarch if they win. All monarchs have a claim to the throne of Calradia - in Mount&Blade: Warband, the player may also compete for the title of Ruler of All Calradia. Classic/Warband Monarchs[] Reigning Monarchs[] List of Reigning Monarchs Sanjar Khan Khergit Khanate King Ragnar Kingdom of Nords King Graveth Kingdom of Rhodoks King Harlaus Kingdom of Swadia King Yaroglek Kingdom of Vaegirs Sultan Hakim Sarranid Sultanate Past Monarchs[] These monarchs are mentioned within the games but do not appear, as they have already died prior to the player's arrival. List of Past Monarchs Janakir Khan Khergit Khanate King Hakrim Kingdom of Nords King Esterich Kingdom of Swadia King Burelek Kingdom of Vaegirs Sultan Ayzar Sarranid Sultanate Warrider Monarchs[] The following monarchs are from Mount&Blade v0.202, also known as Warrider. List of Warrider Monarchs King Larec Kingdom of Swadia Prince Kurzak Kingdom of Vaegirs Barthai Khan Khergit Khanate Bannerlord Monarchs[] Reigning Monarchs[] List of Reigning Monarchs Emperor LuconNorthern Empire Empress RhagaeaSouthern Empire Emperor GariosWestern Empire Sultan UnqidAserai High King CaladogBattania Monchug KhanKhuzait Grand Prince RaganvadSturgia King DerthertVlandia Past Monarchs[] These monarchs are mentioned within the games, but do not appear as they have already died prior to the player's arrival. List of Past Monarchs Emperor Arenicos (Pethros)Calradic Empire Emperor (Drosios) NeretzesCalradic Empire High King AerilBattania Urkhun KhanKhuzait Grand Prince VadinslavSturgia King Osric Iron-ArmVlandia 17th Century Monarchs[] In Mount&Blade: With Fire & Sword, 17th century Eastern Europe is ruled over by a completely different set of monarchs. List of Monarchs Hetman Bogdan Hmelnitski Cossack Hetmanate Khan Islam Giray Crimean Khanate Tsar Alexei Mikhailovich Muscovite Tsardom King Jan Kasimir Polish Commonwealth King Carl Gustaf Kingdom of Sweden Viking Conquest Monarchs[] There are many more monarchs in Viking Conquest than previous games due to the equally as large number of factions. List of Monarchs Ruire Causantin mac Cinaeda Kingdom of Alban Ri Arthgal map Dumnagual Kingdom of Alt Clut Ri Elisedd map Tewdr Kingdom of Brycheiniog Ruire Mugron mac Cothaid Kingdom of Connachta Ri Dunyart map Eferferdyn Kingdom of Cornubia Konungr Horik Gottfredsson Kingdom of Danmark Konungr Hrorek Hemmingsson Kingdom of Friese Cyning Eadmund Aethelberhting Kingdom of East Engle Ri Hywel map Rhys Kingdom of Glywyssing Ri Rhodri map Merfyn Kingdom of Gwynedd Ruire Dunlaing mac Muiredaig Kingdom of Laigin Konungr Gudrod Ragnarson Kingdom of Laithlind Ruire Donnchad mac Eochocai Kingdom of Mide Cyning Brugred Beorhtwulfing Kingdom of Mierce Ruire Cenn Faelad hua Mugthigirn Kingdom of Mumain Jarl Halfdan Ragnarsson Kingdom of Northhymbre Konungr Harald Halfdanarson Kingdom of Northvegr Ruire Lethlobar mac Loingsig Kingdom of Uladh Brytenwalda Aethelred Aethelwulfing Kingdom of West Seaxe Ruire Cerball mac Dunlainge Tribe of Osraige Ard Ruire Aed mac Niall Ui Neill of Aileach" "Moscow","Moscow Settlement Information Type Town Kingdom Muscovite Tsardom Villages Klin World Map With Fire & SwordMoscowKlinTemplate:World Map/With Fire & Sword Moscow is the capital of the Muscovite Tsardom. It is the only place where Tsar Bodyguards spawn in the fort. It is owned by Tsar Alexei Mikhailovich at the start of the game. It has the village Klin. Contents 1 Layout 2 Trade 2.1 Produces 2.2 Trades With 3 Trivia Layout[] At peace: Accessible area Player Lord's Hall Prison Tavern Merchants In a siege: Accessible area Player Siege Ladders If the player were to take a walk around the city, they would find both St. Basil's Cathedral and the Moscow Kremlin within the interior of the settlement, on the edge of Red Square, the large open area where the Mayor can also be found. This is accurate, as both structures were completed at least 100 years prior to the game's events. The Kremlin accurately serves as the court of the city, and interestingly, in the game, while the structure inside the Kremlin is inaccessible, the two drawbridges in front of the Kremlin actually lead directly to the Lord's Hall. This makes Moscow unique for having two entrances to the Lord's Hall. During a siege, the drawbridges disappear, and strangely, so do the houses inside the Kremlin. Outside the gates, four ladders are used. Trade[] Produces[] Butter Vodka, Wool Furs Spice Trades With[] Cherkassk Chernigov Kiev Kyzykermen Pskov Smolensk Trivia[] Moscow served as the capital of the Tsardom and all of its respective successor states: the Russian Empire, the Union of Soviet Socialist Republics, and, currently, the Russian Federation. However, this tradition has been briefly interrupted throughout history due to war. Within the time setting of the game, Moscow's population would have numbered between 100,000 and 200,000 people. Wikipedia has an article on this subject at:Moscow Territory of the Muscovite Tsardom TownsCherkassk Moscow Pskov FortressesBryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' VillagesKlin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa TarusaValuiki Yefremovo" "Moscow Reiter","For other uses, see Reiter (disambiguation). Moscow Reiter Troop Information Culture Muscovite Tsardom Wages 24 thalers/week Acquired from... Heavy Cavalry Commander Upgrades to... Moscow Reiter (veteran) Upgrade Cost ? thalers XP for Kill 67 experience Ransom Value ? thalers Moscow Reiters are heavy cavalry of the Muscovite Tsardom. Tactics[] Reliable medium dragoons armed with carbines and pistols paired with broadswords, wearing relatively good armor, and riding solid horses, they can be deployed with Noble Guards to charge the enemy. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Moscow Reiter - Default Stats and Equipment Attributes Stat Points Level 16 Strength 10 Agility 8 Intelligence 0 Charisma 0 Health 49 Armor Head Moscow Reiter HelmetShelom Body Moscow Reiter Uniform Hand Leather Gloves Foot Old Cavalry Boots Skills Skill Points Ironflesh 2 Power Strike 1 Grenade Throwing 0 Power Draw 0 Weapon Master 4 Shield 0 Athletics 0 Riding 3 Shooting from Horseback 5 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 150 Two Handed Weapons 130 Polearms 140 Archery 0 Firearms 110 Throwing 0 Weapons Melee Broadsword Ranged Simple Wheellock CarbinePistolOld PistolBullets Shield None Mount Saddle Horse Wikipedia has an article on this subject at:New Order Regiments Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard" "Moscow Reiter (veteran)","For other uses, see Reiter (disambiguation). Moscow Reiter (veteran) Troop Information Culture Muscovite Tsardom Wages 37 thalers/week Acquired from... Moscow Reiter Upgrades to... None Upgrade Cost None XP for Kill 96 experience Ransom Value ? thalers Moscow Reiters (veterans) are veteran heavy cavalry of the Muscovite Tsardom. Tactics[] Reliable medium dragoons armed with carbines and pistols paired with broadswords, wearing relatively good armor, and riding solid horses, they can be deployed with veteran Noble Guards to charge the enemy. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Moscow Reiter (veteran) - Default Stats and Equipment Attributes Stat Points Level 21 Strength 11 Agility 9 Intelligence 0 Charisma 0 Health 52 Armor Head Moscow Reiter HelmetShelom Body Moscow Reiter Uniform Hand Cavalry Gloves Foot Cavalry Boots Skills Skill Points Ironflesh 3 Power Strike 2 Grenade Throwing 0 Power Draw 0 Weapon Master 5 Shield 0 Athletics 0 Riding 5 Shooting from Horseback 6 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 165 Two Handed Weapons 145 Polearms 155 Archery 0 Firearms 125 Throwing 0 Weapons Melee Good Broadsword Ranged Wheellock CarbineGood PistolBullets Shield None Mount Hunter Wikipedia has an article on this subject at:New Order Regiments Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard" "Mount&Blade: With Fire & Sword","Mount&Blade: With Fire & Sword Developer(s) Snowberry ConnectionSich StudioTaleWorlds Publisher(s) Paradox Interactive1C Company Version 1.143 Platform(s) PC Release date(s) (NA) May 4, 2011(EU) May 4, 2011(TR) May 5, 2011 Genre(s) Action RPGStrategySimulation Mode(s) Single-playerMultiplayer Mount&Blade: With Fire & Sword is the second sequel to Mount&Blade, released by TaleWorlds Entertainment on the 4th of May 2011 in both North America and Europe. With Fire & Sword is based on the historical fiction novel With Fire and Sword by Polish author Henryk Sienkiewicz and set in the 17th century Polish-Lithuanian Commonwealth. Because of its advanced timeline, many things have changed from previous games. Contents 1 Setting 1.1 Cossack Hetmanate 1.2 Crimean Khanate 1.3 Muscovite Tsardom 1.4 Polish Commonwealth 1.5 Kingdom of Sweden 1.6 Founding One's Own Kingdom 2 Gameplay 3 Types of Troops 4 Trial Version 5 Trivia 6 External Links 7 Gallery 8 References Setting[] “ In the long grass man hunted man, like wolves or antelopes. All might hunt who wished. The outlaw sought refuge in the wild steppes, the shepherd completely armed, guarded his flocks, the knight-errant sought adventures, robbers sought plunder, the Cossack sought the Tatar, and the Tatar sought the Cossack. ” — With Fire and Sword The game's overland map With Fire & Sword is set in the war-torn lands of 17th Century Eastern Europe. Join the fight for freedom, domination, or riches as five nations battle for control over their destinies. Cossack Hetmanate[] The Cossack Hetmanate is a Ukrainian state comprising wild-spirited independent fighters led by Hetman Bogdan Hmelnitski. With few armored units to speak of, the Hetmanate relies on an army of accurate musketeers, light insurgents and light Djura cavalry. The Cossacks fight against Poland for their freedom. Cossack leader Hetman Bogdan Hmelnitski is forced to seek help from Russia in order to combat the Polish threat. Together the Cossack Hetmanate and Tsardom of Moscow march on the Polish Republic. Crimean Khanate[] A kingdom caught between shifting alliances, the Khanate has been shielded from both the Tsardom of Moscow and the Polish Republic, but soon may find itself vulnerable and desperate. The Crimean Khanate may be forced to betray the Cossack Hetmanate and take its lightning fast army of mounted bowmen elsewhere. Crimean cavalry cost less to maintain than any other nation's, and the Khanate boasts a large assortment of cavalry, ranging from the numerous Bajrak, mounted archer Jasaqs to the heavily armored Asak-bey, Circassian, and the powerful Nokhor. The light Kapikulu archer and the inaccurate-but-armored Seymen are the only native infantry the Crimean Khanate fields, but it has access to elite infantry on loan from the Ottoman Empire (modern Turkey) including Janissaries (elite musketeers), and Azaps (elite light infantry). Muscovite Tsardom[] Born again in this new age of fire and sword, Russia sees itself under a powerful dynasty of Tsars bent on reclaiming land lost to the Polish Republic. The Muscovite Tsardom is truly a force to be reckoned with as it has a vast army of well equipped troops. Russia boasts a large assortment of troops, reflected in the large assortment of marksmen (Muscovite marksmen include the simple Marksmen, the militia Posad Marksmen, and the elite New Order Marksmen), though it boasts quite good cavalry such as the Noble Guard. All Russian marksmen (Save for the Posad Marksman) deploy the two-handed poleaxe, a heavy weapon with a bonus against shields, giving even marksmen a fair chance against enemy infantry, while Moscow spearmen use a medium between the pike and the sword. This faction most closely resembles the Kingdom of Vaegirs in the previous Mount&Blade games. Polish Commonwealth[] The Polish Commonwealth, also known as the Polish-Lithuanian Republic, is famed for its majestic Winged Cavalry. Dominated by its Winged Hussars (the heaviest cavalry in the game) and supported by competent but unexceptional infantry in the form of Zolniers and Pikemen, the Polish Commonwealth best resembles the Kingdom of Swadia in troop composition. While it possesses a rich army, it is fragile, which could ultimately lead to the Polish Commonwealth's demise. Kingdom of Sweden[] Wealthy and powerful, the Kingdom of Sweden patiently waits to conquer the losing side of the Russian Polish conflict with an army of dreaded dragoons and musketeers. Sweden's army resembles contemporary Western European armies, with many gunpowder units such as the Swedish Reiter and the Lifeguard. In comparison with its peers, Sweden's emphasis on gunpowder weaponry makes it one of the more original factions of With Fire & Sword. Founding One's Own Kingdom[] There are several ways to start a kingdom for yourself and they are similar to the ones in Mount&Blade: Warband, although you will not be able to name your own faction. One way is to become a member of an already existing faction and capturing a castle or a town which you will not be granted by the faction leader. When this happens you can choose to renounce your current oath and leave your faction. This will result in your new faction becoming a rebel faction for that faction. When you have become a rebel for a faction it is a good idea to find the claimant for that faction and proceed to persuade the lords of the original faction to join yours instead. This way works exactly the same as it does in Warband. However, this will not make you king/queen of the new kingdom. Instead you will become the Marshall and the claimant will become the new faction leader. You will have major attacks on your kingdom, which may be what makes the game fun. Another way to become a monarch is to start either The Deluge or The False Dmitry quests. In the middle of the Deluge quest, Colonel Zagloba will ask the player to become king or he'll start a rebellion against King Jan Kasimir. If you choose to become king, then The Deluge in the quest menu is completed and The Final Border quest replaces it. The player also becomes the Polish Republic's permanent marshall (even if they hold an election for it). The end point of the both quests gives the player the task to conquer Eastern Europe as the final quest. Gameplay[] “ Every man is a lord for himself in our Commonwealth, if he has a sabre in his hand and can gather any kind of party. ” — Andrei Kmita in The Deluge Towns and fortresses have larger environments than in previous games. The game is similar to its predecessors, and involves quests, earning trust, and gathering an army of followers. Unlike the original games, which are open-ended in nature, With Fire & Sword offers main questlines for the Cossack, Polish, and Muscovite factions. Perhaps the biggest change from the previous games is the addition of firearms, which are consistent for the historical time period in which With Fire & Sword is set. Firearms deal heavy damage, but take a long time to reload, aren't very accurate, and have more limited ammunition than archery, meaning sword and bow are not yet obsolete. Grenades are also available and can be used to deal damage to groups of clustered enemies, but they do not refill. This technology replaces throwing weapons from previous games, so that now the ""Power Throw"" skill is replaced with ""Grenade Throwing"". Warfare techniques are altered greatly by firearms and grenades, and players might find post-battle casualties much heavier than in the original games; indeed, the player himself is at far greater risk of a sudden death due to high-damage muskets or other firearms. Capturing of castles has become more difficult to achieve by force, so the game offers new siege options, such as bribing a guard, poisoning the water supply, or blowing a hole in the wall to provide an advantage based on the player's tactics skill. Another new option is the choice to build a 'wagon fort' fort from the camp menu. A wagon fort is a triangle-shaped barricade which can be jumped over by horses (although the AI will not do this) but forces infantry to go around it. Troop recruitment also has a number of changes from the original games. Faction troops do not have tiered upgrade trees; many troops in With Fire & Sword only upgrade once to a ""veteran"" version. In villages, you can only recruit weak militia, who provide little in the way of combat ability. Troops recruited from Mercenary Camps are stronger and have more upgrade potential; the player can also customize mercenaries' equipment by visiting the camps. The most effective soldiers are recruited from Commanders in fortifications your faction controls. Unlike in the original Mount&Blade and Warband, when a vassal of, say, Swadia could feature an army of high-level Nord or Rhodok troops, the best troops for each faction in With Fire & Sword only become available once you have allied with that faction and get access to commanders. Walking around the towns, villages and fortresses will reveal a far larger game environment (which could cause lag on lower-end PCs). In towns and fortresses, players have a number of new options available through the new Town Center. They can send companions to town academies to learn new skills. Merchant guilds offer loans and interest on deposits, along with bounties should you fail to pay back your debts. Unique weapons and armor can be crafted from smiths at the town center. Taverns are frequented by the usual visits from travelers, heroes, booksellers, and mercenaries, but also by pub visitors, who may be looking for a fistfight. Players can also organize their own Merchant Caravans to earn profits through trade. Marriage, a feature available in Warband, is no longer available in With Fire & Sword. Players are also unable to rename their own faction. Types of Troops[] Main article: Troop trees Militia: The weakest troops which can be recruited from villages or Commanders. Infantry: Regular infantry troops which can only be recruited from Infantry Commanders. Cavalry: Regular cavalry troops which can only be recruited from Cavalry Commanders. Guards: Elite troops which can only be recruited from a Personal Guard Commander and/or Heavy Cavalry Commander. Mercenaries: Elite troops which can be recruited from a Mercenary Commander. They cannot be recruited from Mercenary Camps or taverns. Special Soldiers: Special troops which can only be recruited in a few fortifications. The commanders vary. Tavern Mercenaries: Mercenaries that can be recruited from taverns. They can best militia but not regulars. Camp Mercenaries: Mercenaries recruited from mercenary camps. Their stats are always lower than similar faction troops but their equipment can be customized. Commanders are found in castles/cities by going to the option ""Go to the town center"". You must be a lord/vassal/mercenary of that faction to access the commanders. There will often be rumours about commanders, which can suggest what troops are available to be recruited. You must come back to the same commander four days later to pick up your troops by clicking ""I want to recruit some men."" Heroes: As with previous Mount&Blade games, there are numerous companions that you can employ in your party. Trial Version[] All Mount&Blade games can also be downloaded as a ""try before you buy"" trial version from TaleWorlds' website for free. The trial version allows you to play the single-player game until you reach level 8 (or until the day 30) at which time it automatically saves your character and quits. After purchasing and entering a serial key, the limit will be unlocked and you may resume playing with the same character and access the multi-player servers. You will not need to download the game again. Trivia[] Some items left over from Warband remain in the game files and can still be accessed. Unlike the previous installments of Mount&Blade, With Fire & Sword takes place in an actual region of the world, with real-world locations, historical figures, and real nations. Many of the game files have strings in Latinized Russian. This is expected, as SiCh Studio is based in Kyiv, Ukraine,[1] where Russian is commonly spoken. Ironically, the Steam version of the game has no Russian localization. External Links[] Polish trailer TaleWorlds official website Gallery[] Mount & Blade With Fire and Sword Launch trailerTurkish boxartPolish boxartRussian boxart References[] ↑ About SiCh Studio" "Mount & Blade Wiki","Welcome to the Mount & Blade Wiki The wiki about Mount&Blade that anyone can edit! Mount&Blade is an open-world action/role-playing series of gameswith both historical and fictional settings and featuringstrategic and tactical medieval combat. Games Features Character creation Heroes Factions Troop trees Battles Sieges Quests Player tactics List of villages List of castles List of towns List of mods Helping out Add a New Page! Not sure where to start? Find out more about the wiki on the About page. If you are new to wikis, check out the tutorial. Adding content Every wiki has two lists of articles that need help called ""Stubs"" and ""Wanted Articles"". Don't be shy, get in there. Uploading images is another really easy way to help out - see the Special:Upload page! Be sure to follow the local wiki editing rules. Achievements have been activated! Register and contribute to the wiki to earn Achievements. Win badges and points to earn a rank on the Leaderboard. Please do not make useless contributions in an effort to win more points. Bannerlord Highlights Mount&Blade Wiki Discord If you see this, your JavaScript might be disabled or DiscordIntegrator plugin isn't working. If the latter, please contact a wiki administrator.Join the Mount&Blade Wiki Discord. Featured Article The current Featured Article is:Gameplay mechanics! Help improve this wiki to feature more articles!" "Mount & Blade Wiki/Past Polls","The following are the results of past polls placed on the main page. Contents 1 2019 1.1 How many heroes do you recruit into your party? 2 2018 2.1 What non-standard battleground do you most enjoy fighting on? 2.2 What is your primary consideration when buying new armor? 3 2017 3.1 What type of terrain do you prefer to fight on? 3.2 Which claimant do you think has the most legitimate claim? 4 2016 4.1 What is your least favorite faction in Warband? 4.2 What type of future Mount&Blade games would you like to see focus on? 4.3 What type of ranged weapons do you prefer? 4.4 What is your first goal in a new game? 5 2015 5.1 How often can you be found playing the Mount&Blade series? 5.2 Where do your loyalties stand? 5.3 How interested are you in current or future Warband DLC? 5.4 How many companions do you usually hire? 6 2014 6.1 What type of terrain do you prefer to fight on? 6.2 Which Agility-based skill do you focus on the most? 6.3 How quickly do you get married in Warband? 6.4 What tournament set do you most prefer? 6.5 What trait is most important to you for your shield? 6.6 What non-faction troops do you like having in your ranks? 7 2013 7.1 What do you value most from villages? 7.2 What do you hope gets more attention in Mount&Blade II: Bannerlord? 7.3 What is your primary goal during peacetime? 7.4 What source of income to you enjoy the most? 7.5 Which attribute do you like to keep highest? 7.6 How many mods have you tried? 8 2012 8.1 What is your preferred melee weapon type? 8.2 How honorable are you? 8.3 What do you look for in your horse? 8.4 Which Mount&Blade do you play the most? 8.5 Who do you fight for? 8.6 How many rival factions have you completely eliminated? 8.7 How many characters have you created? 9 2011 9.1 What combat style do you find the most fun? 9.2 What is most fun about the games? 9.3 What's your favorite fighting in the game? 9.4 What's your favorite Faction? 2019[] How many heroes do you recruit into your party?[] Started by Tephra on 1st of December, 2019 (based on suggestion by Yarrrr) All of them, I like drama Final count: ongoing As many as possible without excessive conflict Final count: ongoing Only a few favorites Final count: ongoing None, I am the only hero necessary in this war Final count: ongoing Total votes: ongoing 2018[] What non-standard battleground do you most enjoy fighting on?[] Started by Tephra on 2nd of July, 2018 Arena Rings Final count: 224 - 11.34% Within Villages Final count: 341 - 17.26 Bandit Camps Final count: 66 - 3.34% On City Streets Final count: 396 - 20.04% Inside Keeps Final count: 949 - 48.03% Total votes: 1976 What is your primary consideration when buying new armor?[] Started by Tephra on 2nd of February, 2018 (based on suggestion by VikingCthulhu) Price - The marketplace is just legal robbery. Final count: 158 - 12.16% Protection - That's what armor is for, right? Final count: 833 - 64.13% Weight - Why endure the hit when you can run away instead? Final count: 39 - 3.0% Cosmetic - Even if I die, I will look good doing it. Final count: 269 - 20.71% Total votes: 1299 2017[] What type of terrain do you prefer to fight on?[] Started by Tephra on 3rd of September, 2017 Flat and empty - Cavalry get in free Final count: 796 - 64.04% Riverside - Fish in boots Final count: 78 - 6.28% Forest - The bark is worse than the fight Final count: 72 - 5.79% Hilly - Where'd that arrow come from? Final count: 229 - 18.42% Mountainous - Horses stop here Final count: 68 - 5.47% Total votes: 1243 Which claimant do you think has the most legitimate claim?[] Started by Tephra on 20th of April, 2017 Dustum Khan (Khergit Khanate) Final count: 32 - 3.24% Lethwin Far-Seeker (Kingdom of Nords) Final count: 190 - 19.25% Lord Kastor of Veluca (Kingdom of Rhodoks) Final count: 48 - 4,86% Lady Isolla of Suno (Kingdom of Swadia) Final count: 572 - 57.95% Prince Valdym the Bastard (Kingdom of Vaegirs) Final count: 65 - 6.59% Arwa the Pearled One (Sarranid Sultanate) Final count: 80 - 8.11% Total votes: 987 2016[] What is your least favorite faction in Warband?[] Started by Tephra on 1st of September, 2016 (based on an anonymous suggestion) Khergit - no heavy infantry Final count: 1415 - 45.93% Nords - weak to cavalry Final count: 244 - 7.92% Rhodoks - slow ranged attack rate Final count: 263 - 8.54% Swadia - too expensive Final count: 262 - 8.50% Vaegirs - no shields Final count: 329 - 10.68% Sarranids - no specialization Final count: 568 - 18.44% Total votes: 3081 What type of future Mount&Blade games would you like to see focus on?[] Started by Tephra on 2nd of July, 2016 Canonical - continuing Calradian lore Final count: 432 - 53.87% Historical - retelling of actual events Final count: 95 - 11.85% Alternate Settings - new lore in a new land Final count: 71 - 8.85% All of the above - keep doing what they're doing Final count: 204 - 25.44% Total votes: 802 What type of ranged weapons do you prefer?[] Started by Tephra on 2nd of April, 2016 Bows - for the traditionalist Final count: 897 - 61.44% Crossbows - no skills required Final count: 286 - 19.59% Thrown weapons - including grenades Final count: 106 - 7.26% Firearms - the weapon of the future Final count: 171 - 11.71% Total votes: 1460 What is your first goal in a new game?[] Started by Tephra on 3rd of January, 2016 Acquiring better gear Final count: 297 - 17.86% Gaining some renown Final count: 91 - 5.47% Making a little money Final count: 532 - 31.99% Recruiting a sizable army Final count: 590 - 35.48% Goals are boring, I do whatever I want Final count: 153 - 9.2% Total votes: 1663 2015[] How often can you be found playing the Mount&Blade series?[] Started by Tephra on 2nd of July, 2015 Nearly every day Final count: 1367 - 49.3% At least once a week Final count: 543 - 19.58% Infrequently, when in the mood Final count: 723 - 26.07% Rarely, a month or more may pass between play Final count: 97 - 5.3% Not at all until the next release Final count: 43 - 1.55% Total votes: 2773 Where do your loyalties stand?[] Started by Tephra on 1st of May, 2015 (based on suggestion by Yarrrr) I am a vassal under one of the established factions Final count: 490 - 33.96% I fight to secure the throne for one of the claimants Final count: 83 - 5.75% I fight for my right to rule my own kingdom Final count: 626 - 43.38% I am a freelancer and am not loyal to any kingdom Final count: 244 - 16.91% Total votes: 1443 How interested are you in current or future Warband DLC?[] Started by Tephra on 1st of March, 2015 I own them all and want more! Final count: 354 - 42.29% I have one and may get more Final count: 240 - 28.67% I don't own any yet, but might get one Final count: 173 - 20.67% I am not interested in the DLC Final count: 70 - 8.36% Total votes: 837 How many companions do you usually hire?[] Started by Tephra on 1st of January, 2015 (based on suggestion by Yarrrr) All of them, they are the invincible backbone of my army Final count: 329 - 20.77% Several, they provide extra support where I need it Final count: 985 - 62.18% One or two, I can easily focus on them without conflicts Final count: 222 - 14.02% None, they aren't worth the effort Final count: 48 - 3.03% Total votes: 1584 2014[] What type of terrain do you prefer to fight on?[] Started by Tephra on 1st of November, 2014 Flat and empty, my horses need to run Final count: 1214 - 49.82% Uneven, I bring tactics into play Final count: 579 - 23.76% Mountainous, the perfect counter to heavy cavalry Final count: 158 - 6.48% Sieges, the castle walls are where real warriors fight Final count: 486 - 19.94% Total votes: 2437 Which Agility-based skill do you focus on the most?[] Started by Tephra on 1st of September, 2014 Weaponmaster Final count: 448 - 42.07% Shield Final count: 79 - 7.42% Riding Final count: 127 - 11.92% Athletics Final count: 111 - 10.42% Horse archery Final count: 198 - 18.59% Looting Final count: 102 - 9.58% Total votes: 1065 How quickly do you get married in Warband?[] Started by Tephra on 1st of July, 2014 As soon as possible, I am a romantic Final count: 225 – 13.42% When well-established, I am practical Final count: 767 – 45.74% When it becomes useful, I am calculative Final count: 445 – 26.54% Never, I am free-spirited Final count: 240 – 14.31% Total votes: 1677 What tournament set do you most prefer?[] Started by Tephra on 1st of May, 2014 Axe with shield Final count: 157 – 8.25% Sword with shield Final count: 768 – 40.45% Heavy sword Final count: 458 – 24.27% Lance with shield Final count: 227 – 12.06% Bow and knife Final count: 104 – 5.58% Crossbow and sword Final count: 129 – 6.84% Javelins with shield Final count: 47 – 2.56% Total votes: 1890 What trait is most important to you for your shield?[] Started by Tephra on 1st of March, 2014 Durability Final count: 225 – 19.05% Resistance Final count: 559 – 47.33% Size Final count: 181 – 15.33% Speed Final count: 32 – 2.71% Don't use a shield Final count: 184 – 15.58% Total votes: 1181 What non-faction troops do you like having in your ranks?[] Started by Tephra on 1st of January, 2014 Bandits Final count: 45 – 2.84% Manhunters Final count: 231 – 14.56% Mercenaries Final count: 526 – 33.17% Women Final count: 783 – 49.43% Total votes: 1585 2013[] What do you value most from villages?[] Started by Tephra on 4th of November, 2013 New recruits to fill my ranks Final count: 1111 – 80.74% An easy target for quick loot Final count: 132 – 9.59% Taxes, I conquer, then I tax Final count: 79 – 5.74% Scenery, sometimes I just like to wander Final count: 54 – 3.92% Total votes: 1376 What do you hope gets more attention in Mount&Blade II: Bannerlord?[] Started by Tephra on 3rd of September, 2013 Storylines and history Final count: 176 – 14.23% Politics and diplomacy Final count: 589 – 47.62% Quests and goals Final count: 110 – 8.89% Items and equipment Final count: 72 – 5.82% Combat and character mechanics Final count: 289 – 23.44% Total votes: 1236 What is your primary goal during peacetime?[] Started by Tephra on 3rd of July, 2013 Gaining more renown Final count: 47 – 3.46% Accumulating wealth and new equipment Final count: 293 – 21.54% Improving relations with lords or locations Final count: 221 – 16.25% Earning exp and recruiting to build your army Final count: 799 – 58.75% Total votes: 1360 What source of income to you enjoy the most?[] Started by Tephra on 4th of May, 2013 Looting enemies Final count: 746 – 53.48% Ransoming prisoners Final count: 244 – 17.49% Trading goods Final count: 87 – 6.24% Productive enterprises Final count: 318 – 22.80% Total votes: 1395 Which attribute do you like to keep highest?[] Started by Tephra on 1st of March, 2013 Strength, don't make me angry... Final count: 279 – 21.43% Agility, a leaf on the wind Final count: 98 – 7.53% Intelligence, smarter than the average bear Final count: 630 – 48.39% Charisma, how you doin'? Final count: 295 – 22.66% Total votes: 1302 How many mods have you tried?[] Started by Tephra on 1st of January, 2013 None, I like the default game just the way it is Final count: 576 – 43.57% One or two, I am not particularly adventurous Final count: 316 – 23.90% Several, this series was designed for mods Final count: 361 – 27.31% Too many, I've forgotten what the native games were about Final count: 69 – 5.22% Total votes: 1322 2012[] What is your preferred melee weapon type?[] Started by Tephra on 8th of November, 2012 One-handed weapons Final count: 630 – 46.74% Two-handed weapons Final count: 439 – 32.57% Polearms Final count: 182 – 13.5% Multi-purpose weapons Final count: 97 – 7.2% Total votes: 1348 How honorable are you?[] Started by Tephra on 4th of September, 2012 I'd save kittens from trees if I could, my honor is always high Final count: 736 – 56.87% I'd put kittens into trees if I could, my honor is always low Final count: 125 – 9.65% I wouldn't notice a kitten in a tree, I pay little attention to honor Final count: 179 – 13.81% I'd put a kitten in a tree and then save it, I keep my honor balanced Final count: 255 – 19.68% Total votes: 1295 What do you look for in your horse?[] Started by Tephra on 8th of July, 2012 I lead my army with a speedy mount Final count: 641 – 30.71 I outsmart the enemy with maneuverability Final count: 269 – 12.89% I charge into the fray and need durability Final count: 854 – 40.92% What horse? I run into battle on my own legs Final count: 323 – 15.48% Total votes: 2087 Which Mount&Blade do you play the most?[] Started by Tephra on 28th of May, 2012 Classic Mount&Blade Final count: 103 – 7.62% Mount&Blade: Warband (or Napoleonic Wars) Final count: 1043 – 77.14% Mount&Blade: With Fire & Sword Final count: 99 – 7.32% Fan-made modules Final count: 107 – 7.91% Total votes: 1352 Who do you fight for?[] Started by Lenopow on 21st of April, 2012 Swadia Final count: 349 – 17.43% Khergit Khanate Final count: 145 – 7.22% Nords Final count: 489 – 24.35% Rhodoks Final count: 228 – 11.35% Sarranid Sultanate Final count: 156 – 7.77% None of them! I fight for myself! Final count: 638 – 31.87% Total votes: 2005 How many rival factions have you completely eliminated?[] Started by Tephra on 19th of March, 2012 None, I shame myself Final count: 295 – 39.92% One, I have tasted victory and it is sweet Final count: 172 – 23.27% Several, I am a force to be feared Final count: 118 – 15.97% All of them, you may refer to me as 'Your Majesty' Final count: 154 – 20.84% Total votes: 739 How many characters have you created?[] Started by Tephra on 10th of February, 2012 Just one, I am a loyalist Final count: 302 – 29.75% A couple, a little variety is good Final count: 438 – 43.25 Several, I can't stop myself Final count: 118 – 11.63% Too many! Call a psychiatrist, I need help Final count: 156 – 15.37% Total votes: 1014 2011[] What combat style do you find the most fun?[] Started by Tephra on 26th of December, 2011 Melee on foot Final count: 382 – 25.43% Ranged on foot Final count: 91 – 6.06% Melee on horseback Final count: 727 – 48.40% Ranged on horseback Final count: 302 – 20.11% Total votes: 1502 What is most fun about the games?[] Started by Lenopow on 31st of October, 2011 Sieges Final count: 278 – 27.25% Expoloring Final count: 36 – 3.53% Fighting Final count: 674 – 66.08% Quests Final count: 32 – 3.14% Total votes: 1020 What's your favorite fighting in the game?[] Started by Lenopow on 23rd of October, 2011 Bow and Arrow Final count: 69 – 19.55% Sword Final count: 207 – 58.64% Spear Final count: 49 – 13.88% Gun (WFAS) Final count: 28 – 7.93% Total votes: 353 What's your favorite Faction?[] Started by Lenopow on 21st of October, 2011 Swadia Final count: 64 – 34.97% Nords Final count: 80 – 43.72% Khergits Final count: 16 – 8.74% Vaegirs Final count: 23 – 12.57% Total votes: 183" "Mount & Musket","Mount & Musket is a very popular mod for Mount&Blade: Warband. The mod is multiplayer-only and has no singleplayer campaign. You can select historically accurate troop classes from the following factions: Russia, France, Great Britain and Prussia. Regiments[] After the great success of the mod, fans began to organize a regimental system. A regiment is an online group that organizes special training, linebattles etc. Most regiments are by invite only but the best way is to usually ask someone in the regiment to invite you. Linebattles[] After regiments also became a popular part of the system, people decided to organize massive events in which players will form formations such as infantry square, column etc. but most commonly a line. most regiments will have a linebattle once a week but some of the more intense regiments have more. Legacy[] The team that created this mod went on to form Flying Squirrel Entertainment and developed the downloadable content expansion for Warband, Napoleonic Wars." "Mountain Bandit","Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Mountain Bandit Troop Information Culture Bandits Wages 6-3 denars/week Acquired from... Looters- or -Prisoners Upgrades to... Rhodok Tribesman Upgrade Cost 40 denars XP for Kill 88 experience Ransom Value 73 denars Mountain Bandits are bandit infantry in Mount&Blade and Warband. Contents 1 Tactics 2 Quotes 3 Stats and Equipment 4 Trivia 5 Gallery Tactics[] Roaming the mountainous regions of Calradia - especially those controlled by the Kingdom of Rhodoks - they spawn in groups of 4-60. Mountain Bandits are the only outlaw type carrying weapons that can crush through blocks. The combination of heavy weapons and effective shields makes them some of the harder-to-kill bandits. If captured in battle or rescued from another party's prisoners, Mountain Bandits can be upgraded to Rhodok Tribesmen. Quotes[] Mountain Bandits say one of the following lines when encountering the player. ""We can do this the easy way, or the hard way..."" ""Your money or your life!"" ""We'll have our pay... or we'll have our fun."" ""My men and I would like a word with you about your purse and your belongings."" Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Mountain Bandit - Default Stats and Equipment Attributes Stat Points Level 11 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible) Felt Hat(Possible) Head Wrapping(Possible) Skullcap Body Ragged OutfitRawhide CoatLeather Armor Hand None Foot Hide BootsNomad Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw 2 Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 90 Polearms 90 Archery 90 Crossbows 90 Throwing 90 Weapons Melee SpearMaulNordic SwordFlanged MaceFalchion Ranged (Possible) (Possible) Short Bow(Possible) ArrowsJavelins Shield (Possible) Fur Covered Shield(Possible) Hide Covered Round Shield(Possible) Wooden Shield(Possible) Nordic Shield Mount None Trivia[] While they could spawn riding Steppe Horses or black Saddle Horses in classic Mount&Blade - usually making them hard to fight for lone adventurers and low-level characters - they were converted to infantry-only in Warband. Gallery[] Mountain Bandits charging into battle. Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr" "Mounted Archer","Mounted Archer The Mounted Archer is a character playable in the Custom Battle mode of Mount&Blade: With Fire & Sword. In-game description[] The bulk of the Tatar host were the jasaqs. Though average warriors, they posed a serious threat to the enemy because of their sheer numbers and their maneuverability. The jasaqs fight with a good bow and a saber of mediocre quality. The jasaqs are formidable archers, and are most effective in sidelong attacks. Stats[] Mounted Archer - Default Stats and Equipment Attributes Stat Points Level 20 Strength 11 Agility 15 Intelligence 0 Charisma 0 Health Armor Head Hat Body Quilted Robe Hand Foot Eastern Boots Skills Skill Points Ironflesh 1 Power Strike 1 Grenade Throwing 0 Power Draw 4 Weapon Master 2 Shield 0 Athletics 3 Riding 4 Shooting from Horseback 5 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 150 Two Handed Weapons 150 Polearms 150 Archery 150 Firearms 150 Throwing 150 Weapons Melee Tatar Saber Ranged Tatar Bow, Barbed Arrows Shield Mount Steppe Horse This article is a stub. You can help out by expanding it. With Fire & Sword Custom Battle Troops Reiter Hussar Boyar Cuirassier Mounted Archer Musketeer Netyag Swordsman Rondartschier Pikeman Halberdier" "Multiplayer","Multiplayer is a major and core addition to the Mount&Blade series. In Mount&Blade: Warband, it allows the player to fight against other players or bots (computer-generated and -controlled opponents) in a selected map with seven game modes. The lobby is the main directory for finding servers. It shows the server's name, player count, map, game mode, module currently used and an average latency of the server. After entering the server, the player chooses between two factions. After choosing a faction, the player chooses one of three troop types: ranged specialist (archer/crossbowman), infantry, or cavalry class, then chooses the equipment for a base fund of 1000 denars by default (depends on the server). Equipment must be paid for after every death, and if you are not able to pay for the equipment, you are given lower-tier equipment for your remaining denars. However, the starting equipment is free. Killing a player yields a 200 denar reward, while a completed objective (castle captured, one team left, flag captured) yields a reward of about 1000 denars and this money accumulates on your current life. Mount&Blade: With Fire & Sword also has a multiplayer, which features a new game mode and completely new maps with the singleplayer factions. Firearms and grenades are available. Contents 1 Type of game modes in multiplayer 2 Units (Warband) 3 Units (With Fire & Sword) 4 Maps (With Fire & Sword) Type of game modes in multiplayer[] With Fire & Sword sports vicious, never before seen, 64 player online-play across a multitude of exciting modes. In addition to Warband's 6 gripping modes, With Fire & Sword brings a new mode into play. Prove the steel of your sword, the deftness of your bow, or accuracy of your gun as you fight for online supremacy! Deathmatch — The original 'every man for himself' multiplayer mode now with full 17th-century flavor. Earn gold with every kill to spend on deadlier equipment. In deathmatch you have only yourself to rely on, so keep your wits about you. Captain Team Deathmatch — With Fire & Sword's great new multiplayer mode puts players in charge of their own squad of soldiers. Lead 4 to 24 soldiers into battle. With a total of 16 human captains, all leading squads Captain Team Deathmatch is the mode to look to for massive fun! Team Deathmatch — Show the power of your glorious faction by competing in Team Deathmatch mode, coordinate strategies to keep your faction wealthy and powerful. If you are in a clan, then consider this the mode for you. Captain Co-op — Survive as long as possible against waves of enemies by working with your fellow teammates and hiring up to 6 men. Weapons and mercenaries unlock as you survive each wave. Whenever any of your teammates die, destroy the prisoner cart in the map to revive all your teammates and their mercenaries. After the first 10th wave, the waves will repeat, except with the tag (veteran) over them, which indicates there will be more enemies who have more health. After the veteran waves, the elite waves will come. Battle — A brutal contest in death where the last man standing wins. In 'Battle' the pressure will be on like in no other mode, winning in this mode solidifies your fighting skill in all of Eastern Europe. Siege — Easily the most difficult and competitive mode in With Fire & Sword, Siege mode challenges one side to capture the inside of a keep/castle while the other faction fights besiegers off until the count-down expires. Conquest — Advance on and capture enemy and neutral points while defending your own. The ultimate test of team tactics, 'Conquest' mode requires your side to capture and hold key areas on the map over a period of time. Communication and coordination are the key to winning in 'Conquest'. Capture the Flag — Another classic multiplayer mode finds its way to With Fire & Sword, experience the thrill of riding away with your rival's flag on your steadfast steed! Search and destroy — Defend 2 destructible structures from the enemy. Similar to search and destroy missions in other FPS games (single life elimination, target objectives) but requires you to do the destroying yourself (instead of planting a bomb). Duel — Duel other players on the map to a one on one battle. Units (Warband)[] Ranged Infantry Cavalry Khergit Horse Archer Infantry Lancer Nord Archer Huscarl Scout Rhodok Crossbowman Sergeant Horseman Sarranid Archer Footman Mamluke Swadian Crossbowman Infantry Man-at-Arms Vaegir Archer Spearman Horseman Units (With Fire & Sword)[] Ranged Infantry Cavalry Swedish Infantryman Musketeer Cavalryman Polish Infantryman Musketeer Cavalryman Cossack Infantryman Rifleman Rider Muscovite Infantryman Marksman Cavalryman Crimean Tatar infantryman Mounted Archer Lancer You can choose which one you want to be; after that, you can buy better equipment with your starting money, combat money (money earned by killing enemies) and a round bonus (as administrator you can change these amounts). Maps (With Fire & Sword)[] The following maps are available in all modes except Siege: Trenches Village by the river Road in the forest Forest skirt Marketplace Steppe farmstead Hill road Fields Swamp delta Arena Old castle The following maps are not available in Capture the Flag or Conquest: Tatar town Fortified town Random Plains (Medium/Large) Random Steppe (Medium/Large) A different set of maps are available in Siege: Monastery fortress Oreshek A castle in the hills Vyborg (unrelated to the singleplayer fortress of the same name) Nomad camp" "Muscovite Mercenary Cavalryman","Camp Location[] Muscovite Mercenaries hail from a camp deep in Muscovite territory, to the southwest of Moscow. Troop Ranks[] Muscovite Mercenary Cavalryman (recruit) Muscovite Mercenary Cavalryman (experienced) Muscovite Mercenary Cavalryman (veteran) Muscovite Mercenary Cavalryman (elite) Tactics[] Muscovite Mercenary Cavalrymen can be customized to match your preferred tactics. Initially armed with bows but, thanks to being able to be equipped with both blunt weapons and shields, they are ideal for creating prisoner-taking heavy cavalry similar to the Manhunters from Mount&Blade and Warband - this essentially makes them a direct upgrade from Marksmen of the Secret Department. Basic Equipment[] Weapons Simple SaberLongbow Head Armor Marksman Cap Body Armor Broadcloth Foot Armor Bast Shoes Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Muscovite mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Marksman Cap Weight 1, +6 to head armor 50 Paper Cap Weight 1, +17 to head armor 100 Misiurka Weight 1.5, +24 to head armor, Requires Strength 7 121 Iron Cap Weight 2, +27 to head armor, Requires Strength 8 183 Cone Weight 2.75, +34 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 230 Tegilai Weight 6, +32 to body armor, +10 to leg armor, Requires Strength 7 200 Behterets Weight 10, +29 to body armor, +11 to leg armor, Requires Strength 7 266 Moscow Reiter Uniform Weight 10, +38 to body armor, +6 to leg armor, Requires Strength 8 441 Kuyak Weight 19, +45 to body armor, +10 to leg armor, Requires Strength 10 600 Boyar Militia Uniform Weight 22, +50 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 12 Old Boots Weight 4, +4 to leg armor 20 Cossack Boots Weight 2, +5 to leg armor 40 Good Boots Weight 4, +6 to leg armor 60 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 250 Simple Wheellock Carbine Weight 4.5, Ranged 76p, Accuracy 76, Speed rating 40, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 270 Simple Wheellock Musket Weight 6.5, Ranged 83p, Accuracy 82, Speed rating 29, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 150 Hatchet One-handed, Weight 1.25, Swing 28c, Speed rating 102, Weapon reach 50, Requires Strength 8, Bonus against shields 235 Saber One-handed, Weight 1.25, Swing 24c, Speed rating 95, Weapon reach 95, Requires Strength 7 250 Sovnya Polearm (two-handed), Weight 2.5, Swing 26c, Thrust 24p, Speed rating 79, Weapon reach 150 330 Club One-handed, Weight 2.25, Swing 28b, Speed rating 98, Weapon reach 60, Requires Strength 12, Can crush through blocks 250 Pole-axe Two-handed, Weight 2.25, Swing 37c, Speed rating 83, Weapon reach 120, Requires Strength 11, Bonus against shields, Cannot be used on horseback, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 8 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 24 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 300 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Muscovite Mercenary Cavalryman (elite)","Muscovite Mercenary Cavalryman (elite) Troop Information Culture Muscovite Tsardom Wages 23 thalers Acquired from... Muscovite Mercenary Cavalryman (veteran)- or -Prisoners Upgrades to... None Upgrade Cost None XP for Kill ? xp Ransom Value ? thalers The Muscovite Mercenary Cavalryman (elite) is a mercenary cavalryman associated with the Muscovite Tsardom but can be hired by any faction at the Muscovite Mercenary Camp near Moscow. Stats and Equipment[] Muscovite Mercenary Cavalryman (elite) - Default Stats and Equipment Attributes Stat Points Level 20 Strength 14 Agility 8 Intelligence 0 Charisma 0 Health ? Armor Head Marksman Cap Body Broadcloth Hand None Foot Bast Shoes Skills Skill Points Ironflesh 6 Power Strike 5 Grenade Throwing 0 Power Draw 4 Weapon Master 5 Shield 0 Athletics 0 Riding 4 Shooting from Horseback 4 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 0 Two Handed Weapons 0 Polearms 130 Archery 67 Firearms 82 Throwing 0 Weapons Melee Simple Saber Ranged Arrows, Longbow Shield None Mount Sumpter Horse Tactics[] Muscovite Mercenary Cavalrymen can be customized to match your preferred tactics. Initially armed with bows but, thanks to being able to be equipped with both blunt weapons and shields, they are ideal for creating prisoner-taking heavy cavalry similar to the Manhunters from Mount&Blade and Warband - this essentially makes them a direct upgrade from Marksmen of the Secret Department. Basic Equipment[] Weapons Simple SaberLongbow Head Armor Marksman Cap Body Armor Broadcloth Foot Armor Bast Shoes Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Muscovite mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Marksman Cap Weight 1, +6 to head armor 50 Paper Cap Weight 1, +17 to head armor 100 Misiurka Weight 1.5, +24 to head armor, Requires Strength 7 121 Iron Cap Weight 2, +27 to head armor, Requires Strength 8 183 Cone Weight 2.75, +34 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 230 Tegilai Weight 6, +32 to body armor, +10 to leg armor, Requires Strength 7 200 Behterets Weight 10, +29 to body armor, +11 to leg armor, Requires Strength 7 266 Moscow Reiter Uniform Weight 10, +38 to body armor, +6 to leg armor, Requires Strength 8 441 Kuyak Weight 19, +45 to body armor, +10 to leg armor, Requires Strength 10 600 Boyar Militia Uniform Weight 22, +50 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 12 Old Boots Weight 4, +4 to leg armor 20 Cossack Boots Weight 2, +5 to leg armor 40 Good Boots Weight 4, +6 to leg armor 60 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 250 Simple Wheellock Carbine Weight 4.5, Ranged 76p, Accuracy 76, Speed rating 40, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 270 Simple Wheellock Musket Weight 6.5, Ranged 83p, Accuracy 82, Speed rating 29, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 150 Hatchet One-handed, Weight 1.25, Swing 28c, Speed rating 102, Weapon reach 50, Requires Strength 8, Bonus against shields 235 Saber One-handed, Weight 1.25, Swing 24c, Speed rating 95, Weapon reach 95, Requires Strength 7 250 Sovnya Polearm (two-handed), Weight 2.5, Swing 26c, Thrust 24p, Speed rating 79, Weapon reach 150 330 Club One-handed, Weight 2.25, Swing 28b, Speed rating 98, Weapon reach 60, Requires Strength 12, Can crush through blocks 250 Pole-axe Two-handed, Weight 2.25, Swing 37c, Speed rating 83, Weapon reach 120, Requires Strength 11, Bonus against shields, Cannot be used on horseback, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 8 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 24 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 300 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Muscovite Mercenary Cavalryman (experienced)","Muscovite Mercenary Cavalryman (experienced) Troop Information Culture Muscovite Tsardom Wages 13 thalers Acquired from... Muscovite Mercenary Cavalryman (recruit)- or -Prisoners Upgrades to... Muscovite Mercenary Cavalryman (veteran) Upgrade Cost ? thalers XP for Kill ? xp Ransom Value ? thalers The Muscovite Mercenary Cavalryman (experienced) is a mercenary cavalryman associated with the Muscovite Tsardom but can be hired by any faction at the Muscovite Mercenary Camp near Moscow. Stats and Equipment[] Muscovite Mercenary Cavalryman (experienced) - Default Stats and Equipment Attributes Stat Points Level 10 Strength 12 Agility 6 Intelligence 0 Charisma 0 Health ? Armor Head Marksman Cap Body Broadcloth Hand None Foot Bast Shoes Skills Skill Points Ironflesh 4 Power Strike 3 Grenade Throwing 0 Power Draw 2 Weapon Master 3 Shield 0 Athletics 0 Riding 2 Shooting from Horseback 2 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 0 Two Handed Weapons 0 Polearms 100 Archery 45 Firearms 60 Throwing 0 Weapons Melee Simple Saber Ranged Arrows, Longbow Shield None Mount Sumpter Horse Tactics[] Muscovite Mercenary Cavalrymen can be customized to match your preferred tactics. Initially armed with bows but, thanks to being able to be equipped with both blunt weapons and shields, they are ideal for creating prisoner-taking heavy cavalry similar to the Manhunters from Mount&Blade and Warband - this essentially makes them a direct upgrade from Marksmen of the Secret Department. Basic Equipment[] Weapons Simple SaberLongbow Head Armor Marksman Cap Body Armor Broadcloth Foot Armor Bast Shoes Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Muscovite mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Marksman Cap Weight 1, +6 to head armor 50 Paper Cap Weight 1, +17 to head armor 100 Misiurka Weight 1.5, +24 to head armor, Requires Strength 7 121 Iron Cap Weight 2, +27 to head armor, Requires Strength 8 183 Cone Weight 2.75, +34 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 230 Tegilai Weight 6, +32 to body armor, +10 to leg armor, Requires Strength 7 200 Behterets Weight 10, +29 to body armor, +11 to leg armor, Requires Strength 7 266 Moscow Reiter Uniform Weight 10, +38 to body armor, +6 to leg armor, Requires Strength 8 441 Kuyak Weight 19, +45 to body armor, +10 to leg armor, Requires Strength 10 600 Boyar Militia Uniform Weight 22, +50 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 12 Old Boots Weight 4, +4 to leg armor 20 Cossack Boots Weight 2, +5 to leg armor 40 Good Boots Weight 4, +6 to leg armor 60 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 250 Simple Wheellock Carbine Weight 4.5, Ranged 76p, Accuracy 76, Speed rating 40, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 270 Simple Wheellock Musket Weight 6.5, Ranged 83p, Accuracy 82, Speed rating 29, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 150 Hatchet One-handed, Weight 1.25, Swing 28c, Speed rating 102, Weapon reach 50, Requires Strength 8, Bonus against shields 235 Saber One-handed, Weight 1.25, Swing 24c, Speed rating 95, Weapon reach 95, Requires Strength 7 250 Sovnya Polearm (two-handed), Weight 2.5, Swing 26c, Thrust 24p, Speed rating 79, Weapon reach 150 330 Club One-handed, Weight 2.25, Swing 28b, Speed rating 98, Weapon reach 60, Requires Strength 12, Can crush through blocks 250 Pole-axe Two-handed, Weight 2.25, Swing 37c, Speed rating 83, Weapon reach 120, Requires Strength 11, Bonus against shields, Cannot be used on horseback, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 8 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 24 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 300 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Muscovite Mercenary Cavalryman (recruit)","Muscovite Mercenary Cavalryman (recruit) Troop Information Culture Muscovite Tsardom Wages 8 thalers Acquired from... Mercenary Camp- or -Prisoners Upgrades to... Muscovite Mercenary Cavalryman (experienced) Upgrade Cost ? thalers XP for Kill ? xp Ransom Value ? thalers The Muscovite Mercenary Cavalryman (recruit) is a mercenary cavalryman associated with the Muscovite Tsardom but can be hired by any faction at the Muscovite Mercenary Camp near Moscow. Stats and Equipment[] Muscovite Mercenary Cavalryman (recruit) - Default Stats and Equipment Attributes Stat Points Level 5 Strength 10 Agility 5 Intelligence 0 Charisma 0 Health ? Armor Head Marksman Cap Body Broadcloth Hand None Foot Bast Shoes Skills Skill Points Ironflesh 3 Power Strike 2 Grenade Throwing 0 Power Draw 1 Weapon Master 2 Shield 0 Athletics 0 Riding 2 Shooting from Horseback 1 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 0 Two Handed Weapons 0 Polearms 85 Archery 39 Firearms 48 Throwing 0 Weapons Melee Simple Saber Ranged Arrows, Longbow Shield None Mount Sumpter Horse Tactics[] Muscovite Mercenary Cavalrymen can be customized to match your preferred tactics. Initially armed with bows but, thanks to being able to be equipped with both blunt weapons and shields, they are ideal for creating prisoner-taking heavy cavalry similar to the Manhunters from Mount&Blade and Warband - this essentially makes them a direct upgrade from Marksmen of the Secret Department. Basic Equipment[] Weapons Simple SaberLongbow Head Armor Marksman Cap Body Armor Broadcloth Foot Armor Bast Shoes Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Muscovite mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Marksman Cap Weight 1, +6 to head armor 50 Paper Cap Weight 1, +17 to head armor 100 Misiurka Weight 1.5, +24 to head armor, Requires Strength 7 121 Iron Cap Weight 2, +27 to head armor, Requires Strength 8 183 Cone Weight 2.75, +34 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 230 Tegilai Weight 6, +32 to body armor, +10 to leg armor, Requires Strength 7 200 Behterets Weight 10, +29 to body armor, +11 to leg armor, Requires Strength 7 266 Moscow Reiter Uniform Weight 10, +38 to body armor, +6 to leg armor, Requires Strength 8 441 Kuyak Weight 19, +45 to body armor, +10 to leg armor, Requires Strength 10 600 Boyar Militia Uniform Weight 22, +50 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 12 Old Boots Weight 4, +4 to leg armor 20 Cossack Boots Weight 2, +5 to leg armor 40 Good Boots Weight 4, +6 to leg armor 60 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 250 Simple Wheellock Carbine Weight 4.5, Ranged 76p, Accuracy 76, Speed rating 40, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 270 Simple Wheellock Musket Weight 6.5, Ranged 83p, Accuracy 82, Speed rating 29, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 150 Hatchet One-handed, Weight 1.25, Swing 28c, Speed rating 102, Weapon reach 50, Requires Strength 8, Bonus against shields 235 Saber One-handed, Weight 1.25, Swing 24c, Speed rating 95, Weapon reach 95, Requires Strength 7 250 Sovnya Polearm (two-handed), Weight 2.5, Swing 26c, Thrust 24p, Speed rating 79, Weapon reach 150 330 Club One-handed, Weight 2.25, Swing 28b, Speed rating 98, Weapon reach 60, Requires Strength 12, Can crush through blocks 250 Pole-axe Two-handed, Weight 2.25, Swing 37c, Speed rating 83, Weapon reach 120, Requires Strength 11, Bonus against shields, Cannot be used on horseback, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 8 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 24 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 300 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Muscovite Mercenary Cavalryman (veteran)","Muscovite Mercenary Cavalryman (veteran) Troop Information Culture Muscovite Tsardom Wages 18 thalers Acquired from... Muscovite Mercenary Cavalryman (experienced)- or -Prisoners Upgrades to... Muscovite Mercenary Cavalryman (elite) Upgrade Cost ? thalers XP for Kill ? xp Ransom Value ? thalers The Muscovite Mercenary Cavalryman (veteran) is a mercenary cavalryman associated with the Muscovite Tsardom but can be hired by any faction at the Muscovite Mercenary Camp near Moscow. Stats and Equipment[] Muscovite Mercenary Cavalryman (veteran) - Default Stats and Equipment Attributes Stat Points Level 15 Strength 13 Agility 7 Intelligence 0 Charisma 0 Health ? Armor Head Marksman Cap Body Broadcloth Hand None Foot Bast Shoes Skills Skill Points Ironflesh 5 Power Strike 4 Grenade Throwing 0 Power Draw 3 Weapon Master 4 Shield 0 Athletics 0 Riding 3 Shooting from Horseback 3 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 0 Two Handed Weapons 0 Polearms 115 Archery 56 Firearms 71 Throwing 0 Weapons Melee Simple Saber Ranged Arrows, Longbow Shield None Mount Sumpter Horse Tactics[] Muscovite Mercenary Cavalrymen can be customized to match your preferred tactics. Initially armed with bows but, thanks to being able to be equipped with both blunt weapons and shields, they are ideal for creating prisoner-taking heavy cavalry similar to the Manhunters from Mount&Blade and Warband - this essentially makes them a direct upgrade from Marksmen of the Secret Department. Basic Equipment[] Weapons Simple SaberLongbow Head Armor Marksman Cap Body Armor Broadcloth Foot Armor Bast Shoes Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Muscovite mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Marksman Cap Weight 1, +6 to head armor 50 Paper Cap Weight 1, +17 to head armor 100 Misiurka Weight 1.5, +24 to head armor, Requires Strength 7 121 Iron Cap Weight 2, +27 to head armor, Requires Strength 8 183 Cone Weight 2.75, +34 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 230 Tegilai Weight 6, +32 to body armor, +10 to leg armor, Requires Strength 7 200 Behterets Weight 10, +29 to body armor, +11 to leg armor, Requires Strength 7 266 Moscow Reiter Uniform Weight 10, +38 to body armor, +6 to leg armor, Requires Strength 8 441 Kuyak Weight 19, +45 to body armor, +10 to leg armor, Requires Strength 10 600 Boyar Militia Uniform Weight 22, +50 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 12 Old Boots Weight 4, +4 to leg armor 20 Cossack Boots Weight 2, +5 to leg armor 40 Good Boots Weight 4, +6 to leg armor 60 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 250 Simple Wheellock Carbine Weight 4.5, Ranged 76p, Accuracy 76, Speed rating 40, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 270 Simple Wheellock Musket Weight 6.5, Ranged 83p, Accuracy 82, Speed rating 29, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 150 Hatchet One-handed, Weight 1.25, Swing 28c, Speed rating 102, Weapon reach 50, Requires Strength 8, Bonus against shields 235 Saber One-handed, Weight 1.25, Swing 24c, Speed rating 95, Weapon reach 95, Requires Strength 7 250 Sovnya Polearm (two-handed), Weight 2.5, Swing 26c, Thrust 24p, Speed rating 79, Weapon reach 150 330 Club One-handed, Weight 2.25, Swing 28b, Speed rating 98, Weapon reach 60, Requires Strength 12, Can crush through blocks 250 Pole-axe Two-handed, Weight 2.25, Swing 37c, Speed rating 83, Weapon reach 120, Requires Strength 11, Bonus against shields, Cannot be used on horseback, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 8 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 24 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 300 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Muscovite Mercenary Infantryman","Camp Location[] Muscovite Mercenaries hail from a camp deep in Muscovite territory, to the southwest of Moscow. Troop Ranks[] Muscovite Mercenary Infantryman (recruit) Muscovite Mercenary Infantryman (experienced) Muscovite Mercenary Infantryman (veteran) Muscovite Mercenary Infantryman (elite) Tactics[] Muscovite Mercenary Infantrymen can be customized to match your preferred tactics. They are basic cheap pikemen. Basic Equipment[] Weapons Simple Lance Head Armor Marksman Cap Body Armor Caftan Foot Armor Bast Shoes There are several equipment options available from the Mercenary Captain: Muscovite mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Marksman Cap Weight 1, +6 to head armor 50 Paper Cap Weight 1, +17 to head armor 100 Misiurka Weight 1.5, +24 to head armor, Requires Strength 7 121 Iron Cap Weight 2, +27 to head armor, Requires Strength 8 183 Cone Weight 2.75, +34 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 230 Tegilai Weight 6, +32 to body armor, +10 to leg armor, Requires Strength 7 200 Behterets Weight 10, +29 to body armor, +11 to leg armor, Requires Strength 7 266 Moscow Reiter Uniform Weight 10, +38 to body armor, +6 to leg armor, Requires Strength 8 441 Kuyak Weight 19, +45 to body armor, +10 to leg armor, Requires Strength 10 600 Boyar Militia Uniform Weight 22, +50 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 12 Old Boots Weight 4, +4 to leg armor 20 Cossack Boots Weight 2, +5 to leg armor 40 Good Boots Weight 4, +6 to leg armor 60 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 250 Simple Wheellock Carbine Weight 4.5, Ranged 76p, Accuracy 76, Speed rating 40, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 270 Simple Wheellock Musket Weight 6.5, Ranged 83p, Accuracy 82, Speed rating 29, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 150 Hatchet One-handed, Weight 1.25, Swing 28c, Speed rating 102, Weapon reach 50, Requires Strength 8, Bonus against shields 235 Saber One-handed, Weight 1.25, Swing 24c, Speed rating 95, Weapon reach 95, Requires Strength 7 250 Sovnya Polearm (two-handed), Weight 2.5, Swing 26c, Thrust 24p, Speed rating 79, Weapon reach 150 330 Club One-handed, Weight 2.25, Swing 28b, Speed rating 98, Weapon reach 60, Requires Strength 12, Can crush through blocks 250 Pole-axe Two-handed, Weight 2.25, Swing 37c, Speed rating 83, Weapon reach 120, Requires Strength 11, Bonus against shields, Cannot be used on horseback, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 8 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 24 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 300 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Muscovite Mercenary Infantryman (elite)","Muscovite Mercenary Infantryman (elite) Troop Information Culture Muscovite Tsardom Wages ? thalers Acquired from... Muscovite Mercenary Infantryman (veteran)- or -Prisoners Upgrades to... None Upgrade Cost None XP for Kill ? xp Ransom Value ? thalers The Muscovite Mercenary Infantryman (elite) is a mercenary infantryman associated with the Muscovite Tsardom but can be hired by any faction at the Muscovite Mercenary Camp near Moscow. Stats and Equipment[] Muscovite Mercenary Infantryman (elite) - Default Stats and Equipment Attributes Stat Points Level 20 Strength 13 Agility 8 Intelligence 0 Charisma 0 Health ? Armor Head Marksman Cap Body Caftan Hand None Foot Bast Shoes Skills Skill Points Ironflesh 8 Power Strike 5 Grenade Throwing 0 Power Draw 1 Weapon Master 4 Shield 0 Athletics 0 Riding 1 Shooting from Horseback 1 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 0 Two Handed Weapons 0 Polearms 130 Archery 67 Firearms 75 Throwing 0 Weapons Melee Simple Lance Ranged None Shield None Mount None Tactics[] Muscovite Mercenary Infantrymen can be customized to match your preferred tactics. They are basic cheap pikemen. Basic Equipment[] Weapons Simple Lance Head Armor Marksman Cap Body Armor Caftan Foot Armor Bast Shoes There are several equipment options available from the Mercenary Captain: Muscovite mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Marksman Cap Weight 1, +6 to head armor 50 Paper Cap Weight 1, +17 to head armor 100 Misiurka Weight 1.5, +24 to head armor, Requires Strength 7 121 Iron Cap Weight 2, +27 to head armor, Requires Strength 8 183 Cone Weight 2.75, +34 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 230 Tegilai Weight 6, +32 to body armor, +10 to leg armor, Requires Strength 7 200 Behterets Weight 10, +29 to body armor, +11 to leg armor, Requires Strength 7 266 Moscow Reiter Uniform Weight 10, +38 to body armor, +6 to leg armor, Requires Strength 8 441 Kuyak Weight 19, +45 to body armor, +10 to leg armor, Requires Strength 10 600 Boyar Militia Uniform Weight 22, +50 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 12 Old Boots Weight 4, +4 to leg armor 20 Cossack Boots Weight 2, +5 to leg armor 40 Good Boots Weight 4, +6 to leg armor 60 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 250 Simple Wheellock Carbine Weight 4.5, Ranged 76p, Accuracy 76, Speed rating 40, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 270 Simple Wheellock Musket Weight 6.5, Ranged 83p, Accuracy 82, Speed rating 29, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 150 Hatchet One-handed, Weight 1.25, Swing 28c, Speed rating 102, Weapon reach 50, Requires Strength 8, Bonus against shields 235 Saber One-handed, Weight 1.25, Swing 24c, Speed rating 95, Weapon reach 95, Requires Strength 7 250 Sovnya Polearm (two-handed), Weight 2.5, Swing 26c, Thrust 24p, Speed rating 79, Weapon reach 150 330 Club One-handed, Weight 2.25, Swing 28b, Speed rating 98, Weapon reach 60, Requires Strength 12, Can crush through blocks 250 Pole-axe Two-handed, Weight 2.25, Swing 37c, Speed rating 83, Weapon reach 120, Requires Strength 11, Bonus against shields, Cannot be used on horseback, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 8 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 24 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 300 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Muscovite Mercenary Infantryman (experienced)","Muscovite Mercenary Infantryman (experienced) Troop Information Culture Muscovite Tsardom Wages ? thalers Acquired from... Muscovite Mercenary Infantryman (recruit)- or -Prisoners Upgrades to... Muscovite Mercenary Infantryman (veteran) Upgrade Cost ? thalers XP for Kill ? xp Ransom Value ? thalers The Muscovite Mercenary Infantryman (experienced) is a mercenary infantryman associated with the Muscovite Tsardom but can be hired by any faction at the Muscovite Mercenary Camp near Moscow. Stats and Equipment[] Muscovite Mercenary Infantryman (experienced) - Default Stats and Equipment Attributes Stat Points Level 10 Strength 11 Agility 6 Intelligence 0 Charisma 0 Health ? Armor Head Marksman Cap Body Caftan Hand None Foot Bast Shoes Skills Skill Points Ironflesh 6 Power Strike 3 Grenade Throwing 0 Power Draw 1 Weapon Master 2 Shield 0 Athletics 0 Riding 1 Shooting from Horseback 1 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 0 Two Handed Weapons 0 Polearms 100 Archery 45 Firearms 52 Throwing 0 Weapons Melee Simple Lance Ranged None Shield None Mount None Tactics[] Muscovite Mercenary Infantrymen can be customized to match your preferred tactics. They are basic cheap pikemen. Basic Equipment[] Weapons Simple Lance Head Armor Marksman Cap Body Armor Caftan Foot Armor Bast Shoes There are several equipment options available from the Mercenary Captain: Muscovite mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Marksman Cap Weight 1, +6 to head armor 50 Paper Cap Weight 1, +17 to head armor 100 Misiurka Weight 1.5, +24 to head armor, Requires Strength 7 121 Iron Cap Weight 2, +27 to head armor, Requires Strength 8 183 Cone Weight 2.75, +34 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 230 Tegilai Weight 6, +32 to body armor, +10 to leg armor, Requires Strength 7 200 Behterets Weight 10, +29 to body armor, +11 to leg armor, Requires Strength 7 266 Moscow Reiter Uniform Weight 10, +38 to body armor, +6 to leg armor, Requires Strength 8 441 Kuyak Weight 19, +45 to body armor, +10 to leg armor, Requires Strength 10 600 Boyar Militia Uniform Weight 22, +50 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 12 Old Boots Weight 4, +4 to leg armor 20 Cossack Boots Weight 2, +5 to leg armor 40 Good Boots Weight 4, +6 to leg armor 60 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 250 Simple Wheellock Carbine Weight 4.5, Ranged 76p, Accuracy 76, Speed rating 40, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 270 Simple Wheellock Musket Weight 6.5, Ranged 83p, Accuracy 82, Speed rating 29, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 150 Hatchet One-handed, Weight 1.25, Swing 28c, Speed rating 102, Weapon reach 50, Requires Strength 8, Bonus against shields 235 Saber One-handed, Weight 1.25, Swing 24c, Speed rating 95, Weapon reach 95, Requires Strength 7 250 Sovnya Polearm (two-handed), Weight 2.5, Swing 26c, Thrust 24p, Speed rating 79, Weapon reach 150 330 Club One-handed, Weight 2.25, Swing 28b, Speed rating 98, Weapon reach 60, Requires Strength 12, Can crush through blocks 250 Pole-axe Two-handed, Weight 2.25, Swing 37c, Speed rating 83, Weapon reach 120, Requires Strength 11, Bonus against shields, Cannot be used on horseback, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 8 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 24 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 300 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Muscovite Mercenary Infantryman (recruit)","Muscovite Mercenary Infantryman (recruit) Troop Information Culture Muscovite Tsardom Wages ? thalers Acquired from... Mercenary Camp- or -Prisoners Upgrades to... Muscovite Mercenary Infantryman (experienced) Upgrade Cost ? thalers XP for Kill ? xp Ransom Value ? thalers The Muscovite Mercenary Infantryman (recruit) is a mercenary infantryman associated with the Muscovite Tsardom but can be hired by any faction at the Muscovite Mercenary Camp near Moscow. Stats and Equipment[] Muscovite Mercenary Infantryman (recruit) - Default Stats and Equipment Attributes Stat Points Level 5 Strength 10 Agility 5 Intelligence 0 Charisma 0 Health ? Armor Head Marksman Cap Body Caftan Hand None Foot Bast Shoes Skills Skill Points Ironflesh 5 Power Strike 2 Grenade Throwing 0 Power Draw 1 Weapon Master 1 Shield 0 Athletics 0 Riding 1 Shooting from Horseback 1 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 0 Two Handed Weapons 0 Polearms 85 Archery 32 Firearms 39 Throwing 0 Weapons Melee Simple Lance Ranged None Shield None Mount None Tactics[] Muscovite Mercenary Infantrymen can be customized to match your preferred tactics. They are basic cheap pikemen. Basic Equipment[] Weapons Simple Lance Head Armor Marksman Cap Body Armor Caftan Foot Armor Bast Shoes There are several equipment options available from the Mercenary Captain: Muscovite mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Marksman Cap Weight 1, +6 to head armor 50 Paper Cap Weight 1, +17 to head armor 100 Misiurka Weight 1.5, +24 to head armor, Requires Strength 7 121 Iron Cap Weight 2, +27 to head armor, Requires Strength 8 183 Cone Weight 2.75, +34 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 230 Tegilai Weight 6, +32 to body armor, +10 to leg armor, Requires Strength 7 200 Behterets Weight 10, +29 to body armor, +11 to leg armor, Requires Strength 7 266 Moscow Reiter Uniform Weight 10, +38 to body armor, +6 to leg armor, Requires Strength 8 441 Kuyak Weight 19, +45 to body armor, +10 to leg armor, Requires Strength 10 600 Boyar Militia Uniform Weight 22, +50 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 12 Old Boots Weight 4, +4 to leg armor 20 Cossack Boots Weight 2, +5 to leg armor 40 Good Boots Weight 4, +6 to leg armor 60 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 250 Simple Wheellock Carbine Weight 4.5, Ranged 76p, Accuracy 76, Speed rating 40, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 270 Simple Wheellock Musket Weight 6.5, Ranged 83p, Accuracy 82, Speed rating 29, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 150 Hatchet One-handed, Weight 1.25, Swing 28c, Speed rating 102, Weapon reach 50, Requires Strength 8, Bonus against shields 235 Saber One-handed, Weight 1.25, Swing 24c, Speed rating 95, Weapon reach 95, Requires Strength 7 250 Sovnya Polearm (two-handed), Weight 2.5, Swing 26c, Thrust 24p, Speed rating 79, Weapon reach 150 330 Club One-handed, Weight 2.25, Swing 28b, Speed rating 98, Weapon reach 60, Requires Strength 12, Can crush through blocks 250 Pole-axe Two-handed, Weight 2.25, Swing 37c, Speed rating 83, Weapon reach 120, Requires Strength 11, Bonus against shields, Cannot be used on horseback, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 8 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 24 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 300 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Muscovite Mercenary Infantryman (veteran)","Muscovite Mercenary Infantryman (veteran) Troop Information Culture Muscovite Tsardom Wages ? thalers Acquired from... Muscovite Mercenary Infantryman (experienced)- or -Prisoners Upgrades to... Muscovite Mercenary Infantryman (elite) Upgrade Cost ? thalers XP for Kill ? xp Ransom Value ? thalers The Muscovite Mercenary Infantryman (veteran) is a mercenary infantryman associated with the Muscovite Tsardom but can be hired by any faction at the Muscovite Mercenary Camp near Moscow. Stats and Equipment[] Muscovite Mercenary Infantryman (veteran) - Default Stats and Equipment Attributes Stat Points Level 15 Strength 12 Agility 7 Intelligence 0 Charisma 0 Health ? Armor Head Marksman Cap Body Caftan Hand None Foot Bast Shoes Skills Skill Points Ironflesh 7 Power Strike 4 Grenade Throwing 0 Power Draw 1 Weapon Master 3 Shield 0 Athletics 0 Riding 1 Shooting from Horseback 1 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 0 Two Handed Weapons 0 Polearms 115 Archery 56 Firearms 63 Throwing 0 Weapons Melee Simple Lance Ranged None Shield None Mount None Tactics[] Muscovite Mercenary Infantrymen can be customized to match your preferred tactics. They are basic cheap pikemen. Basic Equipment[] Weapons Simple Lance Head Armor Marksman Cap Body Armor Caftan Foot Armor Bast Shoes There are several equipment options available from the Mercenary Captain: Muscovite mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Marksman Cap Weight 1, +6 to head armor 50 Paper Cap Weight 1, +17 to head armor 100 Misiurka Weight 1.5, +24 to head armor, Requires Strength 7 121 Iron Cap Weight 2, +27 to head armor, Requires Strength 8 183 Cone Weight 2.75, +34 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 230 Tegilai Weight 6, +32 to body armor, +10 to leg armor, Requires Strength 7 200 Behterets Weight 10, +29 to body armor, +11 to leg armor, Requires Strength 7 266 Moscow Reiter Uniform Weight 10, +38 to body armor, +6 to leg armor, Requires Strength 8 441 Kuyak Weight 19, +45 to body armor, +10 to leg armor, Requires Strength 10 600 Boyar Militia Uniform Weight 22, +50 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 12 Old Boots Weight 4, +4 to leg armor 20 Cossack Boots Weight 2, +5 to leg armor 40 Good Boots Weight 4, +6 to leg armor 60 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 250 Simple Wheellock Carbine Weight 4.5, Ranged 76p, Accuracy 76, Speed rating 40, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 270 Simple Wheellock Musket Weight 6.5, Ranged 83p, Accuracy 82, Speed rating 29, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 150 Hatchet One-handed, Weight 1.25, Swing 28c, Speed rating 102, Weapon reach 50, Requires Strength 8, Bonus against shields 235 Saber One-handed, Weight 1.25, Swing 24c, Speed rating 95, Weapon reach 95, Requires Strength 7 250 Sovnya Polearm (two-handed), Weight 2.5, Swing 26c, Thrust 24p, Speed rating 79, Weapon reach 150 330 Club One-handed, Weight 2.25, Swing 28b, Speed rating 98, Weapon reach 60, Requires Strength 12, Can crush through blocks 250 Pole-axe Two-handed, Weight 2.25, Swing 37c, Speed rating 83, Weapon reach 120, Requires Strength 11, Bonus against shields, Cannot be used on horseback, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 8 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 24 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 300 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Muscovite Mercenary Rifleman","Camp Location[] Muscovite Mercenaries hail from a camp deep in Muscovite territory, to the southwest of Moscow. Troop Ranks[] Muscovite Mercenary Rifleman (recruit) Muscovite Mercenary Rifleman (experienced) Muscovite Mercenary Rifleman (veteran) Muscovite Mercenary Rifleman (elite) Tactics[] Muscovite Mercenary Riflemen can be customized to match your preferred tactics. They are unique among other marksmen in that they use bows and shields instead of firearms. Basic Equipment[] Weapons Simple SaberLongbow Shield Shield Head Armor Marksman Cap Body Armor Caftan Foot Armor Bast Shoes There are several equipment options available from the Mercenary Captain: Muscovite mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Marksman Cap Weight 1, +6 to head armor 50 Paper Cap Weight 1, +17 to head armor 100 Misiurka Weight 1.5, +24 to head armor, Requires Strength 7 121 Iron Cap Weight 2, +27 to head armor, Requires Strength 8 183 Cone Weight 2.75, +34 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 230 Tegilai Weight 6, +32 to body armor, +10 to leg armor, Requires Strength 7 200 Behterets Weight 10, +29 to body armor, +11 to leg armor, Requires Strength 7 266 Moscow Reiter Uniform Weight 10, +38 to body armor, +6 to leg armor, Requires Strength 8 441 Kuyak Weight 19, +45 to body armor, +10 to leg armor, Requires Strength 10 600 Boyar Militia Uniform Weight 22, +50 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 12 Old Boots Weight 4, +4 to leg armor 20 Cossack Boots Weight 2, +5 to leg armor 40 Good Boots Weight 4, +6 to leg armor 60 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 250 Simple Wheellock Carbine Weight 4.5, Ranged 76p, Accuracy 76, Speed rating 40, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 270 Simple Wheellock Musket Weight 6.5, Ranged 83p, Accuracy 82, Speed rating 29, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 150 Hatchet One-handed, Weight 1.25, Swing 28c, Speed rating 102, Weapon reach 50, Requires Strength 8, Bonus against shields 235 Saber One-handed, Weight 1.25, Swing 24c, Speed rating 95, Weapon reach 95, Requires Strength 7 250 Sovnya Polearm (two-handed), Weight 2.5, Swing 26c, Thrust 24p, Speed rating 79, Weapon reach 150 330 Club One-handed, Weight 2.25, Swing 28b, Speed rating 98, Weapon reach 60, Requires Strength 12, Can crush through blocks 250 Pole-axe Two-handed, Weight 2.25, Swing 37c, Speed rating 83, Weapon reach 120, Requires Strength 11, Bonus against shields, Cannot be used on horseback, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 8 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 24 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 300 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Muscovite Mercenary Rifleman (elite)","Muscovite Mercenary Rifleman (elite) Troop Information Culture Muscovite Tsardom Wages ? thalers Acquired from... Muscovite Mercenary Rifleman (veteran)- or -Prisoners Upgrades to... None Upgrade Cost None XP for Kill ? xp Ransom Value ? thalers The Muscovite Mercenary Rifleman (elite) is a mercenary rifleman associated with the Muscovite Tsardom but can be hired by any faction at the Muscovite Mercenary Camp near Moscow. Stats and Equipment[] Muscovite Mercenary Rifleman (elite) - Default Stats and Equipment Attributes Stat Points Level 20 Strength 12 Agility 9 Intelligence 0 Charisma 0 Health ? Armor Head Marksman Cap Body Caftan Hand None Foot Bast Shoes Skills Skill Points Ironflesh 6 Power Strike 4 Grenade Throwing 0 Power Draw 4 Weapon Master 4 Shield 0 Athletics 1 Riding 1 Shooting from Horseback 2 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 0 Two Handed Weapons 0 Polearms 107 Archery 75 Firearms 90 Throwing 0 Weapons Melee Simple Saber Ranged Arrows, Longbow Shield Shield Mount None Tactics[] Muscovite Mercenary Riflemen can be customized to match your preferred tactics. They are unique among other marksmen in that they use bows and shields instead of firearms. Basic Equipment[] Weapons Simple SaberLongbow Shield Shield Head Armor Marksman Cap Body Armor Caftan Foot Armor Bast Shoes There are several equipment options available from the Mercenary Captain: Muscovite mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Marksman Cap Weight 1, +6 to head armor 50 Paper Cap Weight 1, +17 to head armor 100 Misiurka Weight 1.5, +24 to head armor, Requires Strength 7 121 Iron Cap Weight 2, +27 to head armor, Requires Strength 8 183 Cone Weight 2.75, +34 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 230 Tegilai Weight 6, +32 to body armor, +10 to leg armor, Requires Strength 7 200 Behterets Weight 10, +29 to body armor, +11 to leg armor, Requires Strength 7 266 Moscow Reiter Uniform Weight 10, +38 to body armor, +6 to leg armor, Requires Strength 8 441 Kuyak Weight 19, +45 to body armor, +10 to leg armor, Requires Strength 10 600 Boyar Militia Uniform Weight 22, +50 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 12 Old Boots Weight 4, +4 to leg armor 20 Cossack Boots Weight 2, +5 to leg armor 40 Good Boots Weight 4, +6 to leg armor 60 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 250 Simple Wheellock Carbine Weight 4.5, Ranged 76p, Accuracy 76, Speed rating 40, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 270 Simple Wheellock Musket Weight 6.5, Ranged 83p, Accuracy 82, Speed rating 29, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 150 Hatchet One-handed, Weight 1.25, Swing 28c, Speed rating 102, Weapon reach 50, Requires Strength 8, Bonus against shields 235 Saber One-handed, Weight 1.25, Swing 24c, Speed rating 95, Weapon reach 95, Requires Strength 7 250 Sovnya Polearm (two-handed), Weight 2.5, Swing 26c, Thrust 24p, Speed rating 79, Weapon reach 150 330 Club One-handed, Weight 2.25, Swing 28b, Speed rating 98, Weapon reach 60, Requires Strength 12, Can crush through blocks 250 Pole-axe Two-handed, Weight 2.25, Swing 37c, Speed rating 83, Weapon reach 120, Requires Strength 11, Bonus against shields, Cannot be used on horseback, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 8 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 24 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 300 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Muscovite Mercenary Rifleman (experienced)","Muscovite Mercenary Rifleman (experienced) Troop Information Culture Muscovite Tsardom Wages ? thalers Acquired from... Muscovite Mercenary Rifleman (recruit)- or -Prisoners Upgrades to... Muscovite Mercenary Rifleman (veteran) Upgrade Cost ? thalers XP for Kill ? xp Ransom Value ? thalers The Muscovite Mercenary Rifleman (experienced) is a mercenary rifleman associated with the Muscovite Tsardom but can be hired by any faction at the Muscovite Mercenary Camp near Moscow. Stats and Equipment[] Muscovite Mercenary Rifleman (experienced) - Default Stats and Equipment Attributes Stat Points Level 10 Strength 10 Agility 7 Intelligence 0 Charisma 0 Health ? Armor Head Marksman Cap Body Caftan Hand None Foot Bast Shoes Skills Skill Points Ironflesh 4 Power Strike 2 Grenade Throwing 0 Power Draw 2 Weapon Master 2 Shield 0 Athletics 1 Riding 1 Shooting from Horseback 1 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 0 Two Handed Weapons 0 Polearms 77 Archery 52 Firearms 67 Throwing 0 Weapons Melee Simple Saber Ranged Arrows, Longbow Shield Shield Mount None Tactics[] Muscovite Mercenary Riflemen can be customized to match your preferred tactics. They are unique among other marksmen in that they use bows and shields instead of firearms. Basic Equipment[] Weapons Simple SaberLongbow Shield Shield Head Armor Marksman Cap Body Armor Caftan Foot Armor Bast Shoes There are several equipment options available from the Mercenary Captain: Muscovite mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Marksman Cap Weight 1, +6 to head armor 50 Paper Cap Weight 1, +17 to head armor 100 Misiurka Weight 1.5, +24 to head armor, Requires Strength 7 121 Iron Cap Weight 2, +27 to head armor, Requires Strength 8 183 Cone Weight 2.75, +34 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 230 Tegilai Weight 6, +32 to body armor, +10 to leg armor, Requires Strength 7 200 Behterets Weight 10, +29 to body armor, +11 to leg armor, Requires Strength 7 266 Moscow Reiter Uniform Weight 10, +38 to body armor, +6 to leg armor, Requires Strength 8 441 Kuyak Weight 19, +45 to body armor, +10 to leg armor, Requires Strength 10 600 Boyar Militia Uniform Weight 22, +50 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 12 Old Boots Weight 4, +4 to leg armor 20 Cossack Boots Weight 2, +5 to leg armor 40 Good Boots Weight 4, +6 to leg armor 60 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 250 Simple Wheellock Carbine Weight 4.5, Ranged 76p, Accuracy 76, Speed rating 40, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 270 Simple Wheellock Musket Weight 6.5, Ranged 83p, Accuracy 82, Speed rating 29, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 150 Hatchet One-handed, Weight 1.25, Swing 28c, Speed rating 102, Weapon reach 50, Requires Strength 8, Bonus against shields 235 Saber One-handed, Weight 1.25, Swing 24c, Speed rating 95, Weapon reach 95, Requires Strength 7 250 Sovnya Polearm (two-handed), Weight 2.5, Swing 26c, Thrust 24p, Speed rating 79, Weapon reach 150 330 Club One-handed, Weight 2.25, Swing 28b, Speed rating 98, Weapon reach 60, Requires Strength 12, Can crush through blocks 250 Pole-axe Two-handed, Weight 2.25, Swing 37c, Speed rating 83, Weapon reach 120, Requires Strength 11, Bonus against shields, Cannot be used on horseback, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 8 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 24 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 300 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Muscovite Mercenary Rifleman (recruit)","Muscovite Mercenary Rifleman (recruit) Troop Information Culture Muscovite Tsardom Wages 5 thalers Acquired from... Mercenary Camp- or -Prisoners Upgrades to... Muscovite Mercenary Rifleman (experienced) Upgrade Cost 14 thalers XP for Kill ? xp Ransom Value ? thalers The Muscovite Mercenary Rifleman (recruit) is a mercenary rifleman associated with the Muscovite Tsardom but can be hired by any faction at the Muscovite Mercenary Camp near Moscow. Stats and Equipment[] Muscovite Mercenary Rifleman (recruit) - Default Stats and Equipment Attributes Stat Points Level 5 Strength 9 Agility 6 Intelligence 0 Charisma 0 Health ? Armor Head Marksman Cap Body Caftan Hand None Foot Bast Shoes Skills Skill Points Ironflesh 3 Power Strike 1 Grenade Throwing 0 Power Draw 1 Weapon Master 1 Shield 0 Athletics 1 Riding 1 Shooting from Horseback 1 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 0 Two Handed Weapons 0 Polearms 62 Archery 39 Firearms 56 Throwing 0 Weapons Melee Simple Saber Ranged Arrows, Longbow Shield Shield Mount None Tactics[] Muscovite Mercenary Riflemen can be customized to match your preferred tactics. They are unique among other marksmen in that they use bows and shields instead of firearms. Basic Equipment[] Weapons Simple SaberLongbow Shield Shield Head Armor Marksman Cap Body Armor Caftan Foot Armor Bast Shoes There are several equipment options available from the Mercenary Captain: Muscovite mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Marksman Cap Weight 1, +6 to head armor 50 Paper Cap Weight 1, +17 to head armor 100 Misiurka Weight 1.5, +24 to head armor, Requires Strength 7 121 Iron Cap Weight 2, +27 to head armor, Requires Strength 8 183 Cone Weight 2.75, +34 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 230 Tegilai Weight 6, +32 to body armor, +10 to leg armor, Requires Strength 7 200 Behterets Weight 10, +29 to body armor, +11 to leg armor, Requires Strength 7 266 Moscow Reiter Uniform Weight 10, +38 to body armor, +6 to leg armor, Requires Strength 8 441 Kuyak Weight 19, +45 to body armor, +10 to leg armor, Requires Strength 10 600 Boyar Militia Uniform Weight 22, +50 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 12 Old Boots Weight 4, +4 to leg armor 20 Cossack Boots Weight 2, +5 to leg armor 40 Good Boots Weight 4, +6 to leg armor 60 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 250 Simple Wheellock Carbine Weight 4.5, Ranged 76p, Accuracy 76, Speed rating 40, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 270 Simple Wheellock Musket Weight 6.5, Ranged 83p, Accuracy 82, Speed rating 29, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 150 Hatchet One-handed, Weight 1.25, Swing 28c, Speed rating 102, Weapon reach 50, Requires Strength 8, Bonus against shields 235 Saber One-handed, Weight 1.25, Swing 24c, Speed rating 95, Weapon reach 95, Requires Strength 7 250 Sovnya Polearm (two-handed), Weight 2.5, Swing 26c, Thrust 24p, Speed rating 79, Weapon reach 150 330 Club One-handed, Weight 2.25, Swing 28b, Speed rating 98, Weapon reach 60, Requires Strength 12, Can crush through blocks 250 Pole-axe Two-handed, Weight 2.25, Swing 37c, Speed rating 83, Weapon reach 120, Requires Strength 11, Bonus against shields, Cannot be used on horseback, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 8 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 24 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 300 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Muscovite Mercenary Rifleman (veteran)","Muscovite Mercenary Rifleman (veteran) Troop Information Culture Muscovite Tsardom Wages ? thalers Acquired from... Muscovite Mercenary Rifleman (experienced)- or -Prisoners Upgrades to... Muscovite Mercenary Rifleman (elite) Upgrade Cost ? thalers XP for Kill ? xp Ransom Value ? thalers The Muscovite Mercenary Rifleman (veteran) is a mercenary rifleman associated with the Muscovite Tsardom but can be hired by any faction at the Muscovite Mercenary Camp near Moscow. Stats and Equipment[] Muscovite Mercenary Rifleman (veteran) - Default Stats and Equipment Attributes Stat Points Level 15 Strength 11 Agility 8 Intelligence 0 Charisma 0 Health ? Armor Head Marksman Cap Body Caftan Hand None Foot Bast Shoes Skills Skill Points Ironflesh 5 Power Strike 3 Grenade Throwing 0 Power Draw 3 Weapon Master 3 Shield 0 Athletics 1 Riding 1 Shooting from Horseback 2 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 0 Two Handed Weapons 0 Polearms 92 Archery 63 Firearms 78 Throwing 0 Weapons Melee Simple Saber Ranged Arrows, Longbow Shield Shield Mount None Tactics[] Muscovite Mercenary Riflemen can be customized to match your preferred tactics. They are unique among other marksmen in that they use bows and shields instead of firearms. Basic Equipment[] Weapons Simple SaberLongbow Shield Shield Head Armor Marksman Cap Body Armor Caftan Foot Armor Bast Shoes There are several equipment options available from the Mercenary Captain: Muscovite mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Marksman Cap Weight 1, +6 to head armor 50 Paper Cap Weight 1, +17 to head armor 100 Misiurka Weight 1.5, +24 to head armor, Requires Strength 7 121 Iron Cap Weight 2, +27 to head armor, Requires Strength 8 183 Cone Weight 2.75, +34 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 230 Tegilai Weight 6, +32 to body armor, +10 to leg armor, Requires Strength 7 200 Behterets Weight 10, +29 to body armor, +11 to leg armor, Requires Strength 7 266 Moscow Reiter Uniform Weight 10, +38 to body armor, +6 to leg armor, Requires Strength 8 441 Kuyak Weight 19, +45 to body armor, +10 to leg armor, Requires Strength 10 600 Boyar Militia Uniform Weight 22, +50 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 12 Old Boots Weight 4, +4 to leg armor 20 Cossack Boots Weight 2, +5 to leg armor 40 Good Boots Weight 4, +6 to leg armor 60 Good Cavalry Boots Weight 2, +7 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 60 Pistol Weight 2.25, Ranged 66p, Accuracy 67, Speed rating 47, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 250 Simple Wheellock Carbine Weight 4.5, Ranged 76p, Accuracy 76, Speed rating 40, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 270 Simple Wheellock Musket Weight 6.5, Ranged 83p, Accuracy 82, Speed rating 29, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 150 Hatchet One-handed, Weight 1.25, Swing 28c, Speed rating 102, Weapon reach 50, Requires Strength 8, Bonus against shields 235 Saber One-handed, Weight 1.25, Swing 24c, Speed rating 95, Weapon reach 95, Requires Strength 7 250 Sovnya Polearm (two-handed), Weight 2.5, Swing 26c, Thrust 24p, Speed rating 79, Weapon reach 150 330 Club One-handed, Weight 2.25, Swing 28b, Speed rating 98, Weapon reach 60, Requires Strength 12, Can crush through blocks 250 Pole-axe Two-handed, Weight 2.25, Swing 37c, Speed rating 83, Weapon reach 120, Requires Strength 11, Bonus against shields, Cannot be used on horseback, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 8 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 24 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 300 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Muscovite Tsardom","Muscovite Tsardom Banner Troops Official Information Ruler Tsar Alexei Mikhailovich Claimant Stepan Razin Faction Location Muscovites in light green “ The Time of Troubles has long since passed in Russia. Now a new dynasty of Tsars, the Romanovs, seek to regain the lands once seized by Poland, and expand their nation with the orthodox lands in the West. Alexei Mikhailovich has resolved to regain all the Russian lands that today are claimed by the Polish Commonwealth. The host of the Tsar is vast, and he plans to drive them forth any day now. ” — Jaques de Clermont The Muscovite Tsardom is one of the nations in Mount&Blade: With Fire & Sword. Born again in this new age of fire and sword, Russia sees itself under a powerful dynasty of Tsars bent on reclaiming land lost to the Polish Commonwealth. The Muscovite Tsardom was actually called the Tsardom of Russia, the Tsardom of Muscovy, as well as the Tsardom of Rus'. The Tsardom lasted from Ivan the Terrible's assumption of the title of Tsar in 1547 until Peter the Great's foundation of the Russian Empire in 1721. A large part of this time period in Russian history was the Time of Troubles - this period was comprised of the years of interregnum between the death of the last Russian tsar of house Rurikovich, Feodor Ivanovich and the establishment of the Romanov dynasty. With Fire & Sword occurs after the Time of Troubles. The Tsardom of Moscow is truly a force to be reckoned with as it has a vast army of well equipped troops. Its national territory is located at the North-East end of Eastern Europe. The False Dmitry is the main questline for the Muscovite Tsardom. Contents 1 Rulers 2 Vassals 3 Tactics 3.1 Strengths 3.2 Weaknesses 4 Troop Tree 5 Territory 6 Battle Cries 7 Trivia Rulers[] Tsar Alexei Mikhailovich Initial Ruler Stepan Razin Claimant Vassals[] Warlord Yuri Buynosov-Rostovsky Prince Ivan Sontsov-Zasekin Prince Semyon Prozorovsky Warlord Semyon Rakhmanin Warlord Boris Repnin-Obolevsky Warlord Fyodor Volkonsky Chief Naum Vasiliev Noble Alexei Vorotynsky Prince Yakov Cherkassky Prince Alexei Trubetskoi Warlord Vasiliy Buturlin Noble Vasiliy Sheremetyev Prince Semyon Urusov Prince Yuri Boryatinsky Warlord Fyodor Hvorostinin Prince Andrei Khovansky Warlord Nikita Odoevsky Chief Pavel Neskachikhin Warlord Boris Pushkin Warlord Afanasiy Ordin-Naschokin Tactics[] Strengths[] Excellent heavy cavalry and dragoons. Reliable marksmen who can hold their ground in melee. Sturdy pikemen/spearmen in defense. Weaknesses[] High quality musketeers are not easily available or easy to mass. Infantry is generally lightly armored with no dedicated shock infantry. Lower tier spearmen/pikeman lack pikes and make due with a shorter lance. The Muscovite Tsardom is similar to the Kingdom of Vaegirs faction from Mount&Blade: Warband. Much Like their counterparts in Warband, the Tsardom shares many similarities with the Polish Commonwealth having a well rounded unit roster with a unique flair to them but smaller and worse in some ways. The Tsardom’s mainline troops Marksman and Marksman Spearman may not be the best but they can certainly hold their own en masse. At range Marksmen will perform slightly worse than the Polish Zolnier however they are much more capable in close range combat equipped with a two-handed Pole-Axe. The New Order Marksmen are a direct upgrade in stats and equipment (now sporting a helmet) to the Marksmen, more capable at range than a Zolnier and in close range still equipped with a two-handed Pole-Axe. If close range defense is not a priority for you, consider the mercenary German Infantry Musketeer for one of the best musketeers in the game. Marksman Spearman are effective anti-cavalry but lack a full length pike to be as effective as their deadly New Order Spearman upgrades ( though still lacking body armor), with the mercenary German Infantry Pikeman being better equipped and armored than the alternatives. The Tsardom has two good options for a dragoon role: the regionally available Village Cossack and the heavy Moscow Reiter, which is usually better than its Polish counterpart in charging role as well. Cavalry charges are best performed by the elite and heavily armored Noble Guard, which are generally armed with a Sovnya, Saber or armor-piercing weapon. The Armed Serf and Gentry Cavalryman are both mounted and similar in that they suffer from having a large equipment pool and have unpredictable (albeit generally good and unique) weapons so they’re difficult to use in specialized roles, so they’re best kept for cavalry charges or garrison units where all of their weapons will be useful. The Armed Serf and Gentry Cavalryman can also serve as horse archers, although they do not reliably spawn with bows so that role is best reserved for the mercenary Kalmyk. The Kalmyk is one of the best horse archers in the game with good stats with the heaviest armor of any horse archer by far, they are not to be scoffed at and very survivable. Troop Tree[] Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard Territory[] The territory of the Muscovite Tsardom starts with the following towns, fortresses, and villages. Territory of the Muscovite Tsardom TownsCherkassk Moscow Pskov FortressesBryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' VillagesKlin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa TarusaValuiki Yefremovo Battle Cries[] insult marks lines heard in the middle of a battle. death marks lines heard on the death of a character. victory marks lines heard at the end of a battle by the winning side. File Name rus_man_insult_1.wav rus_man_insult_2.wav rus_man_victory_1.wav rus_man_victory_2.wav rus_man_victory_3.wav rus_man_victory_4.wav rus_man_victory_5.wav rus_man_victory_6.wav Trivia[] The Muscovite Tsardom was initially officially known as the Rus' Tsardom (Русское царство, ""Russkoye tsarstvo""), later changed to the Russian Tsardom (Российское царство, Rossiyskoye tsarstvo). In the western Catholic world, however, it was referred to as ""Moscovia"", while ""Russia"" referred to the parts of the Rus' that were under Lithuanian rule. The Tsardom had a total of three capitals during its existence: Moscow (1547-1712), Alexandrov Kremlin (1564-1581), and St. Petersburg (1712-1721). Its government was an absolute monarchy and Tsarist autocracy, with the Tsar theoretically wielding unlimited power across the country. In practice, this was rarely the case. In the game's setting, the Tsardom was gradually becoming more and more centralized and autocratic, with the Tsars reigning in both the landed nobility and the bureaucracy under their control as time passed, while simultaneously enforcing serfdom. Also, the Tsardom's eastern borders were rapidly expanding into Siberia with the help of Cossack explorers and Russian settlers. The Moscow court adopted Byzantine terms, rituals, titles, and emblems such as the double-headed eagle, which survives as the coat of arms of Russia. Even the name for Russia, Россия ""Rossiya"", was readapted from Byzantine Greek Ῥωσία ""Rhōsía"", itself being originated from the Slavic term Русь ""Rus'"", which was eventually displaced. The Tsardom and Empire that succeeded it saw itself as the continuation of the Roman Empire, inheriting that legacy from the former Byzantine Empire via intermarriage with the Byzantine Emperors and the various Russian princes. The crowning of Ivan the Terrible as Tsar (Russian: царь, a Slavic adaptation of ""Caesar"") further cemented the Muscovite belief that it was the Third Rome, succeeding Rome and Constantinople as the center of (Orthodox) Christianity. The Muscovite army of the time is still reliant on feudal levies and knight-like noble cavalry, with a centralized Imperial Army only forming from Peter I's Western-inspired reforms in the 1700s. The ""Warlord"" title found among Russian lords does not mean a brigand chieftain - it is a translation of the title voivode (Russian: воевода ""voyevoda""), which means leader of troops, and is an official military rank. In the game's code, the Muscovite Tsardom is referred to as vaegir, the Kingdom of Vaegirs being similar in that it uses Russian nobility titles. Wikipedia has an article on this subject at:Tsardom of Russia Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Musket Militiaman","Not to be confused with Militia Musketeer, the Swedish equivalent. Musket Militiaman Troop Information Culture Polish Commonwealth Wages 1 thaler Acquired from... Prisoners or Commander or Scythe Wielder Upgrades to... Musket Militiaman (veteran) Upgrade Cost 10 Musket Militiamen are Polish Commonwealth infantry marksmen conscripts. They are cheap and rather disposable, making them good for lures and massing up garrisons to open your party up for heavier units. They are also good for mass volleys against a charging line of infantry or cavalry, or simply outgunning a regiment of riflemen. Tactics[] Musket Militiamen aren't very good troops, that's why they are so cheap. They are acquired from Scythe Wielders. Although they are sharpshooters, Musket Militiamen don't have very high skill in firearms. In offensive sieges they could be used as a front shooting line. When they shoot from a close distance at the enemies on the wall, they draw the attention of the enemies onto themselves while the better ranged units can kill the enemies without having high casualties. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Musket Militiaman - Default Stats and Equipment Attributes Stat Points Level 4 Strength 7 Agility 6 Intelligence 0 Charisma 0 Health 42 Armor Head Cap, Polish Uniform Hat, Fur Cap Body Kuntush Hand ? Foot Village Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics 1 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 55 Two Handed Weapons 35 Polearms 45 Archery 0 Firearms 55 Throwing 0 Weapons Melee Simple Saber, Old Hatchet, Simple Hatchet Ranged Matchlock Musket, Light Bullets, Bullets Shield ? Mount ? Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "Musket Militiaman (veteran)","Musket Militiaman (veteran) Troop Information Culture Polish Commonwealth Wages 4 thalers Acquired from... Prisoners or Musket Militiaman Upgrades to... N/A Musket Militiamen (veteran) are Polish Commonwealth infantry marksmen conscripts. Tactics[] Musket Militiamen aren't very good troops, which is why they are so cheap. They are acquired from Scythe Wielders. Although they are sharpshooters, Musket Militiamen don't have very high skill in firearms. In offensive sieges they could be used as a front shooting line. When they shoot from a close distance at the enemies on the wall, they draw the attention of the enemies onto themselves while the better ranged units can kill the enemies without having high casualties. Stats and equipments[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Musket Militiaman (veteran) - Default Stats and Equipment Attributes Stat Points Level 7 Strength 8 Agility 7 Intelligence 0 Charisma 0 Health 43 Armor Head Cap, Polish Uniform Cap, Fur Cap Body Kuntush Hand ? Foot Village Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics 1 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 70 Two Handed Weapons 50 Polearms 60 Archery 0 Firearms 70 Throwing 0 Weapons Melee Simple Saber, Old Hatchet, Simple Hatchet Ranged Matchlock Musket, Light Bullets, Bullets Shield ? Mount ? Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "Musketeer","For other uses, see Musketeer (disambiguation). Musketeer Troop Information Culture Kingdom of Sweden Wages 2-4 thalers/week Acquired from... Infantry Commander Upgrades to... Musketeer (veteran) Upgrade Cost ? thalers XP for Kill 44 experience Ransom Value 35 thalers Musketeers are regular archers of the Kingdom of Sweden. Tactics[] Like any other ranged troops, they work well in firing lines - if commanded to ""fire at will"", a formation of 50 or more Musketeers will provide constant musket fire, preventing enemy troops from getting close. Musketeers can also soften up enemy cavalry right after a battle starts by quickly arranging them in rows, deploying them on a good position on the map, waiting for the enemy to get close and then commanding them to open fire, and finally deploying allied cavalry arranged in attack formation so as to relieve Musketeers when they get overrun by enemy troops. Musketeers will excel in shooting down defenders during sieges but shouldn't be used to storm fortifications since they lack heavy armor and weaponry suitable for prolonged melee combat. When the siege starts and before deploying other troops to attack, commanding them to hold position and Musketeers to open fire in rows from a safe distance will allow them to spend all their musket bullets softening up the enemy force, increasing the player's chances of victory. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Musketeer - Default Stats and Equipment Attributes Stat Points Level 7 Strength 8 Agility 8 Intelligence 0 Charisma 0 Health 43 Armor Head Hat Body Swedish Musketeer Uniform Hand None Foot Shoes With Stockings Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 2 Shield ? Athletics 2 Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 80 Two Handed Weapons 60 Polearms 70 Archery 0 Firearms 125 Throwing 0 Weapons Melee SwordShort Broadsword Ranged Simple Wheellock MusketBullets Shield None Mount None Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran)" "Musketeer (Custom Battle)","Musketeer The Musketeer is a character playable in the Custom Battle mode of Mount&Blade: With Fire & Sword. In-game description[] Musketeers form the core of any army. Their shooting skills make their presence on the battlefield decisive, as the tide of battle may be turned by a single musket salvo. However, in melee musketeers are extremely weak against cavalry or heavy infantry, and therefore must be protected by cavalry units or pikemen.By the middle of the 16th century, most wars were fought with muskets, a weapon far more effective than its long-range predecessors, specifically the bow and the crossbow. An average person could learn to use the musket fairly quickly. The majority of low-rank musketeers were drawn from townsmen and peasants. Stats[] Musketeer - Default Stats and Equipment Attributes Stat Points Level 20 Strength 12 Agility 10 Intelligence 0 Charisma 0 Health Armor Head Marksman Cap Body Broadcloth Hand Foot Old Boots Skills Skill Points Ironflesh 1 Power Strike 1 Grenade Throwing 0 Power Draw 0 Weapon Master 2 Shield 0 Athletics 3 Riding 0 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 150 Two Handed Weapons 150 Polearms 150 Archery 150 Firearms 150 Throwing 150 Weapons Melee Simple Hatchet Ranged Wheellock Musket, Bullets Shield Mount This article is a stub. You can help out by expanding it. With Fire & Sword Custom Battle Troops Reiter Hussar Boyar Cuirassier Mounted Archer Musketeer Netyag Swordsman Rondartschier Pikeman Halberdier" "Musketeer (disambiguation)","This article is a disambiguation page for Musketeer (disambiguation) The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Musketeer may refer to: German Infantry Musketeer (veteran) Lithuanian Musketeer (veteran) Scottish Musketeer (veteran) Militia Musketeer (veteran) Musketeer (veteran) Mercenary Musketeer Musketeer (Custom Battle)" "Musketeer (veteran)","For other uses, see Musketeer (disambiguation). Musketeer (veteran) Troop Information Culture Kingdom of Sweden Wages ? thalers/week Acquired from... Musketeer Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Musketeers (veterans) are veteran regular archers of the Kingdom of Sweden. Tactics[] Like any other ranged troops, they work well in firing lines - if commanded to ""fire at will"", a formation of 50 or more veteran Musketeers will provide constant musket fire, preventing enemy troops from getting close. Musketeers can also soften up enemy cavalry right after a battle starts by quickly arranging them in rows, deploying them on a good position on the map, waiting for the enemy to get close and then commanding them to open fire, and finally deploying allied cavalry arranged in attack formation so as to relieve Musketeers when they get overrun by enemy troops. Veteran Musketeers will excel in shooting down defenders during sieges but shouldn't be used to storm fortifications since they lack heavy armor and weaponry suitable for prolonged melee combat. When the siege starts and before deploying other troops to attack, commanding them to hold position and veteran Musketeers to open fire in rows from a safe distance will allow them to spend all their musket bullets softening up the enemy force, increasing the player's chances of victory. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Musketeer (veteran) - Default Stats and Equipment Attributes Stat Points Level 11 Strength 9 Agility 9 Intelligence 0 Charisma 0 Health 46 Armor Head Hat Body Swedish Musketeer Uniform Hand None Foot Shoes with Stockings Skills Skill Points Ironflesh 1 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 3 Shield ? Athletics 2 Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 95 Two Handed Weapons 75 Polearms 85 Archery 0 Firearms 140 Throwing 0 Weapons Melee SwordShort Broadsword Ranged Wheellock MusketBullets Shield None Mount None Gallery[] In-game stats and equipment Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran)" "Myadzelsk Castle","Myadzelsk Castle Settlement Information Type Fortress Kingdom Polish Commonwealth Villages Vydzy World Map With Fire & SwordMyadzelsk CastleVydzyTemplate:World Map/With Fire & Sword Myadzelsk Castle is a fortress of the Polish Commonwealth, initially ruled by Warlord Stanislav Liantskoronsky. It has the village Vydzy. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders As the player passes through the gates, the Lord's Hall will be directly opposite him/her. The prison will be on the first house on the left. During a siege, four ladders will be used: two on each side of the gates. Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Narva","Narva Settlement Information Type Fortress Kingdom Kingdom of Sweden Villages Wesenberg World Map With Fire & SwordNarvaWesenbergTemplate:World Map/With Fire & Sword Narva is a fortress of the Kingdom of Sweden, initially ruled by Ratsherr Dirich Werneken. It has the village Wesenberg. Black Reiters and German Pikemen can be hired here as regional mercenaries. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders The Lord's Hall can be accessed by going up the stairs of the clocktower. The prison is a small wooden hut. During a siege, five ladders are placed on the side wall. Wikipedia has an article on this subject at:Narva Territory of the Kingdom of Sweden TownsKoenigsberg Reval Riga FortressesAllenstein Castle Dorpat Fortress Dynaburg Fortress Dzvinsk Castle Narva Vyborg VillagesElbing Leal Nidritsa Panevezys Pilve Plunge Salis Siauliai Siegevold Tapiau TormaWeissenstein Wesenberg" "Nations","For the factions of other Mount&Blade games, see Factions. Approximate areas of the five nations in With Fire & Sword. There are five nations in With Fire & Sword that occupy Eastern Europe. They are constantly at war, trying to take over each others' territory and fiefs. Each faction is distinguished by a different style of army - some have excellent infantry, others excellent musketeers/archers or cavalry, or a combination of these. Each nation has a monarch and his subjects, as well as a claimant to the throne who waits for someone (the player) to champion their cause. The claimants can be found in random towns. In various taverns, you can ask a traveller for information on their locations at the cost of 30 thalers. Unlike in other games, claimants can be found in taverns of the nation they are the claimant for. You are not allowed to make your own faction in With Fire & Sword. You can only join a nation (starting out as just a subject) or you can start a rebellion by capturing one of the fiefs of the nation you want to rebel against. Two minor ""factions"" should be mentioned here as well: bandits and mercenaries. List of Nations Banner Name Color Ruler Claimant Capital Cossack Hetmanate #d76363 Hetman Bogdan Hmelnitski Ivan Barabash Pereyaslav Crimean Khanate #54bf7c Khan Islam Giray Mehmed Giray Bakhchisaray Muscovite Tsardom #add451 Tsar Alexei Mikhailovich Stepan Razin Moscow Polish Commonwealth #e6bf61 King Jan Kasimir Janusz Radziwill Warsaw Kingdom of Sweden #75bbd2 King Carl Gustaf Former Queen Christina Allenstein Castle Trivia[] In the game's code, each nation is referred to by its equivalent faction from classic Mount&Blade. Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Nations (Napoleonic Wars)","There are six playable nations in Napoleonic Wars. List of Nations Banner Name Color Austria - France - Prussia - - Rheinbund - Russia - United Kingdom - Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Nervous Man","Nervous Man Appears in Character Background Background Fugitive The Nervous Man is a fugitive from justice and target during the Hunt Down Fugitive quest. He can only be found in the village of his kin during the daylight hours. The locals will not be helpful in guiding you to his hiding spot and his death will not be appreciated by the village, resulting in a loss of 2 relation with it. It is not possible to complete the quest without offending his village. His name provided by the quest giver is randomly generated from a pool of first names (Joayah, Rulkh, Taarl, etc.) and a second pool of labels (of Jelkala, Star-Eyed, the Tall, etc.) so it is unlikely to see the same name twice. Contents 1 Tactics 2 Default Stats 3 Possible names 3.1 Original and Warband 3.2 With Fire & Sword Tactics[] Although he has somewhat impressive stats, the Nervous Man's equipment is quite low quality and even starting characters shouldn't have too much trouble defeating him. If he manages to defeat the player in combat, the player character will be knocked unconscious and the Nervous Man will escape without permitting a second chance. Default Stats[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Nervous Man - Default Stats and Equipment Attributes Stat Points Level 26 Strength 31 Agility 29 Intelligence 4 Charisma 4 Health Armor Head (Possible): Fur Hat, Leather Cap Body Red Tunic, Linen Tunic, Tunic with vest, Tabard, Leather Vest Hand ? Foot Woolen Hose, Nomad Boots, Blue Hose, Wrapping Boots Skills Skill Points Ironflesh 9 Power Strike 6 Power Throw 6 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 180 Two Handed Weapons 180 Polearms 180 Archery 180 Crossbows 180 Throwing 180 Weapons Melee Sword Ranged Throwing Daggers Shield ? Mount ? Possible names[] Original and Warband[] First names: Albard, Euscar, Sigmar, Talesqe, Ritmand, Aels, Raurqe, Bragamus, Taarl, Ramin, Shulk, Putar, Tamus, Reichad, Walcheas, Rulkh, Marlund, Auguryn, Daynad, Joayah, Ramar, Caldaran, Brfabas, Kundrin, Pechnak Nicknames: of Uxhal, of Wercheg, of Reyvadin, of Suno, of Jelkala, of Veluca, of Halmar, of Curaw, of Sargoth, of Tihr, of Zendar, of Rivacheg, of Wercheg, of Ehlerdag, of Yaragar, of Burglen, of Shapeshte, of Hanun, of Saren, of Tosdhar, the Long, the Gaunt, Silkybeard, the Sparrow, the Pauper, the Scarred, the Fair, the Grim, the Red, the Black, the Tall, Star-Eyed, the Fearless, the Valorous, the Cunning, the Coward, Bright, the Quick, the Minstrel, the Bold, Hot-Head With Fire & Sword[] First names: Sirko, Mozyra, Filon, Buhalo, Nechuy, Rourk, Asmund, Bjorn, Sigvar, Torgreyr, Gunnstein, Chort, Okun, Noseless, Brawler, Walker, Tabash, Zamora, Gudz, Barnabas, Wojciech, Garsha, Baibak, Bakhmet, Akun Nicknames: Face-mark, the Ripper, the Bullseye, the Lanky, the Squab, the Golden-mouth, the Stormbreaker, the Greyhair, the Greedy, the Goodsoul, the Lofty, the Husky, the Skinny, the Jackal, the Braggart, the Kite, the Spider, the Dunce, Big-ear, the Musket, the White, the Black, the Red, Deathwatch, Ironhand, the Fool, the Old, the Long-armed, the Boar, the Humpback, the Ball, the Fatty, the Cheery, the Gloomy, the Squint, the Bee-master, the Mute, the Marksman, the Ladiesman, the Shroff, the Wolf" "Nesvizh","Nesvizh Settlement Information Type Village Kingdom Polish Commonwealth Fortification Vilna World Map With Fire & SwordNesvizhVilnaTemplate:World Map/With Fire & Sword Nesvizh is a village of the Polish Commonwealth, subordinate to Vilna. Its starting ruler is randomly drawn each game. Nesvizh is involved in the Cossack main quest The Secret of the Black Mace. Layout[] Player Elder Fugitive Nesvizh is built on hilly terrain, as a Swedish-style village with six houses. The player starts on a path leading to the village, with fences on both sides. The fences are short enough for a horse to jump over, but jumping is blocked by invisible barriers. Before one enters the village, one finds a water well, two carts and three bathtubs. Once inside the village, the path splits: to the left is a house with a pile of wood in front, and behind the house there is a fireplace. The right branch leads to the center of the village marked by a bonfire, and next to that is an empty stable, complete with a trough. Turning right from there leads to the highest point of the village, where one finds another bonfire. Behind a small fence is a cabbage field, but that small fence has an invisible barrier. Access to the cabbage field is behind the house on the right. Behind the cabbage field are some fences, along with invisible barriers to prevent the player from falling off. The Village Elder stands beside the pile of wood on the left side of the village from the player's entrance. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be standing in front of the small fence in front of the cabbage field. Trivia[] This place is called in Polish Nieśwież, in Lithuanian Nesvyžius, in Russian Несвиж Nesviž, and in Belarusian Нясвіж Niasviž. This is one of the villages with a special interaction with the Village Elder. Here, the player can ask the elder ""Why would your village bear such a name?"" He replies with a story about how Janusz Radziwill shot a bear on a hunt, but there was no room on the boat for it,""and so they resolved to return for the bear another time. The servants they sent for the bear somehow lost their way, and found the giant only after a few days had passed. By this time, the carcass was no longer fresh – in Lithuanian, that would be 'Nesvizh'...""This might be a folk etymology, but regardless of whether it is true, it is important to note that the ""Lithuanian"" language the elder refers to is not modern Lithuanian—the official language of today's Republic of Lithuania—nor its ancestor, rather, it is Ruthenian, an East Slavic language that was the official language of the Grand Duchy of Lithuania[note 1], which later evolved into today's Belarusian and Ukrainian languages. Compare ""not fresh"" or ""stale"" in modern East Slavic languages: Russian несвежий nesvežij, Ukrainian несвіжий nesvižyj, Belarusian нясвежы niasviežy. In Polish, a West Slavic language, it would be nieświeży. Notes[] ↑ By the time of the Polish–Lithuanian Commonwealth, Ruthenian was no longer official, but was still widely spoken in East Slavic parts of the Grand Duchy of Lithuania. For comparison, Lithuanian was only spoken in the Baltic region, and literacy in it was low up to and through the 18th century. It only grew in popularity through nationalism in the late 19th century as a response to Russification policies of the Russian Empire. Wikipedia has an article on this subject at:Nesvizh Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Netyag","For the Custom Battle version, see Netyag (Custom Battle). Netyag Troop Information Culture Cossack Hetmanate Wages 6 thalers/week Acquired from... Commander Upgrades to... Netyag (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Netyag are regular infantry of the Cossack Hetmanate. Tactics[] Light infantrymen armed with a saber and possibly a pistol, the average Netyag is a formidable and agile fighter able to quickly close the distance and pepper the enemy with short-ranged pistol fire, which makes them adequate against marksmen and other light infantry, such as Kapikulu and Azap - even pikemen will find Netyag infantry to be formidable. However, since they wear light armor, Netyag are not as capable against heavy infantry, such as Swordsmen, and very weak against (especially heavy) cavalry, such as Winged Hussars. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Netyag - Default Stats and Equipment Attributes Stat Points Level 9 Strength 10 Agility 9 Intelligence 0 Charisma 0 Health 55 Armor Head Misiurka CapSimple MisiurkaCossack Cap Body Armor-clad ZupanLeather-clad ZupanCossack Zupan Hand None Foot Cossack Boots Skills Skill Points Ironflesh 5 Power Strike 4 Grenade Throwing 0 Power Draw ? Weapon Master 4 Shield ? Athletics 4 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 160 Two Handed Weapons 140 Polearms 150 Archery 0 Firearms 125 Throwing 0 Weapons Melee SaberCossack Saber Ranged (Possible) Pistol(Possible) Old Pistol(Possible) Heavy Bullets Shield None Mount None Trivia[] The word ""netyag"" can be roughly translated as ""vagabond"". Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran)" "Netyag (Custom Battle)","Netyag The Netyag is a character playable in the Custom Battle mode of Mount&Blade: With Fire & Sword. In-game description[] The netyagi proved themselves to be an admirable force. Their bravery and fighting spirit compensated for their lack of armor. While a pistol salvo at close range often guarantees their success, the netyagi can be easily trampled by cavalry. Naval campaigns, which were in essence pirate raids, were not unusual for Cossacks, and such sea voyages called for a new type of troops. Landing on an enemy shore was not always a bloodless affair, and merchant vessels were hardly defenseless either. The netyagi were first used on such sea raids. They would suffer heavy casualties as they leapt from the deck onto dry land or enemy ships, with no heavy armor to protect them or time to regroup and launch an attack. Netyagi were likewise employed in strictly land-based warfare, where they served as shock troops, the first to make contact with the enemy and to withstand the initial onslaught. Stats[] Netyag - Default Stats and Equipment Attributes Stat Points Level 20 Strength 12 Agility 11 Intelligence Charisma Health Armor Head Cossack Cap Body Chain Mail Zupan Hand Foot Cossack Boots Skills Skill Points Ironflesh 3 Power Strike 3 Grenade Throwing 0 Power Draw 0 Weapon Master 4 Shield 0 Athletics 5 Riding 0 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 150 Two Handed Weapons 150 Polearms 150 Archery 150 Firearms 150 Throwing 150 Weapons Melee Cossack Saber Ranged Good Pistol, Heavy Bullets Shield Mount This article is a stub. You can help out by expanding it. With Fire & Sword Custom Battle Troops Reiter Hussar Boyar Cuirassier Mounted Archer Musketeer Netyag Swordsman Rondartschier Pikeman Halberdier" "Netyag (veteran)","For the Custom Battle version, see Netyag (Custom Battle). Netyag (veteran) Troop Information Culture Cossack Hetmanate Wages ? thalers/week Acquired from... Commander Upgrades to... Netyag Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Netyag (veterans) are veteran regular infantry of the Cossack Hetmanate. Tactics[] The heaviest Cossack infantry, they wear light leather armor, (some) wield better pistols than their predecessors, and have very high weapon skills, making them all-round better warriors. In battle, veteran Netyag can be considered equivalent to Sea Raiders: quick, strong melee infantry with a possible ranged attack. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Netyag (veteran) - Default Stats and Equipment Attributes Stat Points Level 13 Strength 11 Agility 10 Intelligence 0 Charisma 0 Health 58 Armor Head Misiurka CapSimple Misiurka Body Armor-clad ZupanLeather-clad Zupan Hand None Foot Cossack Boots Skills Skill Points Ironflesh 6 Power Strike 5 Grenade Throwing 0 Power Draw ? Weapon Master 5 Shield ? Athletics 4 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 175 Two Handed Weapons 155 Polearms 165 Archery 0 Firearms 140 Throwing 0 Weapons Melee SaberCossack Saber Ranged (Possible) Good Pistol(Possible) Heavy Bullets Shield None Mount None Trivia[] The word ""netyag"" can be roughly translated as ""vagabond"". Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran)" "New Elgante","The cover for the mod. New Elgante is a total conversion mod for Mount&Blade: Warband. It takes place on an island colony known as New Elgante. Overall there are seven factions mainly based on tribes and colonies in Central America. There is no background plot as of yet and the only motivational factor of the mod is to unite New Elgante in an era of peace. However, all of the factions are at odds with each other and peace is impossible until all opposing factions are conquered and assimilated by either the faction you side with or your own faction. Unfortunately this is a very old mod and hasn't been updated for quite a while. However, the mod's creator, under the alias Crossbow Joe, one of New Elgante's companions, claimed to export the mod to the upcoming Bannerlord sequel. Factions[] Elgante Empire[] The Elgante Empire wishes to take resources from the island and establish a colony. Unfortunately, they have had no contact with the mainland empire for over a decade, therefore shortage of said resources. This faction is based on the Spanish Conquistadors and resembles the Kingdom of Swadia in the base game. This is only faction where you can buy firearms, which don't have the correct animation yet. Their Capital is Port Horizon. Tribe of Snakes[] The Tribe of Snakes has the most territory on the island and are based on the Aztecs of Mexico. They are equivalent to the Vaegirs of the base game. They wear very little armor (for now) and prefer to fight with spiked clubs and axes. They have oppressed the smaller tribes of the island for years, but with the Elgante Empire's superior Weaponry and Armor may end the Tribe if there's any Close Contact between the two Factions. The Snake Capital is Snake's Neck. Karkan Tribe[] The vicious Karkan Tribe are a nation of warriors and hunters living in the mountains of New Elgante. While they still live a Neolithic Lifestyle, they have the largest army of warriors that are capable of overwhelming any opposition, although with the hotfix they have been nerfed slightly. The Karkans often wipe out entire armies when on their genocidal campaigns. The Capital resides on the Karkan Ranges. Rebels[] The Rebels are ex-soldiers and mercenaries of the Empire who have decided to create their own nation and are fighting a constant guerilla war against the Elgante Empire. Many view them in a negative light for their tendency to recruit criminals into their army, yet tribes, especially the Karkans, feel as if the rebels are on their side and fighting for equality. Their Capital CIty is Alron. They're the incarnation of the Sarranid Sultanate. Lundmen[] The Lundmen are a relatively peaceful semi-nomadic tribe and were one of the first to make peaceful contact with the Empire. They revere the Elgante horses and most are taught to ride from a very young age, which the Empire regrets for giving said horses during this age. They're the New Elgante Incarnation of the Khergit Khanate. The Lundmen are usually the tribe at peace most often. Their Capital is Lund. The Arlen Factions[] The Arlen are actually two different factions. There is the tiny Arlen Tribe and the Arlen Barony. The tribe are the last remnants of the Arlen's ancestors and eke out a living on the wide open plains. The Arlen Barony on the other hand has been civilized by the Elgante Empire. The barony is similar to the Incan nobility when they began to adopt Spanish customs. Both factions usually make the same decision simultaneously. The Arlen Factions in retrospect is currently the only faction that can war with itself. The capitals are the Arlen Camp for the Tribe and Arlen for the Barony. Features[] As mentioned above, the game also adds firearms and two units (both are exclusive to the Empire) which use said firearms (although the reload animation makes it look like its reloading a Pistol). Heroes can also equip said firearms and there is a weapon profiency for them. Several cosmetic changes have been made to fit the exotic setting. The typical arrowhead cursor has been changed to look like a birds feather. The music and title screen has also changed to fit the mod. The way the player character swings weapons has been changed to fit a more 16th Century dueling style where the wrist flicks slightly (this is purely cosmetic). Download[] A link to Mod DB where New Elgante may be downloaded can be found here." "New Order Marksman","New Order Marksman Troop Information Culture Muscovite Tsardom Wages 8 thalers Acquired from... Prisoners or Commander Upgrades to... New Order Marksman (veteran) New Order Marksmen are a Russian version of Polish Zolnier, or Swedish Musketeers. These soldiers are equipped with slightly better armor (New Line Helmets and New Order clothing, which is stronger than regular Marksman garb), and are slightly more trained in melee combat and shooting. This comes at a price though, as they have higher wages than Marksmen. Tactics[] Like any other marksmen unit, they work well in firing lines. Under the fire at will command, a good number of New Order Marksmen (50 or more) will provide a constant musket fire, preventing enemies from getting close. Marksmen can also be used as anti-cavalry for a short time. When a battle begins, arrange them in rows quickly and deploy them in a good position in the map, wait for the enemy cavalry to get close before giving them the order to open fire. While waiting for the enemy to get close, arrange your cavalry in attacking formation so that they can relieve the Marksmen when they get overrun by enemy troops. During a siege, New Order Marksmen will excel in shooting down defenders. New Order Marksmen shouldn't be used to storm fortifications because they lack heavy armor and weaponry in melee combat. At the start of a siege, hold your other troops and let the New Order Marksmen open fire in a safe distance in rows, let them empty all their bullets before deploying your other troops to attack. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. New Order Marksman - Default Stats and Equipment Attributes Stat Points Level 11 Strength 10 Agility 7 Intelligence 0 Charisma 0 Health 53 Armor Head New Line Helmet Body New Line Uniform Hand None Foot Cossack Boots Skills Skill Points Ironflesh 4 Power Strike 0 Grenade Throwing 0 Power Draw 0 Weapon Master 2 Shield 0 Athletics 3 Riding 1 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 80 Two Handed Weapons 60 Polearms 70 Archery 0 Firearms 110 Throwing 0 Weapons Melee Pole-axe Ranged Simple Wheellock Musket, Heavy Bullets Shield None Mount None Wikipedia has an article on this subject at:New Order Regiments Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard" "New Order Marksman (veteran)","New Order Marksman (veteran) Troop Information Culture Muscovite Tsardom Acquired from... New Order Marksman Upgrades to... None New Order Marksman (veteran) is the best native musketeer of the Muscovite Tsardom. Tactics[] This veteran unit has virtually the same equipment as the base New Order Marksman, except for a better Wheellock Musket. It has significantly better statistics, but it is still no match for the German Infantry Musketeer or Lifeguard as they have both better skills and better Miquelet Muskets. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. New Order Marksman (veteran) - Default Stats and Equipment Attributes Stat Points Level 15 Strength 11 Agility 8 Intelligence 0 Charisma 0 Health 56 Armor Head New Line Helmet Body New Line Uniform Hand None Foot Cossack Boots Skills Skill Points Ironflesh 5 Power Strike 1 Grenade Throwing 0 Power Draw 0 Weapon Master 3 Shield 0 Athletics 3 Riding 1 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 95 Two Handed Weapons 75 Polearms 85 Archery 0 Firearms 125 Throwing 0 Weapons Melee Pole-axe Ranged Wheellock Musket, Heavy Bullets Shield None Mount None Wikipedia has an article on this subject at:New Order Regiments Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard" "New Order Pikeman (veteran)","New Order Pikeman (veteran) Troop Information Culture Muscovite Tsardom Wages 14 thalers Acquired from... New Order Spearman Upgrades to... N/A XP for Kill 62 XP The New Order Spearman (veteran) is the best native light infantry available to Muscovite Tsardom. It has stats of a heavy infantryman, but weapons and armor of a light one. Upgraded veteran has significantly better stats, but mostly the same equipment as New Order Spearman, except for a slightly longer pike. Tactics[] The heaviest infantry troop of Muscovite Tsardom, the New Order Spearman must be considered as light infantry in battle. Though it has skills comparable to German Infantry Pikeman, New Order Spearmen lack any substantial armor. It has much the same equipment as Marksman Spearman, with additional gloves and helmet. In battle, New Order Spearmen can do a significant amount of damage, but takes punishment poorly and dies easily for a troop of this level. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. New Order Pikeman (veteran) - Default Stats and Equipment Attributes Stat Points Level 15 Strength 11 Agility 9 Intelligence 0 Charisma 0 Health 60 Armor Head New Line Helmet Body New Line Uniform Hand Cavalry Gloves Foot Cossack Boots Skills Skill Points Ironflesh 7 Power Strike 5 Grenade Throwing 0 Power Draw 0 Weapon Master 3 Shield 0 Athletics 3 Riding 1 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 145 Two Handed Weapons 125 Polearms 135 Archery 0 Firearms 0 Throwing 0 Weapons Melee Simple Pike Ranged None Shield None Mount None Wikipedia has an article on this subject at:New Order Regiments Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard" "New Order Spearman","New Order Spearman Troop Information Culture Muscovite Tsardom Wages ? thalers Acquired from... Prisoners or Commander Upgrades to... New Order Pikeman (veteran) Upgrade Cost ? thalers XP for Kill 44 XP Ransom Value ? thalers New Order Spearmen are the Russian version of Pikeman. There is also a second version of the New Order Spearman — the Marksman Spearman. Tactics[] The heaviest infantry troop of the Muscovite Tsardom, New Order Spearman must be considered as light infantry in battle. Though they have skills comparable to German Infantry Pikeman, New Order Spearmen lack any substantial armor. They have much the same equipment as the Marksman Spearman, with additional gloves and helmet. In battle, New Order Spearmen can do a significant amount of damage, but they take punishment poorly and die easily for a troop of this level. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. New Order Spearman - Default Stats and Equipment Attributes Stat Points Level 11 Strength 10 Agility 8 Intelligence 0 Charisma 0 Health 57 Armor Head New Line Helmet Body New Line Uniform Hand Leather Gloves Foot Old Boots Skills Skill Points Ironflesh 6 Power Strike 4 Grenade Throwing 0 Power Draw 0 Weapon Master 2 Shield 0 Athletics 3 Riding 1 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 130 Two Handed Weapons 110 Polearms 120 Archery 0 Firearms 0 Throwing 0 Weapons Melee Pike Ranged None Shield None Mount None Wikipedia has an article on this subject at:New Order Regiments Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard" "Nidritsa","Nidritsa Settlement Information Type Village Kingdom Kingdom of Sweden Fortification Koenigsberg World Map With Fire & SwordNidritsaKoenigsbergTemplate:World Map/With Fire & Sword Nidritsa is a village initially owned by the Kingdom of Sweden, subordinate to Koenigsberg. Layout[] Player Elder Fugitive Nidritsa is built on hilly terrain. It is a Swedish-style village with six houses. From the player's entrance, three houses are on the left side on lower terrain, and the other three are on the right side on higher terrain. Two of the three houses on lower terrain have fields that grow cabbage and squash. The Village Elder can be found standing under the shelter of the house on lower terrain that is closest to the player's entrance. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be hiding under the shelter of the house on the higher terrain that is furthest from the player's entrance. Territory of the Kingdom of Sweden TownsKoenigsberg Reval Riga FortressesAllenstein Castle Dorpat Fortress Dynaburg Fortress Dzvinsk Castle Narva Vyborg VillagesElbing Leal Nidritsa Panevezys Pilve Plunge Salis Siauliai Siegevold Tapiau TormaWeissenstein Wesenberg" "Noble","This article is a disambiguation page for Noble The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Noble may refer to: A Mount & Blade Wiki Achievement Vassals Vassals Lords Noble Guard Angle Noble (Thegn) Briton Noble (Uchelwr) Irish Noble (Aire) Norse Noble (Hersir) Pictish Noble (Toisech) Saxon Noble (Thegn) Khuzait Noble's Son" "Noble Alexei Vorotynsky","Alexei Vorotynsky Official Information Kingdom Muscovite Tsardom Monarch Tsar Alexei Mikhailovich Title Vassal Personal Details Gender Male Noble Alexei Vorotynsky is initially a vassal of the Muscovite Tsardom. This article is a stub. You can help out by expanding it. Muscovite Tsardom Monarch: Claimant: Tsar Alexei Mikhailovich Stepan Razin Vassals: Afanasiy Ordin-Naschokin Alexei Trubetskoi Alexei Vorotynsky Andrei Khovansky Boris Pushkin Boris Repnin-Obolevsky Fyodor Hvorostinin Fyodor Volkonsky Ivan Sontsov-Zasekin Naum Vasiliev Nikita Odoevsky Pavel Neskachikhin Semyon Prozorovsky Semyon Rakhmanin Semyon Urusov Vasiliy Buturlin Vasiliy Sheremetyev Yakov Cherkassky Yuri Boryatinsky Yuri Buynosov-Rostovsky" "Noble Guard","Noble Guard Troop Information Culture Muscovite Tsardom Wages 26 thalers Acquired from... Prisoners or Commander Upgrades to... Noble Guard (veteran) XP for Kill 122 XP Ransom Value ? thalers The Noble Guard is the heavy cavalry of the Muscovite Tsardom. While their cavalry lances are quite a bit shorter than those used by their Polish counterparts, the Winged Hussars, Noble Guards are also somewhat more proficient at close quarters, armed with a club for braining an opponent or two and often a Sovnya. While not as dedicated to Cavalry charges as the winged hussars, Noble Guards are all-rounders who perform well on foot and on horse. Tactics[] Carrying the best armour of the Muscovite Tsardom, the Noble Guard can be relied on to take a lot of punishment without a second glance. While they can be used in much the same way as Winged Hussars, it is inadvisable to deploy them against Winged Hussars or Halberdiers, as their cavalry lances lack the reach of these weapons. On foot, though, a noble guard can still hold his own against most opponents. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Noble Guard - Default Stats and Equipment Attributes Stat Points Level 21 Strength 12 Agility 7 Intelligence 0 Charisma 0 Health 55 Armor Head Rich Misiurka, Cone, Boyar Militia Helmet Body Boyar Militia Uniform Hand Cavalry Gloves Foot Good Cavalry Boots Skills Skill Points Ironflesh 4 Power Strike 3 Grenade Throwing 0 Power Draw 0 Weapon Master 5 Shield 0 Athletics 0 Riding 5 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 185 Two Handed Weapons 165 Polearms 175 Archery 0 Firearms 0 Throwing 0 Weapons Melee Saber, Good Chekan, Sovnya, Flanged Mace, Club, Cavalry Lance Ranged None Shield None Mount Hunter Gallery[] Noble Guard equipment Wikipedia has an article on this subject at:Landed Army Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard" "Noble Guard (veteran)","Noble Guard (veteran) Troop Information Culture Muscovite Tsardom Acquired from... Noble Guard Upgrades to... N/A Upgrade Cost N/A The Noble Guard (veteran) is an upgraded version of the Noble Guard. While having higher level and better stats, the main difference is the much heavier Rich Mirror Armor (instead of the Boyar Militia Uniform) and a much better Thoroughbred Horse. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Noble Guard (veteran) - Default Stats and Equipment Attributes Stat Points Level 25 Strength 13 Agility 8 Intelligence 0 Charisma 0 Health 58 Armor Head Boyar Militia Helmet, Cone Body Boyar Militia Uniform, Rich Mirror Armor Hand Cavalry Gloves Foot Good Cavalry Boots Skills Skill Points Ironflesh 5 Power Strike 4 Grenade Throwing 0 Power Draw 0 Weapon Master 6 Shield 0 Athletics 0 Riding 5 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 200 Two Handed Weapons 180 Polearms 190 Archery 0 Firearms 0 Throwing 0 Weapons Melee Cavalry Lance, Club, Flanged Mace, Good Chekan, Sovnya Ranged None Shield None Mount Thoroughbread Horse Wikipedia has an article on this subject at:Landed Army Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard" "Noble Vasiliy Sheremetyev","Vasiliy Sheremetyev Official Information Kingdom Muscovite Tsardom Monarch Tsar Alexei Mikhailovich Title Vassal Personal Details Gender Male Noble Vasiliy Sheremetyev is initially a vassal of the Muscovite Tsardom. This article is a stub. You can help out by expanding it. Wikipedia has an article on this subject at:Vasily Borisovich Sheremetev Muscovite Tsardom Monarch: Claimant: Tsar Alexei Mikhailovich Stepan Razin Vassals: Afanasiy Ordin-Naschokin Alexei Trubetskoi Alexei Vorotynsky Andrei Khovansky Boris Pushkin Boris Repnin-Obolevsky Fyodor Hvorostinin Fyodor Volkonsky Ivan Sontsov-Zasekin Naum Vasiliev Nikita Odoevsky Pavel Neskachikhin Semyon Prozorovsky Semyon Rakhmanin Semyon Urusov Vasiliy Buturlin Vasiliy Sheremetyev Yakov Cherkassky Yuri Boryatinsky Yuri Buynosov-Rostovsky" "Nogai","For the specific troops, see Nogai (troop). Nogai Portrait Full Body Appears in Official Information Culture Crimean Tatar Religion Islam Character Details Found in Taverns Hire Cost 300 thalers Likes Oksana Liked by Priest Spasokukotsky Dislikes FatimaYeliseiHeavy casualtiesUnpaid wagesStarvation Disliked by AlgirdasFatima Character Background Background Fugitive Gender Male Nogai is a companion in Mount&Blade: With Fire & Sword. Contents 1 Tactics 2 Dialogue 3 Stats and Equipment 4 Trivia Tactics[] Like many steppe men, Nogai is a skilled rider and warrior. He has ranks in a number of combat-related skills - including Athletics, Riding, Ironflesh, and Weapon Mastery - and he also brings his own Saddle Horse to the player's party. Dialogue[] Main article: Nogai/Interactions Stats and Equipment[] Nogai - Default Stats and Equipment Attributes Stat Points Level 6 Strength 8 Agility 10 Intelligence 8 Charisma 10 Health 49 Armor Head Hat Body Robe Hand None Foot Old Boots Skills Skill Points Ironflesh 3 Power Strike 2 Grenade Throwing 0 Power Draw ? Weapon Master 3 Shield ? Athletics 3 Riding 3 Shooting from Horseback 3 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 80 Two Handed Weapons 80 Polearms 80 Archery 80 Firearms 80 Throwing 80 Weapons Melee Simple Tatar Saber Ranged None Shield None Mount Saddle Horse Trivia[] He is similar to Baheshtur from previous games. Player's Companions Algirdas Bakhyt Colonel Zagloba Fatima Fedot Ingri Karlsson Mamai NogaiOksana Priest Spasokukotsky Sarabun Tepes Varvara Victor de la Buscador Yelisei" "Nogai/Interactions","This is a list of interactions with Nogai. Contents 1 Introduction 2 Reencounter 3 Retirement 4 Rehire 5 Story: Bakhchisary 6 Like Quotes 6.1 Oksana 7 Dislike Quotes 7.1 Fatima 7.2 Yelisei Introduction[] Hello. It seems we've met before. I am in need of your help. I cannot recall. What's the matter, anyway? ""The men of the Tatar Khan are hunting me. I exhausted three horses, and finally laid myself low here. I am the lord of the Nogai Horde, Mirza Nogai. The blood of the majestic Gengis Khan flows through my veins, and my ancestors were associated with the Tsars of Moscow. You cannot imagine how deeply it offends me to see the low-born Giray ruling the Crimean Khanate! I even have pay them a tribute! -- What an insult! I grew tired of this humiliation, so I drove the Khan's tax collectors from my door. Two weeks later, a large force arrived on our steppes along the Dniepr near Perekop. I had no choice but to flee."" I would be glad to accept you in my party, if you would be willing to ride with me. I was born in the saddle. I am a master of the sword, and I can easily track my way through a steppe. Just remember, we had better not meet any Crimeans. Well, Nogai, consider yourself enlisted. Allahu Akbar! Please give me 300 thaler for a new saddle. Very well, here's 300 thaler. It is dangerous to have you with me. I wish no trouble with the Tartars. Perhaps you should find yourself a new Horde, then... Pardon me, I am in a hurry. Reencounter[] I've done much in my life. A rare commander it would be, who would agree to take on an old man like me, even if I am worth a dozen men on the battlefield. Retirement[] A herald arrives from the steppe, Mirza! The time has come! The Nogai Horde is ready to break free from the Turkish yoke. And I must be there to join them! Farewell! Rehire[] Alas, Allah was not with us this time. We were defeated -- but our struggle for independence is not over. Please, take me back once more, if you still have need of me. Story: Bakhchisary[] The steppe, the endless steppe... My dear lands. We, the descendants of the Ilkhan, came into the steppe not as refugees but as rightful rulers. Yet the Turkish Sultan preferred the Crimean Girays. Since that day we have lived as slaves. We have no towns, no halls and no forces. We are subdued, and pursue our meager lives in Bakhchisaray. Yet the glorious Nogai is my homeland. I shall fight for it to my final breath. Like Quotes[] Oksana[] We Nogai have always thought highly of Ukrainian girls. They make the best wives and concubines. And our {s11} is a true gem! Once I make the Nogai independent and become Khan, that very day I shall take her as my wife. My beloved wife. If she is as skilled in amorous pleasures as she is in her shamanism, we would surely live a life of splendor! Dislike Quotes[] Fatima[] Fatima is a spy for the Giray! She was sent to assassinate me, surely. She had better keep her distance, or you shall have to choose -- her or me! Yelisei[] That boy is driving me crazy! Yes, that Yelisei. Not a day passes without him getting underfoot. The worst part is that he constantly yells at me in battle, telling me what I should do. Thanks to him, my good yesir, good captives were lost! Teach him to behave, oh Mirza, or I shall do so myself." "Nogai (troop)","For the player's companion, see Nogai. Nogai Troop Information Culture Crimean Khanate Wages ? thalers/week Acquired from... Infantry Commander Upgrades to... Nogai (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Nogai are regional mercenary cavalry of the Crimean Khanate. They can be hired in Kezlev Fortress and Izum Fortress. Tactics[] Despite looking like very light melee cavalry, they are very tough lighting strikers - this and having well over 100 in all melee proficiencies allows them to do well in sieges as well as run down any cavalry, making them great niche troops tailored to that purpose. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Nogai - Default Stats and Equipment Attributes Stat Points Level 8 Strength 7 Agility 8 Intelligence 0 Charisma 0 Health 44 Armor Head Nomad Hat Body Robe Hand None Foot Eastern Boots Skills Skill Points Ironflesh 1 Power Strike 0 Grenade Throwing 0 Power Draw 0 Weapon Master 0 Shield 0 Athletics 0 Riding 5 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 135 Two Handed Weapons 115 Polearms 125 Archery 0 Firearms 0 Throwing 0 Weapons Melee Simple Tatar Saber Ranged None Shield Shield Mount Steppe Horse Trivia[] They most likely hail from the Nogai Horde, a confederation of several Turkic and Mongol peoples living in northern Dagestan, located east of the in-game overland map. The Nogai were historically allied to the Crimean Khanate and frequently raided Russian settlements together. Wikipedia has an article on this subject at:Nogai Horde Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran)" "Nogai (veteran)","For the player's companion, see Nogai. Nogai (veteran) Troop Information Culture Crimean Khanate Wages ? thalers/week Acquired from... Nogai Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Nogai (veterans) are veteran regional mercenary cavalry of the Crimean Khanate. Tactics[] Despite looking like very light melee cavalry, they are very tough lighting strikers - this and having well over 100 in all melee proficiencies allows them to do well in sieges as well as run down any cavalry, making them great niche troops tailored to that purpose. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Nogai (veteran) - Default Stats and Equipment Attributes Stat Points Level 11 Strength 8 Agility 9 Intelligence 0 Charisma 0 Health 47 Armor Head Nomad Hat Body Robe Hand None Foot Eastern Boots Skills Skill Points Ironflesh 2 Power Strike 0 Grenade Throwing 0 Power Draw 0 Weapon Master 0 Shield 0 Athletics 0 Riding 6 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 150 Two Handed Weapons 130 Polearms 140 Archery 0 Firearms 0 Throwing 0 Weapons Melee Tatar Saber Ranged None Shield Shield Mount Steppe Horse Trivia[] They most likely hail from the Nogai Horde, a confederation of several Turkic and Mongol peoples living in northern Dagestan, located east of the in-game overland map. The Nogai were historically allied to the Crimean Khanate and frequently raided Russian settlements together. Wikipedia has an article on this subject at:Nogai Horde Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran)" "Nokhor","Nokhor Troop Information Culture Crimean Khanate Wages 22 thalers Acquired from... Prisoners or Commander Upgrades to... Nokhor (veteran) Upgrade Cost Directly recruited / rescued Ransom Value ? thalers The Nokhor is a heavy cavalryman of the Crimean Khanate. The Nokhor is armed with a lance and shield. One of the best lancers in the game, they are the underrated rivals of the Winged Hussars. They occasionally spawn with a sword in sieges, but not all the time. Recruitment[] Requires: Must join the Crimean Khanate Mercenary Captain to be appointed for Fortress/towns Cost: 114 Thalers Days Needed: 4 (Copper) Locations: Kzelev Fortress Azaq-Kale Tactics[] Nokhors are best employed charging the enemy with a couched lance. It is important to remember that unlike some other cavalry, they are not good for flanking because they lose speed when doing so, thus flanking Nokhors are unable to couch their lance. A lance that is not couched does a lot less damage. Perhaps allowing them a straight path to the enemy once behind them will allow them to couch their lances, however. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Nokhor - Default Stats and Equipment Attributes Stat Points Level 21 Strength 10 Agility 9 Intelligence 0 Charisma 0 Health 49 Armor Head Tatar Helmet Body Yushman Hand None Foot Eastern Boots Skills Skill Points Ironflesh 2 Power Strike 3 Grenade Throwing 0 Power Draw 0 Weapon Master 6 Shield 7 Athletics 0 Riding 5 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 180 Two Handed Weapons 160 Polearms 170 Archery 0 Firearms 0 Throwing 0 Weapons Melee Cavalry Lance Ranged None Shield Steel Shield Mount Hunter Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran)" "Nokhor (veteran)","Nokhor (veteran) Troop Information Culture Crimean Khanate Wages 31 thalers Acquired from... Prisoners or Nokhor (upgrade) Upgrades to... N/A Upgrade Cost Directly recruited / rescued Ransom Value ? thalers The Nokhor (veteran) is a heavy cavalryman of the Crimean Khanate, the upgraded version of the Nokhor. Armed with a lance and shield, this is one of the best lancers in the game — the underrated rivals of the Winged Hussars. He occasionally spawns with a sword in sieges, but not all the time. This is likely a bug. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Nokhor (veteram) - Default Stats and Equipment Attributes Stat Points Level 25 Strength 11 Agility 10 Intelligence 0 Charisma 0 Health 51 Armor Head Tatar Helmet Body Behterets Hand None Foot Eastern Boots Skills Skill Points Ironflesh 3 Power Strike 4 Grenade Throwing 0 Power Draw 0 Weapon Master 7 Shield 8 Athletics 0 Riding 6 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 195 Two Handed Weapons 175 Polearms 185 Archery 0 Firearms 0 Throwing 0 Weapons Melee Calvary Lance Ranged None Shield Steel Shield Mount Thoroughbred Horse Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran)" "Nomad","Nomad Troop Information Culture Crimean Khanate Wages 1 thaler Acquired from... Prisoners or Commander or Villages Upgrades to... Bajrak or Kapikulu Upgrade Cost 10 thalers (recruitment) Ransom Value thaler Nomads are the village recruits of the Crimean Khanate. Tactics[] Like Khergit Khanate tribesmen, Nomads are readily available from villages and commanders. Their primary value is as base troops for upgraded troops such as the Bajrak and Kapikulu. On the battlefield, like most conscripted recruits, Nomads fall quickly to well armed opponents and should be protected as much as possible. Their ready availability does allow commanders to attempt to overwhelm opponents with pure numbers, but this would cause a large loss of troops, especially if you do not keep them tightly together when fighting cavalry. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Nomad - Default Stats and Equipment Attributes Stat Points Level 3 Strength 6 Agility 7 Intelligence 0 Charisma 0 Health 41 Armor Head Hat Body Robe, Simple Robe Hand ? Foot Village Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw 1 Weapon Master ? Shield ? Athletics ? Riding 3 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 60 Two Handed Weapons 40 Polearms 50 Archery 30 Firearms 20 Throwing 0 Weapons Melee Simple Tatar Saber, Simple Saber, Simple Yataghan Ranged (Possible): Longbow, Arrows Shield ? Mount (Possible): Sumpter Horse Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran)" "Norsemen","The Norse are a pagan culture in Viking Conquest. History[] Scandinavian settlement of the British Isles Due to the overpopulation of Northvegr and Danmark, many Northmen and Danes started moving from their homelands to, amongst other, the British Isles. Here there was enough land and enough plunder for men to get rich fast. The Norse were mostly pagan in this time and the rules for Vikings (Old Norse: ""vikingr"", some who goes on an expedition, a ""viking"") did not ban one from killing and stealing from the men of the Church. This made them hated across the Christian world, which has in turn given us the view of vikings as barbarians. The Northmen and Danes were expert ship builders and seafarers, travelling as far as Vinland in North America to the west, Persia to the east, and Arabia to the south. Great heroes or legends - like Ragnar Lothbrok - inspired many to go out on Viking expeditions. After the King had been executed by King Ælla of Northymbre, the sons of Ragnar, the Ragnarssons that were looked up to as sons of a great warrior and leader, led the Great Heathen Invasion that conquered Northymbre, East Anglea, and most of Mierce, thereby establishing the Danelaw (Rule of Danes). Factions[] Norsemen are the iconic invaders of the Viking Age. From Scandinavia, the Norse homelands, many men ventured to the kingdoms of Northhymbre and Laithlind - these were the pagan Norse kingdoms of Britannia and Ireland. Northymbre was a kingdom of the Angles but was made a puppet of the Danes by the time of the Great Heathen Invasion. The Norsemen had been raiding and conquering in the Britonnic Isles and Friese for a century before the time of Viking Conquest, with the raids of the Viking Age historically lasting until 1066. Danmark and Northymbre have a significant part in the main storyline yet Northvegr and Laithlind relatively do not. Banner Name Color Ruler Claimant Capital Kingdom of Danmark #800000 Konungr Horik Gottfredsson Jarl Thorgil Ribe Kingdom of Laithlind #e24e2b Konungr Gudrod Ragnarson - Dubh Linn Kingdom of Northhymbre #ff8899 Jarl Halfdan Ragnarsson Aetheling Oswine Eidynburh Kingdom of Northvegr #999999 Konungr Harald Halfdanarson - Tunsberg Troops[] Norse Troops Freedman Gothi Freeholder Bowman Spearman Companion Warrior Archer Elite Spearman Standard Bearer Veteran Noble Bodyguard Wikipedia has an article on this subject at:Norsemen Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Northern Empire","Northern Empire Official Information Culture Calradic Empire Capital Diathma Ruler Emperor Lucon Claimant Unknown Ruling Clan Osticos Minor Factions EleftheroiEmbers of the FlameHidden HandLegion of the Betrayed Faction Location Northern Empire in light purple The Northern Calradic Empire is a kingdom in Mount&Blade II: Bannerlord ruled by Lucon Osticos, an influential senator and aristocrat who wants the Senate to resume its right to appoint the new emperor. Contents 1 Overview 2 Ruler 3 Vassals 4 Official Description 5 Politics 6 Economy 7 Troop Tree 8 Clans 9 Territory 10 Gallery Overview[] The Northern Empire shares a border with Battania, Sturgia, the Khuzait, and the two other splinter states resulting from the fracturing of the Calradic Empire (Southern and Western). All three imperial sub-factions specialize in armored cataphracts and skilled archers. Ruler[] Emperor LuconOsticos Vassals[] Archon ManteosArgoros Archon PentonNeretzes Archon EncurionImpestores Archon GyphorDolentos Archon NicasorChonis Archon TasynorPhalentes Archon MaritziosVatatzes Archon PorphaliosSerapides Official Description[] “ The Calradic Empire is not a monarchy. The Calradians insist on this. The emperor, formerly just a military commander, may have taken on most other affairs of state as well. Rather than be elected every few years by the Senate, he may now rule for life and often be succeeded by his son. The popular assemblies that once decided key policies may have withered away, and the Senate, a gathering of landowners, may have far less power than it did in centuries past. But it is not a monarchy, because it is absolutely forbidden for Calradians to be ruled by a king. The Empire is what happens when a league of city-states conquers a continent. A community once led by free farmers with relatively equal wealth now has vast gaps between the rich and the poor. Institutions designed to prevent one man from becoming a tyrant come into conflict with the necessities of unending warfare, which require unified command. Without any smooth means of succession, the death of an emperor has always been a potential crisis. Usually, the emperor nominated an heir, the senate ratified his choice, and the people (meaning the army) acclaimed it. But this did not always happen smoothly, and the succession was often settled on the battlefield. The current conflict, which broke out when the late Emperor Arenicos was assassinated, is the latest of these Imperial civil wars. ” Politics[] The Northern Empire stands as the embodiment of the oligarchic Senate, which flocked to Senator Lucon after Garios Comnos and Rhagaea Pethros laid claim on the title of Emperor with their ties in the military and aristocracy, respectively. The bulk of this faction's clans are purportedly ancient lineages with long-held roots in the Senate — and thus this third of the Empire is more traditionalistic and conservative in nature, favoring the supremacy of the Senate over the Emperor and fearing the civil war rift that testifies to the bloated power of the Emperor. The Senate asserts that the Empire's decline is a consequence of alarmingly powerful Emperors who are not held accountable by their electors, and views Garios and Rhagaea as consequences of these monarchic trends. In reference to the old ways of the Empire, Lucon states that ""without [our] law, without the written word, there is but tyranny and the mob."" Economy[] Low 6 cities 9 castles 32 villages Main products: velvet (main manufacturer), iron, wood, fish Troop Tree[] Troops of the Calradic Empire Peasant Looter Recruit Infantryman Archer Vigla Recruit Trained Infantryman Trained Archer Equite Veteran Infantryman Menavliaton Veteran Archer Crossbowman Heavy Horseman Legionary Elite Menavliaton Palatine Guard Bucellarii Sergeant Crossbowman Cataphract Elite Cataphract Clans[] Clans of the Northern Empire Osticos Argoros Neretzes Impestores Dolentos Chonis Phalentes Vatatzes Serapides Territory[] Territory of the Northern Empire TownsAmprela Argoron Diathma Epicrotea Myzea Saneopa CastlesAtaconia Castle Atrion Castle Gaos Castle Epinosa CastleLochana Castle Mecalovea Castle Rhesos Castle Syratos Castle Varagos Castle VillagesAeoria Agalmon Alatys Alosea Ataconia Atrion Avasinton Boreagora Crios DyopalisEpinosa Enoisa Gaos Gymos Hetania Jeracos Lochana Marathea MasangaraMecalovea Nortanisa Orthra Pons Potamis Rhesos Samatha Stathymos SyratosTememos Themys Varagos Vealos Gallery[] Map of the Northern Empire as of the release of Early Access (created by Vesper) Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Northmathr Vikingr","Northmathr Vikingr Troop Information Culture Norse Wages 97 Acquired from... LIberating prisoners, Recruiting prisoners Upgrades to... N/A Upgrade Cost N/A Northmenn Vikingarnir (singular: Northmathr Vikingr) are bandits that can be found in raiding parties on land or sea. Stats and Equipment[] Northmathr Vikingr - Default Stats and Equipment Attributes Stat Points Level 29 Strength 20 Agility 8 Intelligence 12 Charisma 12 Health 73 Armor Head ? Body Norse Long Gambeson Hand ? Foot ? Skills Skill Points Sea-King ? Navigation ? Ironflesh 9 Power Strike 7 Power Throw 3 Power Draw 2 Weapon Maintenance ? Weapon Master 9 Athletics 2 Riding 6 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 5 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 295 Two Handed Weapons 220 Polearms 290 Archery 50 Crossbows 0 Throwing 240 Slings 255 Weapons Melee ? Ranged ? Shield ? Mount ? Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr" "Novgorod","Novgorod Settlement Information Type Fortress Kingdom Muscovite Tsardom Villages Slantsy World Map With Fire & SwordNovgorodTemplate:World Map/With Fire & Sword Novgorod is a fortress of the Muscovite Tsardom. It is ruled by Warlord Yuri Buynosov-Rostovsky. It has the village of Slantsy. The hero Varvara hails from Novgorod. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders During a siege, two ladders are placed, one on either side, of the gates. The player spawns behind a bridge, and access to the waterway is blocked by invisible barriers, so the player risks taking heavy losses if he/she joins the siege. It might be worth ordering the other troops to join the siege without the player's involvement, as losses are then calculated depending on troops only. Trivia[] The full name of Novgorod is now Veliky Novgorod (Великий Новгород), literally ""Great Newtown"". This change was made in 1999 to differentiate it from Nizhny Novgorod (Нижний Новгород, literally ""Lower Newtown""), a larger city on the other side of Moscow. Wikipedia has an article on this subject at:Veliky Novgorod Territory of the Muscovite Tsardom TownsCherkassk Moscow Pskov FortressesBryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' VillagesKlin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa TarusaValuiki Yefremovo" "Nugai","Nugai Settlement Information Type Village Kingdom Crimean Khanate Fortification Kyzyl-yar Fortress World Map With Fire & SwordNugaiKyzyl-yar FortressTemplate:World Map/With Fire & Sword Nugai is a village initially owned by the Crimean Khanate, subordinate to Kyzyl-yar Fortress. Layout[] Player Elder Fugitive Nugai is built on relatively flat terrain, as a Russian-style village with ten houses. Seven houses form a curve along one side the path, and three more houses are on the other side of the path. In the middle of the village is a water well, which also leads to the largest house. Behind the largest house is a shelter that stores piles of wood. The Village Elder stands in front of the largest house. If sent here during a Hunt Down Fugitive quest, the Nervous Man stands beside the shelter behind the largest house. Territory of the Crimean Khanate TownsAkkerman Azaq-kale Bakhchisaray Kyzykermen FortressesIzmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun FortressKyzyl-yar Fortress Perekop VillagesAk-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash SinelnikovoSivash Tumnek" "Oboyan","Oboyan Settlement Information Type Village Kingdom Muscovite Tsardom Fortification Cherkassk World Map With Fire & SwordOboyanCherkasskTemplate:World Map/With Fire & Sword Oboyan is a village of the Muscovite Tsardom, subordinate to Cherkassk, though the distance between the two makes it not so obvious. Oboyan is the village with the longest distance to its fortification on the whole map. Layout[] Player Elder Fugitive Oboyan is built on flat surface with no distinctive features. It is a Russian-style village with eleven houses and a chapel. A path surrounds the middle two houses. The Village Elder can be found standing in front of the larger of the middle two houses, with his back facing the player's entrance. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be found on an open field some distance from the village proper. Wikipedia has an article on this subject at:Oboyan Territory of the Muscovite Tsardom TownsCherkassk Moscow Pskov FortressesBryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' VillagesKlin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa TarusaValuiki Yefremovo" "Oglan","Oglan Troop Information Culture Crimean Khanate Wages 4-6 thaler Acquired from... Prisoners or Commander Upgrades to... Oglan (veteran) Ransom Value 20 thaler Oglans are light cavalrymen of the Crimean Khanate. Tactics[] Oglans are extremely lightly armored and not particularly hardy. Oglans are probably best employed in hit and run lance attacks and should avoid getting stuck in melee. Using them to support and follow up heavy cavalry, like the Asak Bey, is a good strategy. They forego nearly all armour in exchange for huge attack in the form of a couched lance. Very few Crimean Khanate troops use lances due to their horses. They are meant for tight turns in the hilly steppes, not straight charges. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Oglan - Default Stats and Equipment Attributes Stat Points Level 8 Strength 7 Agility 8 Intelligence 0 Charisma 0 Health 42 Armor Head Hat Body Quilted Robe Hand ? Foot Cavalry Boots, Old Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 2 Shield 4 Athletics ? Riding 5 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 105 Two Handed Weapons 85 Polearms 95 Archery 0 Firearms 0 Throwing 0 Weapons Melee Cavalry Lance Ranged ? Shield Solid Shield, Tatar Shield Mount Steppe Horse Trivia[] ""Oglan"" is the Old Turkish word for ""boy"", or ""male child"". Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran)" "Oglan (veteran)","Oglan (veteran) Troop Information Culture Crimean Khanate Wages 7 thalers Acquired from... Prisoners or Oglan (Upgrade) Upgrades to... N/A Ransom Value ? thalers The Oglan (veteran), the upgraded version of the Oglan, is a light cavalryman of the Crimean Khanate. They are armed with a lance and shield. Tactics[] Oglans are extremely lightly armored and not particularly hardy. Oglans are probably best employed in hit and run lance attacks and should avoid getting stuck in melee. Using them to support and follow up heavy cavalry, like the Asak Bey, is a good strategy. They forego nearly all armour in exchange for huge attack in the form of a couched lance. Very few Crimean Khanate troops use lances due to their horses. They are meant for tight turns in the hilly steppes, not straight charges. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Oglan (veteran) - Default Stats and Equipment Attributes Stat Points Level 11 Strength 8 Agility 9 Intelligence 0 Charisma 0 Health 45 Armor Head Misiurka, Simple Misiurka Body Quilted Robe Hand None Foot Cavalry Boots, Old Boots Skills Skill Points Ironflesh 1 Power Strike 0 Grenade Throwing 0 Power Draw 0 Weapon Master 3 Shield 5 Athletics 0 Riding 6 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 120 Two Handed Weapons 100 Polearms 110 Archery 0 Firearms 0 Throwing 0 Weapons Melee Cavalry Lance Ranged None Shield Solid Shield, Tatar Shield Mount Steppe Horse Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran)" "Oil","Oil Games Base value 484 450 450 Weight 50.0 Item Quantity 50 Morale Bonus +0 Spoils No Goods Type Trade Made From... Olives Made Into... N/A Oil is a moderately high-value, non-consumable trade good found in the first three Mount&Blade games. In Warband, oil is the product of an oil press, which requires olives. Oil is needed to light lamps at feasts in Warband. You can own an oil press with the initial cost of 4,500 denars and a cost of 80 denars per week. it requires an input of 6 olives (is automatically purchased by business, but can be bought by the player for cheaper) and produces 2 oil. The average profit is 220 denars and has a return of 4.9%, but has a high probability of lowering because of the large resource input driving up olive prices. Oil can be bought cheaply at Suno, Uxkhal, and Yalen and can be sold for the most profit in Ahmerrad, Bariyye, Praven, and Sargoth. Two jars of oil. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Oksana","Oksana Appears in Official Information Culture Cossacks Character Details Hire Cost 300 thalers Likes Colonel Zagloba Liked by Ingri, Nogai Dislikes Karlsson, Victor De La Buscador, Kill local merchant, Bring back runaway serfs, robbing or raiding villages, failing quests, using the collected money of Collect debt from lord Disliked by Fatima, Fedot, Tepes Oksana is one of the Heroes in With Fire & Sword. She is similar to Katrin of the previous games. Contents 1 Biography 2 Personality 3 Relationships 4 Dialogue 5 Stats and equipment Biography[] Personality[] Relationships[] Dialogue[] Main article: Oksana/Interactions Stats and equipment[] Oksana - Default Stats and Equipment Attributes Stat Points Level 5 Strength 7 Agility 7 Intelligence 12 Charisma 12 Health 42 Armor Head ? Body Female Dress Hand ? Foot Village Boots Skills Skill Points Ironflesh ? Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics 1 Riding 1 Shooting from Horseback 0 Looting 1 Trainer ? Tracking ? Tactics ? Path-finding 2 Spotting ? Inventory Management ? Wound Treatment 2 Surgery 1 First Aid 1 Engineer ? Persuasion ? Prisoner Management ? Leadership 2 Trade ? Proficiencies Weapon Type Points One Handed Weapons 40 Two Handed Weapons 40 Polearms 40 Archery 40 Firearms 40 Throwing 40 Weapons Melee Carpenter Axe Ranged ? Shield ? Mount Sumpter Horse Player's Companions Algirdas Bakhyt Colonel Zagloba Fatima Fedot Ingri Karlsson Mamai NogaiOksana Priest Spasokukotsky Sarabun Tepes Varvara Victor de la Buscador Yelisei" "Oksana/Interactions","This is a list of interactions with Oksana. Contents 1 Introduction 2 Reencounter 3 Story: Poltava 4 Like Quotes 4.1 Colonel Zagloba 5 Dislike Quotes 5.1 Karlsson 5.2 Victor de la Buscador Introduction[] If you are seeking a fortune teller, you have came at a bad time. I only tell fortunes when the moon is young. Fascinating. I thought the full moon is best time for fortune telling. I am Oksana, a soothsayer. The arts of magic have been passed down through my family from times immemorial, from grandmother to granddaughter... I can make love-potions, tell the future, and use sorcery to invoke fortune in battle. I am also good at soothsaying and healing horses. As for me, I come from Poltava. My life would have been all right, save for that unfortunate cattle plague last Autumn. The local priest had long nursed a grudge against me -- suspected that I was stealing his parish from him, or some such nonsense. Accused me of witchcraft, and said it was I who killed the cattle. That very night they tarred and burned my house. Thankfully, some kind souls warned me in time, and I escaped with my life."" Perhaps you wish to prove your talents under my command? You offer me a place by your side? Very well, I accept. My craft forbids me killing people -- except in self-defense. Yet in all things peaceful I am useful like no other. I hope you can cook up some luck for us. Now that we have an agreement, dare I ask of you a small favour? My distant relative who resides here offered me a place to stay. Could you give me 300 thaler so that I could repay her for all the good she's done for me? No one is safe from poverty or prison, as they say. Here, take the money. A pacifist in a party is more dangerous than a cuirassier regiment. I have always thought that sorcerers were liars. It seems to me that you got what you deserved. I have no time for the games of fortune tellers. Farewell. Reencounter[] Story: Poltava[] Poltava. The name of this place is unknown amongst men, yet my fortune telling predicts a great battle shall soon scar the place. But it shall also glorify my town, so it shall be known throughout all the world, and the best bards shall sing of it. I know well these lands. They are of black earth, and the woods are full of prey. Kind people with an open heart live here. Had it not been for the war... I do not blame the illiterate villagers for driving me out. Someday I shall return, and I shall stay. Like Quotes[] Colonel Zagloba[] I would have left you a long time ago, were it not for Colonel Zagloba. The old man has taken the place of my late father. He's the only one I can feel safe with! And it seems he has taken a fancy to me as well. I better go to the woods, and look for some herbs to heal his gout. Dislike Quotes[] Karlsson[] If Karlsson cannot stop looking at me as if I were some tavern wench, I shall make some ill charms for him. Of that you can be sure. I am an upright girl and shall not stand the rudeness of soldiers. Victor de la Buscador[] I am patient, but even I have my limits. This Victor de la Buscador has apparently mistaken me for that pani who so boldly turned him round her finger. His courting and insinuations are offensive to me. And if he thinks that lonely girl would be silent while he tells his scabrous jokes -- well, he is quite mistaken." "Old Broadsword/With Fire & Sword","Old Broadsword Old BroadswordOne-handedBase value: 300 thalersWeight: 1.5Swing: 21cThrust: 16pSpeed rating: 86Weapon reach: 110Requires strength: 9With Fire & Sword" "Old Hatchet/With Fire & Sword","Old Hatchet Old HatchetOne-handedBase value: 650 thalersWeight: 1.25Swing: 21cSpeed rating: 100Weapon reach: 50Requires strength: 8Bonus against shieldsWith Fire & Sword" "Old Pike/With Fire & Sword","Old Pike Old PikePolearm (two-handed)Base value: 200 thalersWeight: 1.75Thrust: 20pSpeed rating: 74Weapon reach: 320Requires strength: 7Cannot be used on horsebackCan crush though blocks" "Old Short Broadsword/With Fire & Sword","Old Short Broadsword Old Short BroadswordOne-handedBase value: 250 thalersWeight: 1.5Swing: 19cThrust: 14pSpeed rating: 92Weapon reach: 95Requires strength: 8With Fire & Sword" "Old Thrusting Sword/With Fire & Sword","Old Thrusting Sword Old Thrusting SwordOne-handedBase value: 130 thalersWeight: 0.75Thrust: 17pSpeed rating: 95Weapon reach: 100With Fire & Sword" "Olives","Olives Games Base value 100 Weight 40.0 Item Quantity 10 Morale Bonus +1 Spoils No Goods Type Raw material Made From... N/A Made Into... Oil Olives are a food good in Warband and With Fire & Sword. They are used by an oil press to produce oil in Warband. Since olives' morale bonus and quantity is so low, their benefit in making the much more profitable oil is generally their best use. As this feature was removed in With Fire & Sword, olives became much less useful. This item's low food value means it will quickly lose that value once eaten. For this reason, unless a short trade route is found, olives should not be relied on for trading. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "One-handed weapons","One-handed weapons are usually fast, light, and can be used with a shield. They have shorter reach and don't deal as much damage as two-handed weapons or polearms but can often be used in much tighter spaces. They also receive no penalty to damage/speed penalty when being used on horseback or with a shield. All starter melee weapons are one-handed unless the player chooses Peddler or Poacher as their adulthood occupation during character creation. List of One-handed Weapons[] ▼ Show/Hide One-handed weapons ▼ Weapon STR Speed Reach Swing Thrust Weight Price Modifiers Other Wooden Stick - 99 63 13(blunt) - 2.5 4 Torch - 95 95 11(blunt) - 2.5 11 - Cheats only Cudgel - 99 70 13(blunt) - 2.5 4 Club - 98 70 20(blunt) - 2.5 11 Spiked Club - 99 70 19(pierce) - 1.5 45 HeavyChippedRusty Spiked Club - 97 70 21(pierce) - 3.0 83 HeavyChippedRusty Iron Mace - 99 73 22(blunt) - 2.0 45 HeavyChippedRusty Knobbed Mace - 98 70 21(blunt) - 2.5 98 HeavyChippedRusty Spiked Mace - 98 70 23(blunt) - 2.8 152 HeavyChippedRusty Spiked Mace - 98 70 28(blunt) - 3.5 180 BalancedHeavyChippedRusty Flanged Mace - 103 70 24(blunt) - 3.5 122 HeavyChippedRusty Winged Mace - 98 70 24(blunt) - 2.5 212 HeavyChippedRusty Hammer - 100 55 24(blunt) - 2.0 7 HeavyChippedRusty Military Hammer - 95 70 31(blunt) - 2.0 317 HeavyChippedRusty Sickle - 99 40 20(cut) - 1.5 9 - Can't be used to block Military Sickle 9 100 75 26(pierce) - 1.0 220 HeavyChippedRusty Hatchet - 97 60 23(cut) - 2.0 13 HeavyChippedRusty Bonus against shields Hand Axe 7 95 75 27(cut) - 2.0 24 HeavyChippedRusty Bonus against shields Fighting Axe 9 92 90 31(cut) - 2.5 77 HeavyChippedRusty Bonus against shields One Handed Axe 9 98 71 32(cut) - 1.5 87 HeavyChippedRusty Bonus against shields One Handed Battle Axe 9 98 73 34(cut) - 1.5 142 HeavyChippedRusty Bonus against shields One Handed Battle Axe 9 98 72 36(cut) - 1.8 230 HeavyChippedRusty Bonus against shields One Handed Battle Axe 9 98 76 37(cut) - 2.0 550 HeavyChippedRusty Bonus against shields Iron Battle Axe 9 97 71 35(cut) - 1.8 250 HeavyChippedRusty Bonus against shields One Handed War Axe 9 98 76 34(cut) - 1.5 190 HeavyChippedRusty Bonus against shields Iron War Axe 9 97 71 38(cut) - 1.8 360 HeavyChippedRusty Bonus against shields Cleaver - 103 35 24(cut) - 1.5 14 - Can't be used to block Soldier's Cleaver - 96 95 31(cut) - 1.5 193 MasterworkTemperedBalancedChippedRusty Military Cleaver - 96 95 35(cut) - 1.5 263 MasterworkTemperedBalancedChippedRusty Knife - 110 40 21(cut) 13(pierce) 0.5 18 TemperedBalancedChippedRusty Can't be used to block Butchering Knife - 108 60 24(cut) 17(pierce) 0.8 23 TemperedBalancedChippedRusty Can't be used to block Dagger - 109 47 22(cut) 19(pierce) 0.8 37 MasterworkTemperedBalancedChippedRusty Can't be used to block Pickaxe - 99 70 19(pierce) - 3.0 27 BalancedHeavyChippedRusty Fighting Pick - 98 70 22(pierce) - 1.0 108 BalancedHeavyChippedRusty Military Pick - 97 70 31(pierce) - 1.5 280 BalancedHeavyChippedRusty Falchion 8 96 73 30(cut) - 2.5 105 TemperedBalancedChippedRusty Nomad Sabre - 100 97 29(cut) - 1.3 105 MasterworkTemperedBalancedChippedRusty Sabre - 99 97 30(cut) - 1.5 191 MasterworkTemperedBalancedChippedRusty Sabre - 99 98 31(cut) - 1.5 294 MasterworkTemperedBalancedChippedRusty Heavy Sabre - 98 96 33(cut) - 1.8 384 MasterworkTemperedBalancedChippedRusty Scimitar - 101 97 30(cut) - 1.5 210 MasterworkTemperedBalancedChippedRusty Elite Scimitar - 100 103 32(cut) - 1.5 290 MasterworkTemperedBalancedChippedRusty Short Sword - 102 85 26(cut) 24(pierce) 1.0 152 MasterworkTemperedBalancedChippedRusty Nordic Short Sword - 103 85 28(cut) 21(pierce) 1.3 162 MasterworkTemperedBalancedChippedRusty Strange Short Sword - 108 65 25(cut) 19(pierce) 1.3 321 - Part of the strange set Sarranid Sword - 99 97 26(cut) 19(pierce) 1.5 108 MasterworkTemperedBalancedChippedRusty Nordic Sword - 99 94 28(cut) 20(pierce) 1.5 147 MasterworkTemperedBalancedChippedRusty Nordic Sword - 99 95 29(cut) 21(pierce) 1.5 276 MasterworkTemperedBalancedChippedRusty Sword - 99 95 27(cut) 22(pierce) 1.5 163 MasterworkTemperedBalancedChippedRusty Sword - 99 95 28(cut) 23(pierce) 1.5 243 MasterworkTemperedBalancedChippedRusty Nordic Short War Sword - 103 86 29(cut) 21(pierce) 1.3 280 MasterworkTemperedBalancedChippedRusty Nordic War Sword - 99 95 30(cut) 21(pierce) 1.5 394 MasterworkTemperedBalancedChippedRusty Short Arming Sword - 103 86 26(cut) 24(pierce) 1.0 243 MasterworkTemperedBalancedChippedRusty Arming Sword - 99 95 29(cut) 24(pierce) 1.5 410 MasterworkTemperedBalancedChippedRusty Arming Sword - 99 100 29(cut) 28(pierce) 1.5 480 MasterworkTemperedBalancedChippedRusty Long Arming Sword - 96 105 33(cut) 28(pierce) 1.8 550 TemperedBalancedChippedRusty Sarranid Arming Sword - 99 97 28(cut) 19(pierce) 1.5 218 MasterworkTemperedBalancedChippedRusty Sarranid Cavalry Sword - 98 105 28(cut) 19(pierce) 1.5 310 MasterworkTemperedBalancedChippedRusty Sarranid Guard Sword - 99 97 30(cut) 20(pierce) 1.5 420 MasterworkTemperedBalancedChippedRusty ▲ Show/Hide One-handed weapons ▲ Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment" "Ordash","Ordash Settlement Information Type Village Kingdom Crimean Khanate Fortification Kyzykermen World Map With Fire & SwordOrdashTemplate:World Map/With Fire & Sword Ordash is a village initially owned by the Crimean Khanate. It is subordinate to Kyzykermen. Layout[] Player Elder Fugitive Ordash is built on a flat surface, along a straight path. It is a Tatar-style village with nineteen houses — eighteen small, one large — in addition to a mosque. Ten houses and the mosque are on the left side of the path, from the player's entrance, and eight houses and the large house are on the right side. The Village Elder stands in front of the large house, facing towards the path. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be standing beside a house on the left side of the path, close to the player's entrance. Territory of the Crimean Khanate TownsAkkerman Azaq-kale Bakhchisaray Kyzykermen FortressesIzmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun FortressKyzyl-yar Fortress Perekop VillagesAk-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash SinelnikovoSivash Tumnek" "Ostroleka","Ostroleka Settlement Information Type Village Kingdom Polish Commonwealth Fortification Warsaw World Map With Fire & SwordOstrolekaWarsawTemplate:World Map/With Fire & Sword Ostroleka is a village of the Polish Commonwealth, subordinate to Warsaw. Layout[] Player Elder Fugitive Ostroleka is built in a hilly area, as a Swedish-style village with five houses, if all structures connected are counted as one house each. There are fenced areas that grow cabbage and squash, but access to these is blocked by invisible barriers. On the far end of the village from the player's entrance, one house is surrounded by a three-way wall, and located inside is an empty stable. The Village Elder can be found standing in front of the house in the middle of the village. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be located inside the structure of the three-way wall. Wikipedia has an article on this subject at:Ostrołęka Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Ostrovets","Ostrovets Settlement Information Type Village Kingdom Polish Commonwealth Fortification Lida Castle World Map With Fire & SwordOstrovetsVilnaTemplate:World Map/With Fire & Sword Ostrovets is a village of the Polish Commonwealth, subordinate to Lida Castle. Layout[] Player Elder Fugitive Ostrovets is built in the mountains with five Swedish-style houses. In the middle of the village there is a bonfire. There are fenced areas growing cabbages and grapes. Under a shelter one can find baskets of apples. There are two ovens, one in the open and another under a shelter. Beside both of them one can find several loaves of bread. Following a path beyond the village one reaches a low point, where a water well is located. Continuing on that path, there is a shed, where one can find a ladder, some garlic, and a barrel of beer. The Village Elder can be found standing beside the bonfire. If sent here during a Hunt Down Fugitive quest, the Nervous Man will hide behind the shed by following the aforementioned path. Wikipedia has an article on this subject at:Astravyets Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Overland map"," The help window that pops up the first time you move on the overland map. The overland map is the aerial view of the whole game territory. In the first two games of the series, this is the land of Calradia, in With Fire & Sword, it is Eastern Europe, and in Viking Conquest it is the Northlands. On the overland map, you can see your party represented as a small walking man if you do not have a horse, or a mounted man if you are riding a horse. If you are a noble or vassal, your figure will also be carrying your banner. You may also see the representation of any other party within your line of sight as governed by your Spotting skill. The Towns, Castles, Villages, and (in With Fire & Sword) Fortresses owned by each faction or nation will always be visible. The current owner will be displayed by the color of the locations' title. In the case of fortifications, you may also be able to tell the exact owning lord by their banner flying over the location. Other objects of interest you may find (but not in every game of the series) are Training Fields, Bandit Camps, and Mercenary Camps which all serve a specific purpose. Navigation[] From the overland map you can move your party to any other accessible point on the map. Clicking on another map object moves your party in pursuit and will open dialog with them as soon as your party can makes contact with them. Dialogs with labeled objects, such as towns, will present you with the options available to you from that object, which may include Trade, Sieges, or Recruitment. Dialogs with enemy troops usually presents an opportunity to surrender or bribe them, but often results in combat. Dialogs with friendly troops provides opportunities to gather information about factional leaders and collect support from allies. The terrain depicted on the overland map can have an effect on Party Speed as well as dictate the selection of Battlefields. If you are amidst trees or rivers when you engage in combat, these may also be present on the battlefield. The terrain can vary from level plains to treacherously mountainous, which can have a big impact on the effectiveness of your troops like cavalry and archers. Impassible mountain ranges and rivers may allow you to trap an enemy you are pursuing, although they can also trap you if you aren't careful. Depending on your current level in Tracking, you can detect the tracks of other troop movements and identify various attributes about them (like numbers and composition). This will permit you to make informed decisions about potential enemies beyond your line of sight. Game maps[] Mount&BladeWarbandWith Fire & SwordBannerlord" "Ovruch","Ovruch Settlement Information Type Village Kingdom Polish Commonwealth Fortification Vilna World Map With Fire & SwordOvruchTemplate:World Map/With Fire & Sword Ovruch is a village of the Polish Commonwealth, subordinate to Vilna. Layout[] Player Elder Fugitive Ovruch is built on a flat surface with thirteen Polish/Cossack-style houses. There are six plantation fields: one for cabbages, two for yellow flowers, and three that do not grow anything but have haystacks on top. The village has four horses sheltered by two stables: three horses under one stable and one under another. The Village Elder can be found standing in front of the plank-roofed house in the center of the village. If sent here during a Hunt Down Fugitive quest, the Nervous Man can be found standing in front of the stable with three horses. Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Panevezys","Panevezys Settlement Information Type Village Kingdom Kingdom of Sweden Fortification Riga World Map With Fire & SwordPanevezysRigaTemplate:World Map/With Fire & Sword Panevezys is a village initially owned by the Kingdom of Sweden, subordinate to Riga. Layout[] Player Elder Fugitive Panevezys is set in a low area in a mountain range. It is a Swedish-style village with seven houses, all placed at various heights. The Village Elder stands under a shelter on a high position to the right of the player's entrance. Due to its location relative to other houses, the player must go up the hill directly forward and make a U-turn to reach him. If sent here during a Hunt Down Fugitive quest, the Nervous Man, known for his ability to hide, strangely chooses to stand directly next to the Village Elder in this village. Wikipedia has an article on this subject at:Panevėžys Territory of the Kingdom of Sweden TownsKoenigsberg Reval Riga FortressesAllenstein Castle Dorpat Fortress Dynaburg Fortress Dzvinsk Castle Narva Vyborg VillagesElbing Leal Nidritsa Panevezys Pilve Plunge Salis Siauliai Siegevold Tapiau TormaWeissenstein Wesenberg" "Paradox Interactive","Paradox Interactive logo. Paradox Interactive is a Swedish video game developer and publisher based in Stockholm that is known for producing historical strategy computer games. It is the publisher of the Mount&Blade series of games. Paradox had announced that they were not going to publish Mount&Blade II: Bannerlord.[1] Contents 1 Games 2 Employees 3 External Links 4 References Games[] Mount&Blade Mount&Blade: Warband Mount&Blade: With Fire & Sword Employees[] Jesse Hopkins: Composer for Mount&Blade and Warband External Links[] Paradox Interactive References[] ↑" "Party","The party screen. Note the weekly cost, morale display, party composition, prisoners and hero abilities. Your party is one of the most important aspects of the game. It is built up from hired troops recruited from villages, taverns, or even prisoners. Heroes are important members of your party because they cannot die in battle (only wounded). There are sixteen heroes in the game you can hire from taverns. It may be necessary to level up your Persuasion so you can handle inner party disputes, as not all heroes will like each other. Contents 1 Morale 1.1 Morale Modifiers 2 Size 2.1 Size Modifiers 3 Wages 4 See also Morale[] Morale influences your moving speed and when it becomes low your troops will start deserting. You can increase your morale by winning battles or tournaments, having a variety of food, completing quests, razing villages and raising your leadership skill. You can lose morale from starvation, losing battles, and failing quests. Morale of nation-based troops is also greatly negatively affected if you are waging a war against their home nation. Also, fighting more than 1 or 2 times a day will lower morale. Morale Modifiers[] Base morale: your base morale will always be 50. Party size: the more troops you have in your party, the higher the morale penalty will be. When removing party members, this penalty will decrease by 1 each, but a temporary 1 point penalty will be incurred to Recent Events. This means you are left with no immediate net change. Leadership: morale bonus provided by your Leadership skill. Food variety: every type of food has a morale bonus in its description. Recent events: any events like winning tournaments, battles, or completing quests will give a morale bonus. Size[] Party size represents how many troops you can take with you. Party size is affected by your renown, charisma, and leadership skill. Size Modifiers[] The player's maximum party size is calculated differently than NPCs. In With Fire & Sword, the campaign difficulty setting influences how your party size is calculated. Player's Party Modifier (Poor) (Avg) (Good) Base size 10 30 30 20 10 Leadership 5 5 10 7 5 Renown 1/25 1/25 1/15 1/20 1/25 Charisma 1 1 1 1 1 NPC lords receive the following bonuses. Other randomly generated AI parties, such as bandits, are selected from a specific range. Viking Conquest applies the same NPC party bonus rule to the player, in addition to your hero's leadership skill. NPC's Party Modifier Base size 10 10 10 Leadership 5 5 5 Renown 1/25 1/25 1/25 King 100 100 100 Marshall 0 20 0 Castles 0 20 0 Wages[] Wages will be paid to your troops every 168 hours, which is seven days. If you don't have enough money to pay your troops' wages, your party will lose morale, and you will incur a debt. Wages are primarily based on your troops' level, as well as several other calculations and discounts based on your leadership skill. Your troops are paid every Friday, which means that you can garrison your army just before Friday afternoon to only pay them half wages. See also[] Party Speed Party skills Morale" "Pavoloch","Pavoloch Settlement Information Type Village Kingdom Cossack Hetmanate Fortification Kiev World Map With Fire & SwordPavolochKievTemplate:World Map/With Fire & Sword Pavoloch is a village of the Cossack Hetmanate, subordinate to Kiev. Layout[] Player Elder Fugitive Pavoloch is a Polish/Cossack-style village with twelve houses. There are three horses distributed across two stables, but no other distinctive features. The Village Elder can be found in a large fenced area in front of the large plank-roofed house. If sent here during a Hunt Down Fugitive quest, the Nervous Man will stand under a tree outside of the village, but will be close to the Village Elder's position. Wikipedia has an article on this subject at:Pavoloch Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha" "Peasant Taxes","Peasant Taxes Given by Mikhay Time limit None Reward 100 thalers+6 Relation (Village)+1 Relation (Faction)+200 Exp Peasant Taxes is one of the quests you can choose from in Zamoshye at the start of a campaign. Contents 1 Summary 2 Walkthrough 3 Quest Line 4 Transcript 4.1 Briefing 4.2 Meeting the Warlord 4.3 Quest Complete Summary[] Zamoshye Village Elder asked you to persuade Warlord Fyodor Obukhovich to lower taxes. Walkthrough[] It is recommended you do this task first or second because it is one of the easiest quests to do. Once initiated, head to Smolensk to meet with the warlord. You will have to convince the warlord to lower the taxes either by paying the village debts of 200 thaler or convince the warlord using the persuasion skill. It is easier for you to pay the Warlord instead of persuasion since persuasion skill is not high enough when you start the game unless you invest your skill in persuasion. Quest Line[] Talk to the Zamoshye Elder Zamoshye Bandits Peasant Taxes Bring Goods to Zamoshye Transcript[] Briefing[] There is one more thing... The warlord of Smolensk has set the taxes so high that we cannot bear it! Our very survival is at stake! We thought of sending humble messengers to him, but we are too frightened... And the roads are far too perilous. Come to our aid, good man. Talk to the warlord, and beg him to lower our taxes. Agree Player: ""I could speak to him on your behalf, surely... But I arrived not long ago in these lands. I know no one, and no one can stand by my word but I alone. To persuade the warlord would be no easy task..."" Refuse Player: ""I am but a passer-by in these lands... It is no business of mine to petition the rule on behalf of his serfs. You shall have to find another to run this errand for you."" Mikaly: ""Well, I have my answer then. But know this -- one cannot live by the saber alone... You would be wise to master the art of speech as well. Otherwise you will not be worth the soil you stand upon."" Meeting the Warlord[] Player: ""I have business to discuss with you, warlord... You tax Zamoshye so heavily that the local villagers would soon all flee or starve. You would be wise to ease their burden. Warlord: ""Why would you care, sir? You well know that we are at war. By tomorrow, enemy marksman may arrive here and drive the loyal servants of the Polish king straight out of Smolensk. We must swiftly gather all the money as we can... to better reinforce the town walls. Pay the taxes of the village (200 thaler). Heh... In more peaceful times I would refuse... But war has a way of eroding one's principles. Here, then, give me the money and go tell the villagers that they are free of their tax debt for the past year. Very well, here is your money. All right, this amount is enough. Perhaps I could still persuade you? Attempt to persuade the warlord Leave Quest Complete[] Player: ""I spoke to the warlord. Your tax debts are forgiven. You may rejoice! Mikaly: ""I bow low before you, my good man. You have saved us from ahungry death, Here , take this as a reqrd for all your help." "Peasant (disambiguation)","This article is a disambiguation page for Peasant (disambiguation) The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Peasant may refer to: Peasant Rebels Train the Peasants Peasant Peasant Woman Peasant Taxes Angle Peasant (Gebur) Pictish Peasant (Bachlach) Saxon Peasant (Gebur) Peasant Woman Aserai Peasant Battania Peasant Khuzait Peasant Sturgia Peasant Vlandia Peasant Empire Peasant Peasant Levy (Multiplayer)" "Perekop","Perekop Settlement Information Type Fortress Kingdom Crimean Khanate Villages Dzhankoy World Map With Fire & SwordPerekopDzhankoyTemplate:World Map/With Fire & Sword Perekop is a fortress of the Crimean Khanate located at the neck of the Crimean Peninsula. It is initially ruled by Mirza Enikey. Its village is Dzhankoy. The hero Nogai once made his home on the steppes near Perekop. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders After the player passes through the gates, the Lord's Hall is behind another wall directly opposite the player. The prison is in front of the door to the Lord's Hall. During a siege, two ladders are placed, one on either side of the gates. Wikipedia has an article on this subject at:Perekop Territory of the Crimean Khanate TownsAkkerman Azaq-kale Bakhchisaray Kyzykermen FortressesIzmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun FortressKyzyl-yar Fortress Perekop VillagesAk-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash SinelnikovoSivash Tumnek" "Pereyaslav","Pereyaslav Settlement Information Type Fortress Kingdom Cossack Hetmanate Villages Leschinovka World Map With Fire & SwordPereyaslavTemplate:World Map/With Fire & Sword Pereyaslav is a fortress of the Cossack Hetmanate. It is initially ruled by Hetman Bogdan Hmelnitski. It has the village Leschinovka. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders The fortress has a multitude of houses, and more resembles a town. The Lord's Hall is at the end of the accessible area. The prison is close to the player as he passes through the gates. During a siege, four ladders are used: two are placed on either side of the gates. Trivia[] Pereyaslav is one of two fortresses that serve as ""capitals"" where monarchs reside at the start of the game, the other being Allenstein Castle of the Kingdom of Sweden, and the remaining three leaders residing in towns. Wikipedia has an article on this subject at:Pereiaslav Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha" "Picts","The Picts are a Christian culture in Viking Conquest. History[] Scotland in relation to the Anglo-Saxon kingdoms The Picts are the strongest group of clans in the Highlands and shared Scotland with the Lowland Caledones. After the Roman invasion of Britain, the Caledones were willing to trade with the Romans but the Picts, who prevented the Romans from going further north, attacked the Romans whenever they tried trading. This caused the Romans to build Hadrian's Wall to protect the Roman frontier and their trade. After the Romans left Britain, the Picts and Gaels invaded England but were stopped by the Anglo-Saxon mercenaries. Once the Anglo-Saxons took over most of Great Britain, they turned their eyes to Scotland. Ready to resist the invaders, the Highland Kingdom of Alban and the Lowland Kingdom of Alt Clut (Strathclyde) pushed the Anglo-Saxons back and retained ownership of their lands. Factions[] The Picts are some of the strongest and fiercest warriors in the Northlands. Native to the Highlands of Scotland, the Picts have resisted invader after invader, making them a very strong force in Great Britain. Only the Gaels of Ireland could slightly damage the Picts and they were merged together and founded Alban, the only Pictish Kingdom in Scotland, with Scuin as their capital. The Kingdom of Alban has small parts to play in the campaign but overall has little purpose for the storyline. As the only kingdom in the Highlands - save for a few forts in Laithlind's control - and with two big towns, Alban is in a great place strategically. Banner Name Color Ruler Claimant Capital Kingdom of Alban #3333ff Ruire Causantin mac Cinaeda Tanist Bili Scuin Troops[] Pictish Troops Peasant Priest Landowner Skirmisher Spearman Axeman Veteran Skirmisher Warrior Standard Bearer Veteran Elite Skirmisher Horseman Noble Champion Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Pike Militiaman (veteran)","Pike Militiaman (veteran) Troop Information Culture Muscovite Tsardom Wages 4 thalers Acquired from... Prisoners, Lance Militiaman or Commander Upgrades to... N/A XP for Kill ? Ransom Value ? thalers Pike Militiaman (veteran) are the Muscovite Tsardom militia pikemen armed with lances and pikes. They are the upgraded versions of Lance Militiamen. They have exactly the same equipment, only somewhat better skills. Tactics[] Militia Pikemen are much weaker then the simple Pikemen. They are acquired from Scythe Wielders or Town Militiamen. Militia Pikemen are very cheap, but not efficient fighters, so they shouldn't be used too often. Letting them attack is not very effective, because they can be killed by a single bullet and it's not hard for the enemies to fight them in melee. As with other pikemen, they are best used protecting Musketeers against the enemies' cavalry. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Pike Militiaman (veteran) - Default Stats and Equipment Attributes Stat Points Level 7 Strength 9 Agility 7 Intelligence 0 Charisma 0 Health 54 Armor Head Cap Body Marksman Caftan Hand None Foot Bast Shoes Skills Skill Points Ironflesh 5 Power Strike 2 Grenade Throwing 0 Power Draw 0 Weapon Master 0 Shield 0 Athletics 4 Riding 1 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 95 Two Handed Weapons 75 Polearms 85 Archery 0 Firearms 0 Throwing 0 Weapons Melee Simple Lance Ranged None Shield None Mount None Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard" "Pike Watchman","For other uses, see Watchman (disambiguation). Pike Watchman Troop Information Culture Cossack Hetmanate Wages 14 thalers/week Acquired from... Heavy Cavalry Commander Upgrades to... Pike Watchman (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Pike Watchmen are heavy cavalry of the Cossack Hetmanate. Tactics[] Mid-level cavalrymen armed with lances, they have a potent charge - making them useful versus cavalry - but are not suitable for flanking due to reduced mobility when thrusting and therefore weak in a prolonged melee - the player should expect heavy losses if ordering Pike Watchmen to storm fortifications. Pike Watchmen and Poor Cossack Pikemen being the only spear troops available to the Cossack Hetmanate, the former can be used as light pikemen when dismounted but, being lightly armored, they are vulnerable to musketeers and other pikemen yet do not suffer from generally lacking enough protection from cavalry charges, unlike the latter. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Pike Watchman - Default Stats and Equipment Attributes Stat Points Level 12 Strength 9 Agility 9 Intelligence 0 Charisma 0 Health 52 Armor Head Cossack CapSimple Cossack Cap Body Cossack Zupan Hand None Foot Cossack BootsCavalry Boots Skills Skill Points Ironflesh 4 Power Strike 2 Grenade Throwing 0 Power Draw ? Weapon Master 3 Shield ? Athletics ? Riding 5 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 150 Two Handed Weapons 130 Polearms 140 Archery 0 Firearms 0 Throwing 0 Weapons Melee Cavalry Lance Ranged None Shield None Mount Saddle Horse Gallery[] In-game stats and equipment Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran)" "Pike Watchman (veteran)","For other uses, see Watchman (disambiguation). Pike Watchman (veteran) Troop Information Culture Cossack Hetmanate Wages ? thalers/week Acquired from... Pike Watchman Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value 74 thalers Pike Watchmen (veterans) are heavy cavalry of the Cossack Hetmanate. Tactics[] Better equipped and higher skilled mid-level cavalrymen armed with lances, they have a potent charge - making them useful versus cavalry - but are not suitable for flanking due to reduced mobility when thrusting and therefore weak in a prolonged melee - the player should expect heavy losses if ordering veteran Pike Watchmen to storm fortifications. Pike Watchmen and Poor Cossack Pikemen being the only spear troops available to the Cossack Hetmanate, the former can be used as light pikemen when dismounted but, being lightly armored, they are vulnerable to musketeers and other pikemen yet do not suffer from generally lacking enough protection from cavalry charges, unlike the latter. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Pike Watchman (veteran) - Default Stats and Equipment Attributes Stat Points Level 17 Strength 10 Agility 10 Intelligence 0 Charisma 0 Health 55 Armor Head Cossack Cap Body Cossack Zupan Hand None Foot Cossack BootsCavalry Boots Skills Skill Points Ironflesh 5 Power Strike 3 Grenade Throwing 0 Power Draw ? Weapon Master 4 Shield ? Athletics ? Riding 7 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 165 Two Handed Weapons 145 Polearms 155 Archery 0 Firearms 0 Throwing 0 Weapons Melee Cavalry Lance Ranged None Shield None Mount Saddle Horse Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran)" "Pike/With Fire & Sword","Pike PikePolearm (two-handed)Base value: 600 thalersWeight: 1.75Thrust: 23pSpeed rating: 79Weapon reach: 320Requires strength: 7Cannot be used on horsebackCan crush though blocks Pike PikePolearm (two-handed)Base value: 1000 thalersWeight: 2.0Thrust: 28pSpeed rating: 75Weapon reach: 325Requires strength: 8Cannot be used on horsebackCan crush though blocks" "Pikeman","This article is a disambiguation page for Pikeman The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Pikeman may refer to: Poor Cossack Pikeman (veteran) New Order Pikeman (veteran) Polish Militia Pikeman (veteran) Polish Pikeman (veteran) Swedish Militia Pikeman (veteran) Swedish Pikeman (veteran) German Infantry Pikeman (veteran) German Pikeman (veteran) Scottish Pikeman (veteran) Mercenary Pikeman Pikeman (Custom Battle) Vlandian Pikeman" "Pikeman (Custom Battle)","Pikeman The Pikeman is a character playable in the Custom Battle mode of Mount&Blade: With Fire & Sword. In-game description[] Pikemen were a key part of European armies for a very long time. While firearms developed, armor was developing as well, and becoming lighter. Eventually, pikemen went into battle wearing only a cuirass to protect them from edged weapons, and a helmet to cover their heads. Pikemen wielded long pikes, hence the name. They fought in a close formation, and were designed to safeguard the musketeers from the attacks of enemy cavalry.Firearms were still far from perfect. As a rule, after one salvo, musketeers would either meet the enemy in hand-to-hand combat or exchange position with a back rank which had not yet taken a shot. In such circumstances, some infantry corps had to be equipped with armor and cold steel for close-range combat. Some armies employed pikemen into the beginning of the 19th century. Stats[] Pikeman - Default Stats and Equipment Attributes Stat Points Level 20 Strength 12 Agility 10 Intelligence 0 Charisma 0 Health Armor Head Simple Morion Body Pikeman Uniform Hand Foot Shoes with Stockings Skills Skill Points Ironflesh 4 Power Strike 3 Grenade Throwing 0 Power Draw 0 Weapon Master 3 Shield 0 Athletics 0 Riding 0 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 150 Two Handed Weapons 150 Polearms 150 Archery 150 Firearms 150 Throwing 150 Weapons Melee Pike, Short Broadsword Ranged Shield Mount This article is a stub. You can help out by expanding it. With Fire & Sword Custom Battle Troops Reiter Hussar Boyar Cuirassier Mounted Archer Musketeer Netyag Swordsman Rondartschier Pikeman Halberdier" "Pilve","Pilve Settlement Information Type Village Kingdom Sweden Fortification Dzvinsk Castle World Map With Fire & SwordPilveDzvinsk CastleTemplate:World Map/With Fire & Sword Pilve is a village initially owned by the Kingdom of Sweden, subordinate to Dzvinsk Castle. Layout[] Player Elder Fugitive Pilve is built on an uneven surface. It is a Swedish-style village with seven houses. As the player enters the village, he/she is greeted by a wheat field, as well as the Village Elder in a corner made by the fence. Logs are stored here and processed with an axe. Beside this house are four barrels, and then a squash field follows. At the foot of the next house, one sees three bottles of wine. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be found behind the squash field. Territory of the Kingdom of Sweden TownsKoenigsberg Reval Riga FortressesAllenstein Castle Dorpat Fortress Dynaburg Fortress Dzvinsk Castle Narva Vyborg VillagesElbing Leal Nidritsa Panevezys Pilve Plunge Salis Siauliai Siegevold Tapiau TormaWeissenstein Wesenberg" "Pitchfork/With Fire & Sword","Pitchfork PitchforkPolearmBase value: 20 thalersWeight: 1.75Thrust: 16pSpeed rating: 82Weapon reach: 165" "Player","Player M&B/WB WFAS Official Information Faction Player-determined Monarch Player-determined Title Culture-determined Fiefs Player-determined Culture Player-determined Personality Player-determined Character Background Background Player-determined Gender Player-determined Age Player-determined The player is essentially you in every setting of the Mount&Blade series. Contents 1 Overview 1.1 Classic/Warband 1.2 With Fire & Sword 1.3 Viking Conquest 2 Background 2.1 Classic/Warband 2.2 With Fire & Sword 2.3 Viking Conquest 3 Appearance 4 Considerations for the Player 5 Starting Stats 5.1 Classic/Warband 5.2 With Fire & Sword 5.3 Viking Conquest Overview[] Classic/Warband[] In early versions of classic Mount&Blade, the player - along with tournament fighters Xerina, Dranton, and Kradus - was always from the city-state of Zendar. In later versions and in Warband, however, the player is always a foreigner recently arrived in Calradia by land or sea, with Zendar no longer seen in-game after having been sacked and razed by Sea Raiders. With Fire & Sword[] The player is always an outsider who escapes an ambush along with Jaques de Clermont and his companions, afterwards being free to wander Eastern Europe. Viking Conquest[] In Sandbox Mode, the player may be native to a region associated with their chosen culture and may wander the Northlands as soon as possible. In Storyline Mode, the player and their mother - regardless of origin - always start aboard the merchant ship Woden Ric, which is attacked soon afterwards by Sven Bull-Neck and his Danish Vikings. After surviving the raid, the player may be explore the Northlands after a certain point in the storyline. Background[] Classic/Warband[] When you create your character, you must answer a number of questions about their early life - these will affect their starting attributes, skills, and proficiencies but have no long-term effect on the game - and finally decide on their name and appearance. The only pre-defined aspect of your character's life is the fact they came from another land. After your character arrives in Calradia, you gain direct control over them and you have a huge number of options about what to do next - select a starting faction and off you go to leave your mark on the world. With Fire & Sword[] There is no background choice for your character - only difficulty level and its associated starting equipment, attributes, skills, proficiencies, and appearance. Viking Conquest[] You must choose your character's background, attributes, skills, proficiencies, and appearance. Appearance[] The first thing you must decide about your character is their appearance - many facial features can be adjusted to each individual player's liking, such as hair, eyes, nose, cheek/jaw bones, etc., as well as skin tone and age. Considerations for the Player[] Your character is the party leader de facto, which makes skills labeled as ""leader"" - Inventory Management, Prisoner Management, Leadership - useless to their companions - unlike ""personal"" (character-only) and ""party"" (group-wide) skills - and therefore only useful to them. An example of this can be seen in Looting - a party skill no companions start with - as well as Inventory Management - a leader skill Katrin starts with 7 points in but, not being your character, her inventory size remains unchanged. Starting Stats[] Classic/Warband[] You begin your character's creation with the following stats before you make any choices about their background. Attributes Skills Proficiencies Other Base StrengthAgilityIntelligenceCharisma 5545 RidingLeadership 11 One HandedTwo HandedPolearmsArcheryCrossbowsThrowing 231520151519 (extra if Male) StrengthCharisma +1+1 (extra if Female) AgilityIntelligence +1+1 With Fire & Sword[] You begin your character's creation with all stats pre-defined but with a number of points to allocate: 4 for attributes, 8 for skills, and 10 for proficiencies. Attributes Skills Proficiencies Other Base StrengthAgilityIntelligenceCharisma 7777 Power StrikeGrenade ThrowingPower DrawWeapon MasterAthleticsRidingTrackingSpottingPrisoner ManagementLeadership 1112121113 One HandedTwo HandedPolearmsArcheryFirearmsThrowing 525252525252 (only if Easy) SaberMatchlock CarbineBullets1000 thalers (only if Normal) SaberPistolBullets500 thalers (only if Hard) Carpenter AxeHandmade FirearmBullets100 thalers Viking Conquest[] You begin your character's creation with the following stats before you make any choices about their background. Attributes Skills Proficiencies Other Base StrengthAgilityIntelligenceCharisma 4445 IronfleshPower StrikePower ThrowWeapon MaintenanceWeapon MasterAthleticsInventory ManagementFirst AidPersuasionLeadershipTrade 52412511111 One HandedTwo HandedPolearmsArcheryCrossbowsThrowingSlings 91729172727291 (extra if Storyline) Sea-King +1" "Player tactics","There are many things the player can do other than commanding their army to achieve victory. It is not uncommon for a battle to be won simply because the player can kill so many units. When fighting enemies, there are things to watch out for - a lot of things - and there are things that you can do in almost any situation that can result in a better battle outcome. Contents 1 Defending Yourself 2 Killing Enemies 3 Neat Tricks 4 See also Defending Yourself[] You must keep yourself alive during fights. Besides the obvious of wearing really good armor, there are many things you can do to prevent yourself from being defeated. Blocking This one is obvious, blocking prevents a melee weapon from hitting you. If you have a shield, you can also block projectiles. A shield is best for blocking, due to its omni-directional block and its ability to block projectiles, but it shatters after enough hits and enemy archers can sometimes shoot above or below your shield (depending on its size) and hit you, and some shields are vulnerable to penetration from weapons such as crossbows. Blocking is a good way for you to prevent being ""Lancesassinated"" by enemy cavalry, due to the fact that their lance would bounce harmlessly off your shield or be blocked by your melee weapon. Note that if on a horse, blocking does not prevent enemies from hitting your horse. A good tactic to use is to keep a shield in your inventory at all times. Even if you aren't using a one-handed sword or polearm to use the shield, the shield protects your back. Dodging Enemies with projectiles, rather than leading their target, always aim directly at you. If you are moving at least somewhat perpendicular to them, they will miss nearly every shot. It can be useful for you and your army to circle Nord armies until they waste all of their Javelins and Throwing Axes. It should be noted that in With Fire & Sword bullets fly too fast to effectively dodge at longer ranges, but they lack the accuracy for this to be a great problem. Your horse is likely to be hit several times, even if you dodge perfectly. Jumping Jumping can get you out of a lot of sticky situations - especially when you are on a horse. If you see that you are about to ram into another horse, or even a smaller rock, you can jump over most of them to avoid stopping. This will prevent you from stopping which leaves you vulnerable to lances, projectiles, and being surrounded. Range/Reach Weapons with longer reach have an advantage over opponents as you can strike them before they can do the same to you. This is why a lance can be considered the best type of weapon, as it is an instant kill if used properly on horseback. Ranged Weapons serve the same purpose. Horse archery can be one of the best strategies because if used correctly, you will almost never die. Cover When on foot, cover (rocks, trees, a horse, etc.) can save your life. However, once a horse takes a hit, it will run off, leaving you unprotected. You won't be able to get hit by projectiles and horsemen won't be able to hit you very easily if at all. On top of that, due to the 3rd-person view, you can still see around a tree or over a rock. When enemies approach, you can take them out one-by-one, maximizing your damage if surrounded. Backing Up When fighting larger groups of enemies on foot, you can walk backwards while you swing your weapon to prevent the enemies from surrounding you. Being surrounded is almost certainly fatal, and can end a battle prematurely. Mounted Combat Since horsemen (including yourself) can only really attack from their sides (unless you use a spear or a lance), you can beat other horsemen by slowing down and turning, cutting them off so they can't hit you. You can then kill them and/or their horse, as you can swing and they can't. It is similar to battleships which can only shoot sideways. In order for them to both shoot, they must path parallel to one another. Enemy AI is not smart enough to do this so you can beat most horsemen using this tactic. Untouchable When you are fighting enemies that have longer weapons (2-handed axe or voulge etc.), you may notice that it is harder to get in to attack them without getting hit. If you charge towards them and then slow down and turn your horse away, they will swing their weapon and miss. During this time, you can turn back, speed up again, and hit them with your weapon. This is particularly useful against Vaegir Guards and Nord Huscarls since they are likely to wield 2-handed axes. Block a Couched Lance When your shield is broken and all you have with you is a melee weapon, and you see a knight about to lance your face, you can chamber block even a couched lance! Normally, couched lances are completely unblockable without a shield, but sometimes you can chamber block a lance. The timing is quite hard, but you'll get the hang of the timing. To do this, when you're just about to get lanced, start a thrust attack about 0.8 seconds before you think the lance will hit you. If you do this right, you'll hear the sound of metal clanking, and you're alive! If you're too early, the chamber block will not block correctly, and you're dead. If you're too late, you'll get lanced before you get the opportunity to even press the left mouse button to chamber block! Remember that it depends on the horse's speed. A saddle horse trying to lance you will have a completely different timing than say, a courser. The mistake beginners to chamber blocking do most is doing it too early, because they think if they hold the attack direction they'll be immune to that direction, and end up getting skewered. You chamber block by starting the attack when the attack should hit you. Killing Enemies[] Killing enemies effectively can cause a battle to end massively in your favor since you and your army will not have to fight against them as long. Divide and Conquer When the battle starts, and all the soldiers are scattered in a giant battle, it is good to pick off all the stragglers. Archers and crossbowmen will be scattered and will be aiming at various targets. After the archers have been taken care of, you can focus your attention on the groups of foot soldiers. They will be busy fighting or charging towards your army, allowing you to come from behind, trample through them, and kill a couple as you go through. Generally you can ignore cavalry until later since they are harder to kill and they will just chase you around while missing attacks. If cavalry hit your archers, you should defend them, and if you get the opportunity, take one out that is focused on an allied soldier. When intervening in a fight between ally footmen and enemy footmen, prioritize helping allies who are outnumbered, since they are the most likely to die. Even if you save only a few allies, it may add up and be enough to turn a particularly tight battle in your favor. Target Lords Defeating an enemy lord is very gratifying and also awards lots of experience. It also causes their army to lose morale so they will run away more easily. Knocking out a lord is usually not too hard because they usually don't have a good horse and have abysmal or no shield skill, and once on foot, you can defeat them easily with one ride-by. Lords are typically representative of the heaviest enemy troops and can inflict significant casualties against light troops or preoccupy your heavier troops. Eliminating enemy lords greatly improves the effectiveness of your troops. An excellent opportunity for this is looking for the one oddly-equipped soldier who lags behind and to the left of the main enemy line before they charge. A deft horseman can get around the enemy and target him. Trample It is advised that you get a Charger if you intend on using this strategy. It is very easy to ride by and kill units that are not paying attention to you since their Shields will be pointed the wrong way, projectiles won't be fired at you, and then enemy won't try to hit you. But when an enemy is facing you, they are very likely to just block your attack. After repeatedly blocked attacks, your army will start to dwindle and your horse or you may suffer some damage. If you ram an enemy just before swinging your weapon, you can still hit them and they will not be able to block. This strategy is bad against spear men and doesn't work if you are using a lance or a spear. Slow Horse When fighting an enemy with a polearm, your horse will take a lot of damage and will be stopped if you charge at them. If you can't get them while they are looking the wrong way, you should slow down your horse so that their stab deals little damage and doesn't stop your horse. You can then proceed to attack them. Hack and Slash When fighting on foot against a large group of enemies, attacking alternately right and left causes enemies to block incorrectly causing almost all of your attacks to hit. Since you are swinging right and left, you don't have to aim. This is best with a two-handed weapon or polearm that swings similarly. Leg Shot If your enemies like their shield (i.e. keep it up at all times), you can shoot at their legs and usually it will hit them. This doesn't work against Rhodok soldiers or Nord soldiers (and various other shield-using higher tier units). Note that this can also be an important tactic in Tournaments when you are put on foot with a bow and your enemy has a melee weapon and shield. Stop Blocking! When fighting with a ranged weapon, you may find that enemies just block your attacks all the time. If you wait until they are pretty close, they will raise their weapon to attack. At this time, you can shoot them anywhere you wish. This works well if you are down to just footmen while you are playing as a horse archer. It's also useful if the melee fight is just about to start and you are on foot. You can get one last shot off before pulling out your melee weapon. Wall Kick In sieges, you can kick (kick by pressing E) enemies off the walls when you're attacking. Not so much when you're defending, but it is still possible. Falling does a lot of damage, and if it does not kill outright, you'll have weakened the enemy by a few dozen hitpoints. Neat Tricks[] There are many things that you can do in a battle that are handy but not obvious. Trade your Horse Give one of your companions the horse you want to ride (e.g. Champion Courser) and put them in their own unit group. Tell them to dismount and take their horse and then tell them to mount and they'll grab yours. Since you are not on your horse anymore, if it dies, it can't get crippled or die. And since you are on someone else's horse, if it dies, it doesn't matter. This way you can ride your Champion Courser without the fear of it getting killed or crippled. Horse Thief At the beginning of the game to mid-game, you probably don't have a charger, war horse, or courser due to the fact that you're spending money on troops, production enterprises, or better armor/weapons. If you have enough riding skill and you kill an enemy on a horse, you can get on his horse. Not being on your own horse, your horse can not be crippled or die. This strategy also works in tournaments, where you may not always spawn on top of a horse, but your opponents (or allies) will. The Jump Stab If you are armed with a spear and nothing else, you may notice that you can't attack when the enemy gets in your face. When you jump, you gain a small speed boost but you also stop momentarily when you hit the ground. If you jump away from your opponent and ready your stab, you can actually hit them even though they were in your face. Rock Climbing If your opponents have no ranged attacks or have run out of ammo, you can stand on a rock by jumping on to it. As long as it is big enough, enemies can't hit you while you stand on it and you can take them out with a bow or long weapon. Horse Wall When fighting horsemen (this is typically best if you are on foot), if you leave their horses alive, they will block their reinforcements from charging properly and stray horses may stop their riders leaving them vulnerable to ranged attacks. Hold your Fire Sometimes an enemy lord will have their army stand still and fire projectiles at the approaching army. When this happens, the enemy archers will generally be in front of their soldiers. If the enemies are focused on your troops rather than you, you can trample your way through the archer line swinging away as you go. If you do it properly, you will kill a few enemies and cause the rest to fall down temporarily. This will stop them from firing their weapons and damage their morale heavily. Wrecking Ball When at very low health, it is difficult to remain useful in the fight. If you have a shield and are riding a Charger or another kind of tankier horse, you can just ram enemies instead of attacking. If you have two shields, this is even more effective. Just ride around with your shield up and ram into enemies at high speed with your horse. It will deal damage and hurt enemy morale while knocking them down and preventing them from attacking your troops. Stuns When holding an overhead when the AI blocks (usually at the first attack you do, since they'll spam after the first block), if you have a heavier weapon (such as a Great Sword versus a Bastard Sword), you will be able to stun them. Directly after the stun, hit. They AI will not be able to block as its hit will be too delayed to work. Emergency Horse Brake When you press Ctrl+J, you'll rear your horse. This is very useful because normally, you'll have to hold down the S key to stop. So you'll NEVER EVER fall into that spearwall because you couldn't brake in time! See also[] Strategy and tactics Hero tactics Hints" "Plotsk","Plotsk Settlement Information Type Village Kingdom Polish Commonwealth Fortification Warsaw World Map With Fire & SwordPlotskWarsawTemplate:World Map/With Fire & Sword Plotsk is a village of the Polish Commonwealth, subordinate to Warsaw. Layout[] Player Elder Fugitive Plotsk is a Polish/Cossack-style village with seventeen houses. There are three horses stored under a stable. In the middle of the village is a water well. The Village Elder stands by the stable, in front of a large brick-roofed house. If sent here during a Hunt Down Fugitive quest, the Nervous Man stands opposite the Village Elder, in front of a large straw-roofed house. Wikipedia has an article on this subject at:Płock Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Plunge","Plunge Settlement Information Type Village Kingdom Sweden Fortification Koenigsberg World Map With Fire & SwordPlungeKoenigsbergTemplate:World Map/With Fire & Sword Plunge is a village owned by the Kingdom of Sweden, subordinate to Koenigsberg. Layout[] Player Elder Fugitive Plunge is built on uneven terrain. It is a Swedish-style village with six houses. On the right side of the player's entrance is a wheat field. Inside the village a bonfire is seen, next to which is an oven with an exhibition of various pottery jugs and cups. In the shelter the Village Elder stands, and behind him is an empty field dug out, possibly to prepare for construction or simply to collect clay for pottery. As two baskets are lying in the ground, it seems that the latter is more likely. In other places of the village there are two cabbage fields, and there are barrels stored under another shelter. If sent here during a Hunt Down Fugitive quest, the Nervous Man can be found in the corner of the dug-out area. Wikipedia has an article on this subject at:Palanga Territory of the Kingdom of Sweden TownsKoenigsberg Reval Riga FortressesAllenstein Castle Dorpat Fortress Dynaburg Fortress Dzvinsk Castle Narva Vyborg VillagesElbing Leal Nidritsa Panevezys Pilve Plunge Salis Siauliai Siegevold Tapiau TormaWeissenstein Wesenberg" "Pohrebysche","Pohrebysche Settlement Information Type Village Kingdom Cossack Hetmanate Fortification Ladyzhyn Fortress World Map With Fire & SwordPohrebyscheLadyzhyn FortressTemplate:World Map/With Fire & Sword Pohrebysche is a village of the Cossack Hetmanate, subordinate to Ladyzhyn Fortress. Layout[] Player Elder Fugitive Pohrebysche is a Polish/Cossack-style village with sixteen houses. Near the center of the village is a water well, but there are no other distinctive features. The Village Elder stands in front of a large plank-roofed house in the middle of the village. If sent here during a Hunt Down Fugitive quest, the Nervous Man will stand behind a haystack beyond the village's boundaries. Wikipedia has an article on this subject at:Pohrebyshche Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha" "Pokrovskoye","Pokrovskoye Settlement Information Type Village Kingdom Muscovite Tsardom Fortification Tula World Map With Fire & SwordPokrovskoyeTulaTemplate:World Map/With Fire & Sword Pokrovskoye is a village of the Muscovite Tsardom, subordinate to Tula. Layout[] Player Elder Fugitive Pokrovskoye is built on relatively flat terrain. It is a Russian-style village with nine houses. Near the center of the village is a water well. There is one horse under a stable. The Village Elder can be found standing in front of a large house in the center of the village. If sent here during a Hunt Down Fugitive quest, the Nervous Man can be found under a tree near the horse. Territory of the Muscovite Tsardom TownsCherkassk Moscow Pskov FortressesBryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' VillagesKlin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa TarusaValuiki Yefremovo" "Polearm Two-handed weapons","Polearm/Two-handed weapons can be switched between the two styles, giving different stats depending on which is chosen. There is a minor difference in reach between each mode due to the different ways the player's model holds the weapon, though no statistical difference is seen. Using one of these weapons allows the choice between attacking with thrusts or swinging from horseback. List of Polearm/Two-handed Weapons[] ▼ Show/Hide Polearm/Two-handed weapons ▼ Weapon STR Speed Reach Swing Thrust Weight Price Modifiers Other Long Axe 10 POLE932H88 120 46(cut) POLE19(blunt)2HNone 4.75 390 HeavyChippedRusty Bonus against shieldsUnbalancedNo shield Long War Axe 10 POLE922H87 125 50(cut) POLE18(blunt)2HNone 5.0 510 HeavyChippedRusty Bonus against shieldsUnbalancedNo shield Great Long Axe 10 POLE912H85 127 54(cut) POLE19(blunt)2HNone 5.5 660 HeavyChippedRusty Bonus against shieldsUnbalancedNo shield ▲ Show/Hide Polearm/Two-handed weapons ▲ Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment" "Polearms","Polearms generally have a longer reach than other melee weapons and are highly effective both on horseback and against horses. Polearms lose their effectiveness once an enemy closes distance so high Athletics or fighting on horseback is essential for maintaining distance. Some polearms can't be used with a shield due to their large size or because the weapon is unbalanced. Lances can be used to strike the enemy with couched lance damage, which can be done when on a horse and moving at a high speed. Unless specifically noted below, most polearms can be used with a shield but are then limited to thrusting attacks. Most polearms are limited to thrusting attacks while on horseback, with the exception of Hafted Blades. All polearms receive a 35% penalty to speed and damage when used on a horse. Polearms with a reach greater than or equal to 150 receive a 35% penalty to speed and damage when used with a shield. The penalties do not stack: Spear on horse without shield: 35% penalty Awlpike on foot with shield: 35% penalty Awlpike on horse with shield: 35% penalty Awlpike on foot without shield: no penalty Spear on foot with shield: no penalty While on foot, polearm attacks can stop horses and cause them to rear, regardless of damage dealt, target speed, or the horse's Charge attribute. This unique feature makes polearms an effective anti-cavalry weapon but the effect only applies to polearms with a reach greater than 140. While this effect remains present in Warband, it was removed in v1.006 of the Napoleonic Wars DLC, with horses never rearing as a result of being attacked. In Napoleonic Wars, polearms will instead instantly kill horses when the bearer is kneeling or crouching, in a similar way to couched lance damage. Some polearms, when drawn, initially take up a stance like two-handed weapons before dropping into the polearm stance. This can increase the ready time of the weapon when the user needs to switch from a ranged weapon to engage in melee. List of Polearms[] ▼ Show/Hide Polearms ▼ Weapon STR Speed Reach Swing Thrust Weight Price Modifiers Other Pitch Fork - 87 154 16(blunt) 22(pierce) 1.5 19 BalancedBentCracked Military Fork - 95 135 15(blunt) 30(pierce) 2.0 153 BalancedBentCracked Battle Fork - 90 144 15(blunt) 35(pierce) 2.0 282 BalancedBentCracked Staff - 100 130 18(blunt) 19(blunt) 1.5 36 BalancedBentCracked Quarter Staff - 104 140 20(blunt) 20(blunt) 2.0 60 BalancedBentCracked Iron Staff - 97 140 25(blunt) 26(blunt) 2.0 202 BalancedBentCracked Scythe - 97 182 30(cut) 14(pierce) 2.0 43 BalancedBentCracked Military Scythe - 87 155 36(cut) 25(pierce) 2.5 155 BalancedBentCracked Hafted Blade - 95 135 37(cut) 20(pierce) 2.8 185 BalancedBentCracked No shield Hafted Blade - 93 153 39(cut) 19(pierce) 3.3 350 BalancedBentCracked No shield Glaive - 90 157 39(cut) 21(pierce) 4.5 352 BalancedBentCracked No shield Poleaxe 13 77 180 50(cut) 15(blunt) 4.5 384 BalancedBentCracked No shield Shortened Spear - 102 120 19(blunt) 25(pierce) 2.0 53 BalancedBentCracked Boar Spear - 90 157 26(cut) 23(pierce) 1.5 76 BalancedBentCracked Bamboo Spear - 88 200 15(blunt) 20(pierce) 2.0 80 BalancedBentCracked Spear - 98 135 20(blunt) 26(pierce) 2.3 85 BalancedBentCracked War Spear - 95 150 20(blunt) 27(pierce) 2.5 140 BalancedBentCracked Pike - 81 245 16(blunt) 26(pierce) 3.0 125 BalancedBentCracked No shieldCannot be used on horseback Ashwood Pike 9 90 170 19(blunt) 29(pierce) 3.5 205 BalancedBentCracked No shield Awlpike - 92 165 20(blunt) 33(pierce) 2.3 345 BalancedBentCracked Long Awlpike - 89 185 20(blunt) 32(pierce) 2.3 385 BalancedBentCracked Jousting Lance - 61 240 - 17(blunt) 5.0 158 BalancedBentCracked Couched lance damage Light Lance - 85 175 16(blunt) 27(pierce) 2.5 180 BalancedBentCracked Couched lance damage Double Sided Lance - 95 128 25(cut) 27(pierce) 4.0 261 BalancedBentCracked Couched lance damage Lance - 80 180 16(blunt) 26(pierce) 2.5 270 BalancedBentCracked Couched lance damage Heavy Lance 10 75 190 16(blunt) 26(pierce) 2.8 360 BalancedBentCracked Couched lance damage Great Lance 11 55 240 - 21(pierce) 5.0 410 BalancedBentCracked Couched lance damage War Hammer - 81 120 38(blunt) 38(pierce) 3.0 125 BalancedBentCracked No shieldCannot be used on horseback Polehammer 18 50 126 50(blunt) 35(blunt) 7.0 169 - No shieldCheats only Long Spiked Club - 96 126 23(pierce) 20(blunt) 2.5 264 HeavyChippedRusty Long Hafted Spiked Mace - 94 140 28(blunt) 26(blunt) 2.5 310 HeavyChippedRusty Long Hafted Knobbed Mace - 95 133 26(blunt) 23(blunt) 3.0 324 HeavyChippedRusty Voulge 10 88 175 40(cut) 18(pierce) 3.0 129 HeavyChippedRusty Bonus against shieldsNo shield Long Bardiche 11 89 140 48(cut) 17(pierce) 4.5 390 HeavyChippedRusty Bonus against shieldsNo shieldUnbalanced Great Long Bardiche 12 88 155 50(cut) 17(pierce) 5.0 660 HeavyChippedRusty Bonus against shieldsNo shieldUnbalanced ▲ Show/Hide Polearms ▲ Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment" "Polish Commonwealth","Polish Commonwealth Banner Troops Official Information Ruler King Jan Kasimir Claimant Janusz Radziwill Faction Location Poles in light yellow “ That is the most amazing state I have ever seen. It is a feudal republic, comprised of three major groups of people - the Poles, the Lithuanians, and Russian-Ukrainians. The nobility is nearly all Polish. All the important decisions, including who is to be king, is determined by their congress, which they call the Sejm. But the Polish gentry is unruly, which leads to constant strife and a divided military. Unless they make up their minds and come forth in unity and strength, soon they will be conquered by their autocrat neighbors. ” — Jaques de Clermont The Polish Commonwealth is a nation in Eastern Europe. Also known as the Polish-Lithuanian Commonwealth, its population is made up of three major groups: Poles, Ruthenians (ancestors of Ukrainians and Belarusians), and Lithuanians. The minority groups were non-Lithuanian Balts and Jews also Lipka Tatars. The Polish Commonwealth is famed for its majestic Winged Hussars. While it possesses a powerful army, it is fragile due to its dissatisfied gentry, which could ultimately lead to the Polish Commonwealth's demise. The Polish Commonwealth is led by King Jan Kasimir. Polish infantry does not lack in anything - their Zolniers and Pikemen are perfectly competent - but they don't really shine, being outgunned by Swedish musketeers and outfought by even Russian marksmen and their poleaxes. Poland's strength lies in its winged hussars, unmatched in both armor and shock value. Backed up with light dragoons, the Polish cavalry is devastating against infantry while posing a good match for even Crimean cavalry. It is located on the center-north to west part of the overland map. The Deluge is the main questline for the Polish Commonwealth. Contents 1 Rulers 2 Vassals 3 Tactics 3.1 Strengths 3.2 Weaknesses 4 Troop Tree 5 Territory 6 Battle Cries 7 Trivia Rulers[] King Jan Kasimir Initial Ruler Janusz Radziwill Claimant Vassals[] Colonel Andrzej Kmicic Colonel Michal Wolodyjowski Colonel Jan Skrzetuski Warlord Alexander Oginsky Warlord Stanislav Liantskoronsky Warlord Fyodor Obukhovich Count Casimir Tyszkiewicz Warlord Janusz Kiszka Hetman Pavel Sapega Colonel Jerzy Halecki Colonel Jan Zenowicz Warlord Jan Zamojski Cornet Siegmund Slushka Hetman Jan Sobieski Hetman Stanislaw Potocki Hetman Stefan Czarniecki Warlord Krzysztof Grzymultowski Colonel Alexander Casimir Wolowicz Prince Boguslav Nesvizhsky Prince Michal Vishnevetsky Tactics[] Strengths[] Nearly unmatched heavy cavalry (the Winged Hussars). Large and balanced unit roster, a jack of all trades. Infantry Commander units are very capable and easily available. Weaknesses[] Elite Heavy Cavalry is not easily available or easy to mass. Does not excel in any particular category besides Heavy Cavalry. The Polish Commonwealth is similar to the Kingdom of Swadia of Mount&Blade: Warband. Most Polish units are unremarkable with average stats, but Poland makes up for this by having the largest, most balanced and varied unit roster of any faction, the exception to this rule being the majestic Winged Hussars. Poland's standard infantry units like the Zolnier and Pikeman are dependable and easily amassed. Regional infantry like the Town Cossack and Lithuanian Musketeer are desirable for their superior stats or better armor (respectively) than their standard Polish counterparts. A direct upgrade from any of the musketeers previously mentioned are the German Infantry Musketeers. Don't bother with the Scottish Musketeers, as they have worse stats and the same firearm as a Zolnier. Polish Pikemen are great at their job but, for more survivability, consider transitioning to German Infantry Pikemen and Scottish Pikemen for their superior stats, armor, and pikes. For heavy shock infantry, your one option is the Scottish Swordsman, who will perform quite well against infantry (and a bonus against shields) in sieges both offensively and defensively. Polish Dragoons perform well as dragoons (go figure) with the regionally available Rank Cossacks and Polish Reiters performing a similar role. Cavalry charges should be left to Winged Hussars with their exceptional stats, armor, and long lances. Polish Reiters or Volunteers are great in support due to their high melee stats and carry sabers, but expect Volunteers to die en masse due to their lack of armor. Lithuanian Tatars and Armored Cossacks are good Horse Archers, however the Armored Cossack performs quite well as a cavalry charger or in siege, with its medium-heavy armor and the potential of spawning with a lance or armor-piercing weapons. Troop Tree[] Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran) Territory[] The territory of the Polish Commonwealth starts with the following towns, fortresses, and villages. Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye Battle Cries[] insult marks lines heard in the middle of a battle. death marks lines heard on the death of a character. victory marks lines heard at the end of a battle by the winning side. File Name pol_man_insult_1.wav pol_man_insult_2.wav pol_man_insult_3.wav pol_man_insult_4.wav pol_man_insult_5.wav pol_man_insult_6.wav pol_man_victory_1.wav pol_man_victory_2.wav Trivia[] The Polish Commonwealth's full name was ""The Kingdom of Poland and the Grand Duchy of Lithuania"" (""Królestwo Polskie i Wielkie Księstwo Litewskie""), but it was often shortened to the ""Polish–Lithuanian Commonwealth"" or in fact just ""Poland"". In Polish, it is more commonly known as ""Rzeczpospolita Obojga Narodów"" - ""Commonwealth of Both Nations"" or ""I Rzeczpospolita"" - ""The First Republic of Poland"". The term ""Rzeczpospolita"" is a calque of Latin ""res publica"" and, even today, the official name of the Republic of Poland is ""Rzeczpospolita Polska"". The Polish Commonwealth was a dualistic state of Poland and Lithuania ruled by a common monarch. It was the largest and one of the most populous countries of 16th and 17th century Europe, with almost 400,000 square miles (1,000,000 square kilometers) and a multi-ethnic population of about 12 million at its peak in the early 17th century. The Commonwealth was established at the Union of Lublin in July 1569 and ceased to exist as an independent state after the Third Partition of Poland in 1795. Although the two component states of the Commonwealth were formally equal, Poland dominated in the partnership - as the King of Poland was always the Grand Duke of Lithuania at the same time, Polish language was used in the Lithuanian Province as an official language, and many, many more. The Polish Commonwealth achieved its maximum territorial extent in 1619 - in terms of present-day borders, it encompassed most of Poland and Ukraine, all of Belarus, Lithuania, Latvia, and the Kaliningrad Oblast, much of Estonia, parts of Russia (including Smoleńsk), and small parts of Moldova and Romania. In the game's code, the Polish Commonwealth is referred to as swadian - the Polish Commonwealth and the Kingdom of Swadia being similar in that they are both the ""main"" faction of their respective games. Wikipedia has an article on this subject at:Polish–Lithuanian Commonwealth Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Polish Dragoon","For the Swedish unit of the same name, see Swedish Dragoon. Polish Dragoon Troop Information Culture Polish Commonwealth Wages 9-11 thalers Acquired from... Commander Upgrades to... Polish Dragoon (veteran) Upgrade Cost ? thalers XP for Kill ? xp Ransom Value ? thalers The Polish Dragoon is a light missile cavalry unit employed by the Polish Commonwealth in Mount&Blade: With Fire & Sword. Dragoons are also employed by the Kingdom of Sweden. All nations (except the Crimean Khanate) have one type of mounted firearm-wielding troop. Even though the Muscovite Tsardom and the Cossack Hetmanate do not have units with the name ""Dragoon"", they have missile cavalry units that use late dragoon tactics: Moscow Reiters and Watchmen, respectively. The Polish Dragoon closely resembles the Zolnier except for its uniform's color. They are armed with a Simple Saber or a Saber and a Tatar Shield, a Simple Wheelock Carbine, and ride Saddle Horses. Tactics[] Dragoons wield carbines and have relatively good armor. However, there are substantial differences between the Polish and Swedish versions in terms of their melee weapons and effectiveness on horseback. Arguably, the Polish Dragoon is better at engaging in melee combat than his Swedish counterpart due to his shield, which adds extra protection against enemy blows, especially during sieges, when swarms of enemies block the entrance to the fort/town. The Swedish Dragoon's Thrusting Sword, though, is quicker at hitting the enemy but is still problematic during sieges. The tactical importance of dragoons in With Fire & Sword is much like horse archers to the Crimean Khanate (or the Khergit Khanate). Harassing the enemy with gunfire and, when the enemy threatens them, riding away. This has become a less potent strategy in With Fire & Sword, however, due to more infantry wielding pikes and guns. One strategy to use their mobility - and still have all the benefits of not riding into your enemy in battle - is to build your army out of only dragoons (or mounted ranged soldiers) and dismounting in the beginning of all battles. Downsides are only restricted to weakness to cavalry, and less athletics due to them being horsemen. Take up positions on a hill or on a field with long distance to your enemy and, if possible, in front of a river. It is recommended to use 'fire at my command', to make sure they will be able to fire when the enemy is very near. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Polish Dragoon - Default Stats and Equipment Attributes Stat Points Level 9 Strength 8 Agility 9 Intelligence 0 Charisma 0 Health 35 Armor Head Polish Uniform Hat Body Polish Dragoon Uniform Hand ? Foot Old Cavalry Boots Skills Skill Points Ironflesh 1 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 3 Shield 3 Athletics ? Riding 3 Shooting from Horseback 4 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 105 Two Handed Weapons 85 Polearms 95 Archery 0 Firearms 110 Throwing 0 Weapons Melee Simple Saber Ranged Simple Wheellock Carbine, Bullets Shield Tatar Shield Mount Saddle Horse Trivia[] Dragoons get their name from the pistol form of the blunderbuss, the dragon, which was frequently used by French Army dragoons. Most nations in the Western World raised at least one dragoon regiment between the 17th and 19th centuries. Historically, dragoons were trained in both mounted and infantry combat. They were also originally used as mounted infantry, riding to the battlefield and then dismounting to fight. As time went on, though, they evolved into proper cavalry. Wikipedia has an article on this subject at:Dragoon Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "Polish Dragoon (veteran)","For the Swedish unit of the same name, see Swedish Dragoon (veteran). Dragoon (veteran) Troop Information Culture Polish Commonwealth Wages ? thalers Acquired from... Polish Dragoon- or -Prisoners Upgrades to... None Upgrade Cost ? thalers XP for Kill ? xp Ransom Value ? thalers The Polish Dragoon (veteran) is a veteran cavalry unit of the Polish Commonwealth in Mount&Blade: With Fire & Sword. Dragoons are also employed by the Kingdom of Sweden. All nations (except the Crimean Khanate) have one type of mounted firearm wielding troop. Even though the Muscovite Tsardom and the Cossack Hetmanate do not have units with the name ""Dragoon"", they have missile cavalry units that use late dragoon tactics: Moscow Reiters and Watchmen, respectively. Tactics[] Dragoons wield carbines and have relatively good armor. They are used to skirmish the enemy and fire from range whilst running if an enemy chases after them, making them very effective against infantry. The tactical importance of dragoons in With Fire & Sword is much like horse archers to the Crimean Khanate (or the Khergit Khanate). Harassing the enemy with gunfire and, when the enemy threatens them, riding away. This has become a less potent strategy in With Fire & Sword, however, due to more infantry wielding pikes and guns. One strategy to use their mobility - and still have all the benefits of not riding into your enemy in battle - is to build your army out of only dragoons (or mounted ranged soldiers) and dismounting in the beginning of all battles. Downsides are only restricted to weakness to cavalry, and less athletics due to them being horsemen. Take up positions on a hill or on a field with long distance to your enemy and, if possible, in front of a river. It is recommended to use 'fire at my command', to make sure they will be able to fire when the enemy is very near. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Polish Dragoon (veteran) - Default Stats and Equipment Attributes Stat Points Level 12 Strength 9 Agility 10 Intelligence 0 Charisma 0 Health 46 Armor Head Polish Uniform Hat Body Polish Dragoon Uniform Hand ? Foot Old Cavalry Boots Skills Skill Points Ironflesh 2 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 4 Shield 4 Athletics ? Riding 3 Shooting from Horseback 5 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 120 Two Handed Weapons 100 Polearms 110 Archery 0 Firearms 125 Throwing 0 Weapons Melee Saber Ranged Wheellock Carbine, Bullets Shield Tatar Shield Mount Saddle Horse Trivia[] Dragoons get their name from the pistol form of the blunderbuss, the dragon, which was frequently used by French Army dragoons. Most nations in the Western World raised at least one dragoon regiment between the 17th and 19th centuries. Historically, dragoons were trained in both mounted and infantry combat. They were also originally used as mounted infantry, riding to the battlefield and then dismounting to fight. As time went on, though, they evolved into proper cavalry. Wikipedia has an article on this subject at:Dragoon Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "Polish Mercenary Cavalryman","Camp Location[] Polish Mercenaries hail from a camp deep in Polish territory, directly south of Krakov. Troop Ranks[] Polish Mercenary Cavalryman (recruit) Polish Mercenary Cavalryman (experienced) Polish Mercenary Cavalryman (veteran) Polish Mercenary Cavalryman (elite) Tactics[] Polish Mercenary Cavalrymen can be customized to match your preferred tactics. The only Mercenary Cavalrymen initially armed with a lance, they appear to get a small recruitment discount because of their starting equipment. Basic Equipment[] Weapons Cavalry Lance Head Armor Polish Uniform Hat Body Armor Kuntush Foot Armor Village Boots Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Polish Mercenary Cavalryman (elite)","Polish Mercenary Cavalryman (elite) Troop Information Culture Polish Commonwealth Wages thaler Acquired from... Prisoners or Polish Mercenary Cavalryman (veteran) (upgrade) Upgrades to... No Further Upgrades Upgrade Cost Recruited for thaler Ransom Value thaler The Polish Mercenary Cavalryman (elite) is a mercenary Cavalryman associated with the Polish Commonwealth. While associated with the Commonwealth, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. However, getting to the mercenary camp if it is in hostile territory can be challenging. Tactics[] Polish Mercenary Cavalrymen can be customized to match your preferred tactics. The only Mercenary Cavalrymen initially armed with a lance, they appear to get a small recruitment discount because of their starting equipment. Basic Equipment[] Weapons Cavalry Lance Head Armor Polish Uniform Hat Body Armor Kuntush Foot Armor Village Boots Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Polish Mercenary Cavalryman (experienced)","Polish Mercenary Cavalryman (experienced) Troop Information Culture Polish Commonwealth Wages thaler Acquired from... Prisoners or Polish Mercenary Cavalryman (recruit) (upgrade) Upgrades to... Polish Mercenary Cavalryman (veteran) Upgrade Cost Recruited for thaler Ransom Value thaler The Polish Mercenary Cavalryman (experienced) is a mercenary Cavalryman associated with the Polish Commonwealth. While associated with the Commonwealth, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. However, getting to the mercenary camp if it is in hostile territory can be challenging. Tactics[] Polish Mercenary Cavalrymen can be customized to match your preferred tactics. The only Mercenary Cavalrymen initially armed with a lance, they appear to get a small recruitment discount because of their starting equipment. Basic Equipment[] Weapons Cavalry Lance Head Armor Polish Uniform Hat Body Armor Kuntush Foot Armor Village Boots Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Polish Mercenary Cavalryman (recruit)","Polish Mercenary Cavalryman (recruit) Troop Information Culture Polish Commonwealth Wages 7 thaler Acquired from... Prisoners or Mercenary Camp Upgrades to... Polish Mercenary Cavalryman (experienced) Upgrade Cost Recruited for 127 thaler Ransom Value thaler The Polish Mercenary Cavalryman (recruit) is a mercenary Cavalryman associated with the Polish Commonwealth. While associated with the Commonwealth, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. However, getting to the mercenary camp if it is in hostile territory can be challenging. Tactics[] Polish Mercenary Cavalrymen can be customized to match your preferred tactics. The only Mercenary Cavalrymen initially armed with a lance, they appear to get a small recruitment discount because of their starting equipment. Basic Equipment[] Weapons Cavalry Lance Head Armor Polish Uniform Hat Body Armor Kuntush Foot Armor Village Boots Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Polish Mercenary Cavalryman (veteran)","Polish Mercenary Cavalryman (veteran) Troop Information Culture Polish Commonwealth Wages thaler Acquired from... Prisoners or Polish Mercenary Cavalryman (experienced) (upgrade) Upgrades to... Polish Mercenary Cavalryman (elite) Upgrade Cost Recruited for thaler Ransom Value thaler The Polish Mercenary Cavalryman (veteran) is a mercenary Cavalryman associated with the Polish Commonwealth. While associated with the Commonwealth, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. However, getting to the mercenary camp if it is in hostile territory can be challenging. Tactics[] Polish Mercenary Cavalrymen can be customized to match your preferred tactics. The only Mercenary Cavalrymen initially armed with a lance, they appear to get a small recruitment discount because of their starting equipment. Basic Equipment[] Weapons Cavalry Lance Head Armor Polish Uniform Hat Body Armor Kuntush Foot Armor Village Boots Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Polish Mercenary Infantryman","Camp Location[] Polish Mercenaries hail from a camp deep in Polish territory, directly south of Krakov. Troop Ranks[] Polish Mercenary Infantryman (recruit) Polish Mercenary Infantryman (experienced) Polish Mercenary Infantryman (veteran) Polish Mercenary Infantryman (elite) Tactics[] Polish Mercenary Infantrymen can be customized to match your preferred tactics. They are basic cheap pikemen. Basic Equipment[] Weapons Simple Lance Head Armor Polish Uniform Hat Body Armor Kuntush Foot Armor Village Boots There are several equipment options available from the Mercenary Captain: Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Polish Mercenary Infantryman (elite)","Polish Mercenary Infantryman (elite) Troop Information Culture Polish Commonwealth Wages thaler Acquired from... Prisoners or Polish Mercenary Infantryman (veteran) (upgrade) Upgrades to... No Further Upgrades Upgrade Cost Recruited for thaler Ransom Value thaler The Polish Mercenary Infantryman is a mercenary infantryman associated with the Polish Commonwealth. While associated with the Commonwealth, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] Polish Mercenary Infantrymen can be customized to match your preferred tactics. They are basic cheap pikemen. Basic Equipment[] Weapons Simple Lance Head Armor Polish Uniform Hat Body Armor Kuntush Foot Armor Village Boots There are several equipment options available from the Mercenary Captain: Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Polish Mercenary Infantryman (experienced)","Polish Mercenary Infantryman (experienced) Troop Information Culture Polish Commonwealth Wages thaler Acquired from... Prisoners or Polish Mercenary Infantryman (recruit) (upgrade) Upgrades to... Polish Mercenary Infantryman (veteran) Upgrade Cost Recruited for thaler Ransom Value thaler The Polish Mercenary Infantryman (experienced) is a mercenary infantryman associated with the Polish Commonwealth. While associated with the Commonwealth, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] Polish Mercenary Infantrymen can be customized to match your preferred tactics. They are basic cheap pikemen. Basic Equipment[] Weapons Simple Lance Head Armor Polish Uniform Hat Body Armor Kuntush Foot Armor Village Boots There are several equipment options available from the Mercenary Captain: Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Polish Mercenary Infantryman (recruit)","Polish Mercenary Infantryman (recruit) Troop Information Culture Polish Commonwealth Wages 5 thaler Acquired from... Prisoners or Mercenary Camp Upgrades to... Polish Mercenary Infantryman (experienced) Upgrade Cost Recruited for 10 thaler Ransom Value thaler The Polish Mercenary Infantryman (recruit) is a mercenary infantryman associated with the Polish Commonwealth. While associated with the Commonwealth, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] Polish Mercenary Infantrymen can be customized to match your preferred tactics. They are basic cheap pikemen. Basic Equipment[] Weapons Simple Lance Head Armor Polish Uniform Hat Body Armor Kuntush Foot Armor Village Boots There are several equipment options available from the Mercenary Captain: Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Polish Mercenary Infantryman (veteran)","Polish Mercenary Infantryman (veteran) Troop Information Culture Polish Commonwealth Wages thaler Acquired from... Prisoners or Polish Mercenary Infantryman (experienced) (upgrade) Upgrades to... Polish Mercenary Infantryman (elite) Upgrade Cost Recruited for thaler Ransom Value thaler The Polish Mercenary Infantryman (veteran) is a mercenary infantryman associated with the Polish Commonwealth. While associated with the Commonwealth, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] Polish Mercenary Infantrymen can be customized to match your preferred tactics. They are basic cheap pikemen. Basic Equipment[] Weapons Simple Lance Head Armor Polish Uniform Hat Body Armor Kuntush Foot Armor Village Boots There are several equipment options available from the Mercenary Captain: Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Polish Mercenary Rifleman","Camp Location[] Polish Mercenaries hail from a camp deep in Polish territory, directly south of Krakov. Troop Ranks[] Polish Mercenary Rifleman (recruit) Polish Mercenary Rifleman (experienced) Polish Mercenary Rifleman (veteran) Polish Mercenary Rifleman (elite) Tactics[] Polish Mercenary Riflemen can be customized to match your preferred tactics. The only Mercenary Rifleman initially riding a horse, they are also initially equipped with a pistol, making them a poor version of Dragoons. Basic Equipment[] Weapons Simple SaberPistol Head Armor Polish Uniform Hat Body Armor Kuntush Foot Armor Village Boots Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Polish Mercenary Rifleman (elite)","Polish Mercenary Rifleman (elite) Troop Information Culture Polish Commonwealth Wages thaler Acquired from... Prisoners or Polish Mercenary Rifleman (veteran) (upgrade) Upgrades to... No Further Upgrades Ransom Value thaler The Polish Mercenary Rifleman (elite) is a mercenary marksman infantryman associated with the Polish Commonwealth, but it can be hired by any faction. Tactics[] Polish Mercenary Riflemen can be customized to match your preferred tactics. The only Mercenary Rifleman initially riding a horse, they are also initially equipped with a pistol, making them a poor version of Dragoons. Basic Equipment[] Weapons Simple SaberPistol Head Armor Polish Uniform Hat Body Armor Kuntush Foot Armor Village Boots Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Polish Mercenary Rifleman (experienced)","Polish Mercenary Rifleman (experienced) Troop Information Culture Polish Commonwealth Wages thaler Acquired from... Prisoners or Polish Mercenary Rifleman (recruit) (upgrade) Upgrades to... Polish Mercenary Rifleman (veteran) Ransom Value thaler The Polish Mercenary Rifleman (experienced) is a mercenary marksman infantryman associated with the Polish Commonwealth, though it can be hired by any faction. Tactics[] Polish Mercenary Riflemen can be customized to match your preferred tactics. The only Mercenary Rifleman initially riding a horse, they are also initially equipped with a pistol, making them a poor version of Dragoons. Basic Equipment[] Weapons Simple SaberPistol Head Armor Polish Uniform Hat Body Armor Kuntush Foot Armor Village Boots Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Polish Mercenary Rifleman (recruit)","Polish Mercenary Rifleman (recruit) Troop Information Culture Polish Commonwealth Wages 7 thaler Acquired from... Prisoners or Mercenary Camp Upgrades to... Polish Mercenary Rifleman (experienced) Upgrade Cost Recruited for 26 thaler Ransom Value thaler The Polish Mercenary Rifleman (recruit) is a mercenary Rifleman associated with the Polish Commonwealth. While associated with the Commonwealth, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] Polish Mercenary Riflemen can be customized to match your preferred tactics. The only Mercenary Rifleman initially riding a horse, they are also initially equipped with a pistol, making them a poor version of Dragoons. Basic Equipment[] Weapons Simple SaberPistol Head Armor Polish Uniform Hat Body Armor Kuntush Foot Armor Village Boots Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Polish Mercenary Rifleman (veteran)","Polish Mercenary Rifleman (veteran) Troop Information Culture Polish Commonwealth Wages thaler Acquired from... Prisoners or Polish Mercenary Rifleman (experienced) (upgrade) Upgrades to... Polish Mercenary Rifleman (elite) Ransom Value thaler The Polish Mercenary Rifleman (veteran) is a mercenary marksman infantryman associated with the Polish Commonwealth, though it can be hired by any faction. Tactics[] Polish Mercenary Riflemen can be customized to match your preferred tactics. The only Mercenary Rifleman initially riding a horse, they are also initially equipped with a pistol, making them a poor version of Dragoons. Basic Equipment[] Weapons Simple SaberPistol Head Armor Polish Uniform Hat Body Armor Kuntush Foot Armor Village Boots Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Polish mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Fur Cap Weight 1, +7 to head armor 60 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 112 Rich Misiurka Weight 1.5, +25 to head armor, Requires Strength 7 178 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 302 Winged Hussar Helmet Weight 3.75, +48 to head armor, Requires Strength 11 Body Armor (Infantry, Marksmen, Cavalry) 20 Polish Dragoon Uniform Weight 1.5, +14 to body armor, +8 to leg armor 124 Armor-clad Kuntush Weight 6, +26 to body armor, +8 to leg armor 252 Chain Armor Weight 14, +33 to body armor, +10 to leg armor, Requires Strength 8 540 German Infantry Line Uniform Weight 14, +34 to body armor, +28 to leg armor, Requires Strength 9 550 Hussar Coat of Mail Weight 14, +48 to body armor, +12 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 25 Old Cavalry Boots Weight 2, +5 to leg armor 43 Cavalry Boots Weight 2, +6 to leg armor 60 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 7, Speed 40, Maneuver 45, Charge 7, Hit Points 110, Requires Riding 2 160 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 50 Pistol Weight 2, Ranged 48p, Accuracy 66, Speed rating 45, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 260 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 340 Wheellock Carbine Weight 4.25, Ranged 78p, Accuracy 78, Speed rating 42, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 310 Good Pistol Weight 2, Ranged 67p, Accuracy 70, Speed rating 60, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 215 Good Sword One-handed, Weight 0.75, Thrust 25p, Speed rating 104, Weapon reach 97 50 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 22p, Speed rating 88, Weapon reach 160, Requires Strength 6, Can crush through blocks 60 Pike Polearm (two-handed), Weight 1.75, Thrust 23p, Speed rating 79, Weapon reach 320, Requires Strength 7, Cannot be used on horseback, Can crush through blocks 170 Good Hatchet One-handed, Weight 1.75, Swing 30c, Speed rating 99, Weapon reach 60, Requires Strength 9, Bonus against shields 260 Saber One-handed, Weight 1.25, Swing 25c, Speed rating 96, Weapon reach 95, Requires Strength 7 Shield (Infantry, Marksmen, Cavalry) 10 Shield Hit points 250, Weight 2, Resistance 1, Size 70, Speed rating 98 31 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 74 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 134 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 330 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Polish Militia Pikeman","For the Swedish unit with the same name, see Swedish Militia Pikeman. Militia Pikeman Troop Information Culture Polish Commonwealth Wages 1 thaler Acquired from... Scythe Wielder Upgrades to... Polish Militia Pikeman (veteran) Upgrade Cost 10 Militia Pikemen are the Polish Commonwealth's conscripts armed with Simple Lances or Pikes. The Russian version is the Lance Militiaman. The Cossacks also have Militia Pikemen, the Poor Cossack Pikeman. Tactics[] Militia Pikemen are much weaker than the simple Pikemen. They are acquired from Scythe Wielders. Militia Pikemen are very cheap, but not efficient fighters, so they shouldn't be used too often. Letting them attack is not very effective, because they can be killed by a single bullet and it's not hard for the enemies to fight them in melee. As with other pikemen, they are best used protecting Musketeers against the enemies' cavalry. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Militia Pikeman - Default Stats and Equipment Attributes Stat Points Level 4 Strength 7 Agility 6 Intelligence 0 Charisma 0 Health 46 Armor Head Cap, Polish Uniform Cap, Fur Cap Body Kuntush Hand ? Foot Village Boots Skills Skill Points Ironflesh 2 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics 3 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 80 Two Handed Weapons 60 Polearms 70 Archery 0 Firearms 0 Throwing 0 Weapons Melee Simple Lance Ranged ? Shield ? Mount ? Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "Polish Militia Pikeman (veteran)","For the Swedish unit with the same name, see Swedish Militia Pikeman (veteran). Militia Pikeman (veteran) Troop Information Culture Polish Commonwealth Wages 4 thalers Acquired from... Militia Pikeman, Prisoners, or Commander Upgrades to... N/A Upgrade Cost 10 Militia Pikemen (veteran) are Polish Commonwealth conscripts armed with Simple Lances or Pikes. The Russian version is the Pike Militiaman (veteran). The in-game Polish Militia Pikemen do not show that they are veteran. You can notice they are veterans by the difference in weekly wages. They are the upgraded versions of Militia Pikemen. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Militia Pikeman - Default Stats and Equipment Attributes Stat Points Level 7 Strength 8 Agility 7 Intelligence 0 Charisma 0 Health 49 Armor Head Cap, Polish Uniform Hat, Fur Cap Body Kuntush Hand ? Foot Village Boots Skills Skill Points Ironflesh 3 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics 3 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 95 Two Handed Weapons 75 Polearms 85 Archery 0 Firearms 0 Throwing 0 Weapons Melee Simple Lance Ranged ? Shield ? Mount ? Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "Polish Pikeman","For other uses, see Pikeman. Polish Pikeman Troop Information Culture Polish Commonwealth Wages 3 thalers Acquired from... Commander Upgrades to... Polish Pikeman (veteran) Upgrade Cost ? thalers XP for Kill ? exp Ransom Value ? thalers Polish Pikemen are the pike infantry of the Polish Commonwealth in Mount&Blade: With Fire & Sword. Hence their name, these infantrymen carry pikes, a long polearm which they use with two hands, and are especially deadly against cavalry but vulnerable to musket fire. The Polish Pikeman, the New Order Spearman, and the Marksman Spearman are light pikemen units, while the Swedish Pikeman, the German Pikeman, and the German Infantry Pikeman are less vulnerable heavy pikemen units. Militia Pikeman units, armed with shorter Simple Pikes, tend to be less useful. Tactics[] Pikemen are likely one of the most important units in the game. They wield pikes, the longest melee weapon available, and it is specifically developed to stop enemy shock cavalry. Awlpikes existed in Warband but, especially in With Fire & Sword, horses will immediately stop with the slightest poke from a pike. Pikemen's main job is to protect vulnerable Musketeers from enemy cavalry, so they are best utilized in a line formation, either behind the Musketeers (or any ranged units) or in front of them if the terrain is adequate. When ordered to hold a position, some Pikemen will automatically crouch, and so they form a hedgehog-like formation. If invested in large numbers, it is almost impossible for the enemy AI cavalry to ""slip through"" the line. Similarly, it is not advised for the mounted player to even attempt going through the enemy Pikemen. In sieges, Pikemen units switch their pikes with swords, with Western European heavy pikemen using broadswords, Eastern European light pikemen using sabers, and Militia Pikemen using thrusting swords. With more protection, Western European heavy pikemen are more reliable at defending and besieging fortifications, while Militia Pikemen are the least reliable. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Polish Pikeman - Default Stats and Equipment Attributes Stat Points Level 6 Strength 9 Agility 7 Intelligence 0 Charisma 0 Health 50 Armor Head Polish Uniform Hat Body Hajduk Uniform Hand ? Foot Old Boots Skills Skill Points Ironflesh 3 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 1 Shield ? Athletics 4 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 115 Two Handed Weapons 95 Polearms 105 Archery 0 Firearms 0 Throwing 0 Weapons Melee Simple Pike Ranged ? Shield ? Mount ? Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "Polish Pikeman (veteran)","For other uses, see Pikeman. Polish Pikeman (veteran) Troop Information Culture Polish Commonwealth Wages ? thalers Acquired from... Polish Pikeman Upgrades to... None Upgrade Cost None XP for Kill ? exp Ransom Value ? thalers Polish Pikemen (veterans) are the veteran pike infantry of the Polish Commonwealth in Mount&Blade: With Fire & Sword and the upgraded version of the Polish Pikeman. Hence their name, these infantrymen carry pikes, a long polearm which they use with two hands, and are especially deadly against cavalry but vulnerable to musket fire. The Polish Pikeman (veteran), the New Order Pikeman (veteran), and the Marksman Spearman (veteran) are light pikemen units, while the Swedish Pikeman (veteran), the German Pikeman, and the German Infantry Pikeman (veteran) are less vulnerable heavy pikemen units. Militia Pikeman units, armed with shorter Simple Pikes, tend to be less useful. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Polish Pikeman (veteran) - Default Stats and Equipment Attributes Stat Points Level 10 Strength 10 Agility 8 Intelligence 0 Charisma 0 Health 53 Armor Head Polish Uniform Hat Body Hajduk Uniform Hand ? Foot Old Boots Skills Skill Points Ironflesh 4 Power Strike 2 Grenade Throwing 0 Power Draw ? Weapon Master 2 Shield ? Athletics 4 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 130 Two Handed Weapons 110 Polearms 120 Archery 0 Firearms 0 Throwing 0 Weapons Melee Simple Pike Ranged ? Shield ? Mount ? Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "Polish Reiter","Polish Reiter Troop Information Culture Polish Commonwealth Wages 24 thalers Acquired from... Prisoners or Commander Upgrades to... Polish Reiter (veteran) XP for Kill 96 The Polish Reiter (or Rajtar/Rajtaria in plural) is a Medium Pistol Cavalry unit of the Polish Commonwealth. You can recruit these units from commanders in towns or fortresses or as prisoners from enemy armies. The Polish Reiter is an interesting Polish cavalry unit that has been reformed through Western influence to mirror the European Reiters. The Polish Reiter carries a red half-plate cuirass, simple morion, cavalry gloves, and old cavalry boots. It is armed with a good sword (thrusting) and pistol. It rides a saddle horse. Tactics[] The Polish Reiter is a reliable pistol cavalry unit with stats and equipment that makes it superior and more efficient to the Polish Volunteer. Its good western-style head and body armor makes it somewhat impregnable to saber cuts and arrow heads, except for thrusting attacks or bullets. While its western-style thrusting sword can only attack in one direction, it has strong and quick piercing damage, which is typically designed for defeating both foot and mounted enemies in close quarter combat, especially against armored ones. The Reiter's pistol, while it has limited rang and accuracy, is more designed to wound an enemy so that it can finish it off with a quick thrust to the head or body. In theory, the Polish Reiter can be a reliable cavalrymen on the battlefield only if they face light or medium armored enemy troops. Also, the Veteran Polish Reiter has a better thrusting sword and pistol. In combat, Polish Reiters are superior to lightly equipped Pike and Musket Infantry units, especially the Militia units. They are also superior to light cavalrymen in melee combat like the Swedish or Polish Dragoon and Cossack Cavalrymen, but if it engages against Medium and Heavy Cavalry, like a Swedish Reiter, Noble Guard, Moscow Reiter, Zaporozhian Cavalryman, Asak Bey, Nokhor, Mirza Chambul, or even a Winged Hussar, there is a good chance the Polish Reiter will lose the fight. Heavier Pike or Musket Infantry units, like Pikemen, Lifeguards, Serduks, and Seymens, also pose a challenge for the Polish Reiters to deal with alone. To utilize the Rajtar effectively, deployed them behind Dragoons and Winged Hussars when they are charging into enemy lines so that the Polish Reiter can be used as back-up cavalry. They can also support other missile cavalrymen with quick pistol shots when they encircle the enemy's fortified caravan. When defending castles, forts, or towns, placing them next to musketeers at the entrance of the siege gap can provide extra firepower at point-blank range, as well as in melee. When besieging these fortifications, deploy them behind heavily armored units or units with shields, so that when your troops have breached the walls, the Polish Reiter can use its pistol and thrusting sword to its fullest potential. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Polish Reiter - Default Stats and Equipment Attributes Stat Points Level 16 Strength 9 Agility 9 Intelligence 0 Charisma 0 Health 45 Armor Head Simple Morion Body Breastplate Hand Infantry Gloves Foot Old Cavalry Boots Skills Skill Points Ironflesh 1 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 4 Shield ? Athletics ? Riding 3 Shooting from Horseback 4 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 145 Two Handed Weapons 125 Polearms 135 Archery 0 Firearms 120 Throwing 0 Weapons Melee Good Sword Ranged Old Pistol, Pistol, Bullets Shield ? Mount Saddle Horse Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "Polish Reiter (veteran)","Polish Reiter (veteran) Troop Information Culture Polish Commonwealth Wages 24 thalers Acquired from... Polish Reiter Upgrades to... N/A Polish Reiter (veteran) is a medium pistol-armed cavalry of Polish Commonwealth. Tactics[] Polish Reiter lacks heavy armor of Swedish Reiter and long firearm of Moscow Reiter, being the worst of reiter units in the game. Essentially, it is an armored version of the Polish Volunteer. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Polish Reiter (veteran) - Default Stats and Equipment Attributes Stat Points Level 21 Strength 10 Agility 10 Intelligence 0 Charisma 0 Health 49 Armor Head Simple Morion Body Breastplate Hand Infantry Gloves Foot Old Cavalry Boots Skills Skill Points Ironflesh 2 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 5 Shield ? Athletics ? Riding 5 Shooting from Horseback 5 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 160 Two Handed Weapons 140 Polearms 150 Archery 0 Firearms 135 Throwing 0 Weapons Melee Good Sword Ranged Good Pistol, Bullets Shield ? Mount Hunter Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "Pologi","Pologi Settlement Information Type Village Kingdom Cossack Hetmanate Fortification Sich World Map With Fire & SwordPologiSichTemplate:World Map/With Fire & Sword Pologi is a village of the Cossack Hetmanate, located at the border to the Crimean Khanate. It belongs to the town Sich, located at the opposite side of the nearby river. Layout[] Player Elder Fugitive Pologi is built on an uneven surface, with one half covered in trees and the other half in short plants. It is a Cossack-style village, with nineteen structures: eighteen houses and a chapel. These houses are placed in the shape of two streets, one ending at the chapel and the other leading to a small open place with a well. The player starts near the point where both streets cross. The Village Elder can be found at the right side of the street leading to the chapel. The subject for the Hunt Down Fugitive quests is unusually well hidden. He can be found in the fields, obscured by a tree far behind the church. Gallery[] Wikipedia has an article on this subject at:Polohy Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha" "Polotsk","Polotsk Settlement Information Type Fortress Kingdom Polish Commonwealth Villages Snechko World Map With Fire & SwordPolotskSnechkoTemplate:World Map/With Fire & Sword Polotsk is a fortress of the Polish Commonwealth, initially ruled by Colonel Andrzej Kmicic. Its village is Snechko. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders Only half of the fortress is accessible. The Lord's Hall and prison are relatively close to the gates. During a siege, two ladders are used, one on each side of the gates. Wikipedia has an article on this subject at:Polotsk Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Poltava","Poltava Settlement Information Type Fortress Kingdom Cossack Hetmanate Villages Khorol World Map With Fire & SwordPoltavaKhorolTemplate:World Map/With Fire & Sword Poltava is a fortress of the Cossack Hetmanate, initially ruled by Colonel Ivan Fedorenko. It has the village Khorol. Poltava is the home of the hero Oksana. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders Poltava resembles more a town than a fortress. The lord's hall is in the end of the accessible area. The prison is close to the player as he passes through the gates. During a siege, four ladders are used: three are placed on the left of the gates, and one on the right. Wikipedia has an article on this subject at:Poltava Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha" "Ponyri","Ponyri Settlement Information Type Village Kingdom Polish Commonwealth Fortification Smolensk World Map With Fire & SwordPonyriSmolenskTemplate:World Map/With Fire & Sword Ponyri is a village of the Polish Commonwealth, subordinate to Smolensk. Layout[] Player Elder Fugitive Ponyri is built on flat terrain, as a Polish/Cossack-style village with eleven houses. There are no distinctive features about this village. The Village Elder stands in front of a large straw-roofed house to the left of the player's entrance. If sent here during a Hunt Down Fugitive quest, the Nervous Man will stand beside a large plank-roofed house belonging to a group of two houses. Wikipedia has an article on this subject at:Ponyri, Ponyrovsky District, Kursk Oblast Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Poor Cossack","Poor Cossack Troop Information Culture Cossack Hetmanate Wages 1 thaler/week Acquired from... Countryman- or -Commander Upgrades to... Poor Cossack (veteran) Upgrade Cost 10 thalers XP for Kill ? experience Ransom Value ? thalers Poor Cossacks are militia archers of the Cossack Hetmanate. Tactics[] Light militiamen as skilled in melee as Posad Marksmen but armed with Handmade Firearms - weaker than most militia archers' Matchlock Muskets, which they acquire when they become veterans - as well as wearing no designated armor, Poor Cossacks are good reliable infantry capable of bulking up garrisons while adding some suppressing fire during sieges or against cavalry charges - their only strong tactic, however, is to charge into battle in large numbers to become less vulnerable since, in small numbers, Poor Cossacks can be outgunned, cut down, or run over by cavalry. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Poor Cossack - Default Stats and Equipment Attributes Stat Points Level 4 Strength 7 Agility 7 Intelligence 0 Charisma 0 Health 46 Armor Head Village Cap Body SvitkaBroadcloth Dress Hand None Foot Village BootsBast Shoes Skills Skill Points Ironflesh 2 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics 2 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 60 Two Handed Weapons 40 Polearms 50 Archery 0 Firearms 65 Throwing 0 Weapons Melee Simple SaberCarpenter Axe Ranged Handmade FirearmBullets Shield None Mount None Gallery[] In-game stats and equipment Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran)" "Poor Cossack Pikeman","Poor Cossack Pikeman Troop Information Culture Cossack Hetmanate Wages 1 thaler/week Acquired from... Countryman- or -Commander Upgrades to... Poor Cossack Pikeman (veteran) Upgrade Cost 10 thalers XP for Kill ? experience Ransom Value ? thalers Poor Cossack Pikemen are militia infantry of the Cossack Hetmanate. Tactics[] Unreliable as pikemen since they may spawn with Lumberman Axes instead, they are very cheap but inefficient troops that should not be heavily relied on. As with other pikemen, they are best used when protecting archers against enemy cavalry - getting killed by a single bullet and/or easily dying in melee makes it ill-advised for Poor Cossack Pikemen to charge head in. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Poor Cossack Pikeman - Default Stats and Equipment Attributes Stat Points Level 4 Strength 7 Agility 7 Intelligence 0 Charisma 0 Health 50 Armor Head Village Cap Body SvitkaBroadcloth Dress Hand None Foot Village BootsBast Shoes Skills Skill Points Ironflesh 4 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics 2 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 70 Polearms 80 Archery 0 Firearms 0 Throwing 0 Weapons Melee ScythePitchforkLumberman Axe Ranged None Shield None Mount None Gallery[] In-game stats and equipment Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran)" "Poor Cossack Pikeman (veteran)","Poor Cossack Pikeman (veteran) Troop Information Culture Cossack Hetmanate Wages 4 thalers/week Acquired from... Poor Cossack Pikeman Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Poor Cossack Pikemen (veterans) are veteran militia infantry of the Cossack Hetmanate. Tactics[] Pikemen armed with a lance, they are cheap but inefficient troops that should not be heavily relied on. As with other pikemen, they are best used when protecting archers against enemy cavalry - getting killed by a single bullet and/or easily dying in melee makes it ill-advised for veteran Poor Cossack Pikemen to charge head in. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Poor Cossack Pikeman (veteran) - Default Stats and Equipment Attributes Stat Points Level 7 Strength 8 Agility 8 Intelligence 0 Charisma 0 Health 53 Armor Head Village Cap Body SvitkaBroadcloth Dress Hand None Foot Village BootsBast Shoes Skills Skill Points Ironflesh 5 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics 2 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 105 Two Handed Weapons 85 Polearms 95 Archery 0 Firearms 0 Throwing 0 Weapons Melee Simple Lance Ranged None Shield None Mount None Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran)" "Poor Cossack (veteran)","Poor Cossack (veteran) Troop Information Culture Cossack Hetmanate Wages 4 thalers/week Acquired from... Poor Cossack Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Poor Cossacks (veterans) are veteran militia archers of the Cossack Hetmanate. Tactics[] Light militiamen not much stronger in melee than their predecessors but armed with Matchlock Muskets as well as wearing no designated armor, veteran Poor Cossacks are good reliable infantry capable of bulking up garrisons while adding some suppressing fire during sieges or against cavalry charges - their only strong tactic, however, is to charge into battle in large numbers to become less vulnerable since, in small numbers, veteran Poor Cossacks can be outgunned, cut down, or run over by cavalry. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Poor Cossack (veteran) - Default Stats and Equipment Attributes Stat Points Level 7 Strength 8 Agility 8 Intelligence 0 Charisma 0 Health 49 Armor Head Village Cap Body SvitkaBroadcloth Dress Hand None Foot Village BootsBast Shoes Skills Skill Points Ironflesh 3 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics 2 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 75 Two Handed Weapons 55 Polearms 65 Archery 0 Firearms 80 Throwing 0 Weapons Melee Simple SaberCarpenter Axe Ranged Matchlock MusketBullets Shield None Mount None Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran)" "Pork","Pork Classic/Warband Viking Conquest Games Base value 85 75 100 89 Weight 15.0 Item Quantity 50 50 50 150 Morale Bonus +6 +6 +3 +6 Spoils No Yes Yes Yes Goods Type Food Made From... N/A Made Into... N/A Pork is a food item that provides a good morale bonus, however it is prone to spoilage in Warband and With Fire & Sword. Spoilage[] Pork will go through several stages over the course of five days before it becomes completely rotten: Pork Fresh Pork Day-old Pork Two Days-old Pork Smelling Pork Rotten Pork Despite the degradation of the food, the morale bonus remains constant until the pork is fully rotten, at which point it is no longer edible and provides no bonus. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Posad Marksman","For other uses, see Marksman (disambiguation). Posad Marksman Troop Information Culture Muscovite Tsardom Wages 1-4 thalers/week Acquired from... Staff Militiaman- or -Commander Upgrades to... Posad Marksman (veteran) Upgrade Cost 10 thalers XP for Kill ? experience Ransom Value 12 thalers Posad Marksmen are militia archers of the Muscovite Tsardom. Tactics[] Being militia archers - unlike other alternatives, they can spawn with two-handed Lumberman Axes for a heavier melee punch - armed with Matchlock Muskets, they should only be relied upon as fire support for Marksmen, New Order Marksmen, other infantry, and cavalry since, should they engage the enemy in close combat, they will wither away with only their clothing for protection. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Posad Marksman - Default Stats and Equipment Attributes Stat Points Level 4 Strength 8 Agility 6 Intelligence 0 Charisma 0 Health 47 Armor Head Cap Body Marksman Caftan Hand None Foot Bast Shoes Skills Skill Points Ironflesh 2 Power Strike 0 Grenade Throwing 0 Power Draw 0 Weapon Master 0 Shield 0 Athletics 2 Riding 1 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 65 Two Handed Weapons 45 Polearms 55 Archery 0 Firearms 50 Throwing 0 Weapons Melee Lumberman AxeSimple SaberCarpenter Axe Ranged Matchlock MusketBulletsLight Bullets Shield None Mount None Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard" "Posad Marksman (veteran)","For other uses, see Marksman (disambiguation). Posad Marksman (veteran) Troop Information Culture Muscovite Tsardom Wages 4 thalers/week Acquired from... Posad Marksman Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Posad Marksmen (veterans) are veteran militia archers of the Muscovite Tsardom. Tactics[] Being veteran militia archers - unlike Posad Marksmen and besides higher-than skill values, they never spawn with two-handed Lumberman Axes but always with better bullets - armed with Matchlock Muskets, they should only be relied upon as fire support for veteran Marksmen, veteran New Order Marksmen, other infantry, and cavalry since, should they engage the enemy in close combat, they will wither away with only their clothing for protection. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Posad Marksman (veteran) - Default Stats and Equipment Attributes Stat Points Level 7 Strength 9 Agility 7 Intelligence 0 Charisma 0 Health 50 Armor Head Cap Body Marksman Caftan Hand None Foot Bast Shoes Skills Skill Points Ironflesh 3 Power Strike 0 Grenade Throwing 0 Power Draw 0 Weapon Master 0 Shield 0 Athletics 2 Riding 1 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 80 Two Handed Weapons 60 Polearms 70 Archery 0 Firearms 65 Throwing 0 Weapons Melee Simple SaberSimple HatchetOld Hatchet Ranged Matchlock MusketBullets Shield None Mount None Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard" "Potoki","Potoki Settlement Information Type Village Kingdom Cossack Hetmanate Fortification Bratslav World Map With Fire & SwordPotokiBratslavTemplate:World Map/With Fire & Sword Potoki is a village of the Cossack Hetmanate, subordinate to Bratslav. Layout[] Player Elder Fugitive Potoki is built on a high ground, as a Polish/Cossack-style village with nineteen houses. In the center of the village is a church, and next to it is a water well. There are fields that grow cabbages, as well as plantations of decoration plants. The Village Elder can be found in the fenced area closest to the player's entrance, in front of a large straw-roofed house. If sent here during a Hunt Down Fugitive quest, the Nervous Man can be found in front of an isolated large straw-roofed house in the middle of the village. Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha" "Pottery","Pottery Games Base value 126 100 100 Weight 50.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Trade Made From... N/A Made Into... N/A Pottery is a non-consumable trade good. While generally inexpensive, pottery is quite heavy for its price and is not often worth carrying through bandit-infested regions for the small profit gained by trading it. Pottery can be bought cheaply at Halmar and Narra, as well as all Sarranid towns in Warband. In With Fire and Sword, pottery generally sells high at villages, with a few exceptions. It can be bought very cheaply from Crimean cities, Bakhchisaray in particular. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Powder","Powder Games Base value 400 Weight 40.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Trade Made From... N/A Made Into... N/A Powder is a good exclusive to With Fire & Sword. Fortresses will often pay above 600 thaler for powder, while towns often sell it for less than 300 thaler. This means that buying powder from towns and selling it at fortresses is a reliable means of earning money. However, most fortresses will not be able to purchase more than a few barrels of powder at a time, so traveling to multiple locations is required to maximize profits. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Priest Spasokukotsky","Priest Spasokukotsky Appears in Official Information Culture Polish Religion Catholic Character Details Hire Cost Free Likes Nogai Liked by Karlsson Dislikes Mamai, Hunger, Not Paid, Heavy Casualties, Retreating*(*Bugged, the action has a positive effect) Disliked by Tepes Character Background Background Priest Priest Spasokukotsky is one of the Heroes in With Fire & Sword. You can hire him for free. His personality is strangely similar to Borcha. Dialogue[] Main article: Priest Spasokukotsky/Interactions Stats and equipment[] Priest Spasokukotsky - Default Stats and Equipment Attributes Stat Points Level 5 Strength 8 Agility 6 Intelligence 15 Charisma 6 Health 43 Armor Head ? Body Robe Hand ? Foot Village Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting 2 Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment 1 Surgery 1 First Aid 2 Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade 2 Proficiencies Weapon Type Points One Handed Weapons 50 Two Handed Weapons 50 Polearms 50 Archery 50 Firearms 50 Throwing 50 Weapons Melee Pike Ranged ? Shield ? Mount ? Player's Companions Algirdas Bakhyt Colonel Zagloba Fatima Fedot Ingri Karlsson Mamai NogaiOksana Priest Spasokukotsky Sarabun Tepes Varvara Victor de la Buscador Yelisei" "Priest (disambiguation)","This article is a disambiguation page for Priest (disambiguation) The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Priest may refer to: Priest Spasokukotsky Angle Priest Briton Priest Goidelic Priest Priest Saxon Priest" "Prince Alexei Trubetskoi","Alexei Trubetskoi Official Information Kingdom Muscovite Tsardom Monarch Tsar Alexei Mikhailovich Title Vassal Personal Details Gender Male Prince Alexei Trubetskoi is initially a vassal of the Muscovite Tsardom. He is based on a real life Russian prince, Aleksey Trubetskoy, who died in 1680. Trubetskoy fought alongside the Cossack Ivan Sirko, the historical inspiration for the With Fire & Sword character of the same name, against the Crimean Khanate in 1659. Trivia[] The coat-of-arms of the Trubetskoy family has four quarters, combining the coats-of-arms of Latgale and Inflanty (modern Latvia), the Kingdom of Poland, the Grand Duchy of Lithuania, and the Principality of Moldavia. In the game, only the background colors are shown and the charges have all been removed. Wikipedia has an article on this subject at:Aleksey Trubetskoy This article is a stub. You can help out by expanding it. Muscovite Tsardom Monarch: Claimant: Tsar Alexei Mikhailovich Stepan Razin Vassals: Afanasiy Ordin-Naschokin Alexei Trubetskoi Alexei Vorotynsky Andrei Khovansky Boris Pushkin Boris Repnin-Obolevsky Fyodor Hvorostinin Fyodor Volkonsky Ivan Sontsov-Zasekin Naum Vasiliev Nikita Odoevsky Pavel Neskachikhin Semyon Prozorovsky Semyon Rakhmanin Semyon Urusov Vasiliy Buturlin Vasiliy Sheremetyev Yakov Cherkassky Yuri Boryatinsky Yuri Buynosov-Rostovsky" "Prince Andrei Khovansky","Andrei Khovansky Official Information Kingdom Muscovite Tsardom Monarch Tsar Alexei Mikhailovich Title Vassal Personal Details Gender Male Prince Andrei Khovansky is initially a vassal of the Muscovite Tsardom. He begins the game as the ruler of Pskov. Wikipedia has an article on this subject at:Ivan Andreyevich Khovansky (Tararui) This article is a stub. You can help out by expanding it. Muscovite Tsardom Monarch: Claimant: Tsar Alexei Mikhailovich Stepan Razin Vassals: Afanasiy Ordin-Naschokin Alexei Trubetskoi Alexei Vorotynsky Andrei Khovansky Boris Pushkin Boris Repnin-Obolevsky Fyodor Hvorostinin Fyodor Volkonsky Ivan Sontsov-Zasekin Naum Vasiliev Nikita Odoevsky Pavel Neskachikhin Semyon Prozorovsky Semyon Rakhmanin Semyon Urusov Vasiliy Buturlin Vasiliy Sheremetyev Yakov Cherkassky Yuri Boryatinsky Yuri Buynosov-Rostovsky" "Prince Boguslav Nesvizhsky","Boguslav Nesvizhsky Official Information Kingdom Polish Commonwealth Monarch King Jan Kasimir Title Vassal Personal Details Gender Male Prince Boguslav Nesvizhsky is initially a vassal of Polish Commonwealth. His fiefs are randomly generated at the start of each game. Trivia[] In Polish, his name is written as Książę Bogusław Nieświeski. Polish Commonwealth Monarch: Claimant: King Jan Kasimir Janusz Radziwill Vassals: Alexander Casimir Wolowicz Alexander Oginsky Andrzej Kmicic Boguslav Nesvizhsky Casimir Tyszkiewicz Fyodor Obukhovich Jan Skrzetuski Jan Sobieski Jan Zamojski Jan Zenowicz Janusz Kiszka Jerzy Halecki Krzysztof Grzymultowski Michal Vishnevetsky Michal Wolodyjowski Pavel Sapega Siegmund Slushka Stanislav Liantskoronsky Stanislaw Potocki Stefan Czarniecki" "Prince Ivan Sontsov-Zasekin","Ivan Sontsov-Zasekin Official Information Kingdom Muscovite Tsardom Monarch Tsar Alexei Mikhailovich Title Vassal Personal Details Gender Male Prince Ivan Sontsov-Zasekinis is initially a vassal of the Muscovite Tsardom. He begins the game as the ruler of Tver'. This article is a stub. You can help out by expanding it. Muscovite Tsardom Monarch: Claimant: Tsar Alexei Mikhailovich Stepan Razin Vassals: Afanasiy Ordin-Naschokin Alexei Trubetskoi Alexei Vorotynsky Andrei Khovansky Boris Pushkin Boris Repnin-Obolevsky Fyodor Hvorostinin Fyodor Volkonsky Ivan Sontsov-Zasekin Naum Vasiliev Nikita Odoevsky Pavel Neskachikhin Semyon Prozorovsky Semyon Rakhmanin Semyon Urusov Vasiliy Buturlin Vasiliy Sheremetyev Yakov Cherkassky Yuri Boryatinsky Yuri Buynosov-Rostovsky" "Prince Michal Vishnevetsky","Michal Vishnevetsky Official Information Kingdom Polish Commonwealth Monarch King Jan Kasimir Title Vassal Personal Details Gender Male Prince Michal Vishnevetsky is initially a Vassal of Polish Commonwealth. He has no fixed fiefs at the start. He is based on a real person, Michał Korybut Wiśniowiecki (1640–1673), who was a Ruthenian-Polish noble, one of the most powerful people in the Commonwealth, who was later crowned as the King of Poland. Wikipedia has an article on this subject at:Michał Korybut Wiśniowiecki Polish Commonwealth Monarch: Claimant: King Jan Kasimir Janusz Radziwill Vassals: Alexander Casimir Wolowicz Alexander Oginsky Andrzej Kmicic Boguslav Nesvizhsky Casimir Tyszkiewicz Fyodor Obukhovich Jan Skrzetuski Jan Sobieski Jan Zamojski Jan Zenowicz Janusz Kiszka Jerzy Halecki Krzysztof Grzymultowski Michal Vishnevetsky Michal Wolodyjowski Pavel Sapega Siegmund Slushka Stanislav Liantskoronsky Stanislaw Potocki Stefan Czarniecki" "Prince Semyon Prozorovsky","Semyon Prozorovsky Official Information Kingdom Muscovite Tsardom Monarch Tsar Alexei Mikhailovich Title Vassal Personal Details Gender Male Prince Semyon Prozorovsky is initially a vassal of the Muscovite Tsardom. He begins the game as the lord of Tula. Trivia[] In the game, the banner is based on the coat-of-arms of the Prozorovsky family, but on the real coat-of-arms, on the main shield the four quarters each have its own charge, and finally there is a smaller shield imposed on top of all of that (an inescutcheon). Strangely, in the game, the four charges on the main shield are all missing, and only the inescutcheon has a charge. This article is a stub. You can help out by expanding it. Muscovite Tsardom Monarch: Claimant: Tsar Alexei Mikhailovich Stepan Razin Vassals: Afanasiy Ordin-Naschokin Alexei Trubetskoi Alexei Vorotynsky Andrei Khovansky Boris Pushkin Boris Repnin-Obolevsky Fyodor Hvorostinin Fyodor Volkonsky Ivan Sontsov-Zasekin Naum Vasiliev Nikita Odoevsky Pavel Neskachikhin Semyon Prozorovsky Semyon Rakhmanin Semyon Urusov Vasiliy Buturlin Vasiliy Sheremetyev Yakov Cherkassky Yuri Boryatinsky Yuri Buynosov-Rostovsky" "Prince Semyon Urusov","Semyon Urusov Official Information Kingdom Muscovite Tsardom Monarch Tsar Alexei Mikhailovich Title Vassal Personal Details Gender Male Prince Semyon Urusov is initially a vassal of the Muscovite Tsardom. Trivia[] The Urusov family has Nogai origins, where urus means ""Russian"" in Turkic languages. In the game, the character's banner shows the Urusov family's coat-of-arms, but with the charges removed. This article is a stub. You can help out by expanding it. Muscovite Tsardom Monarch: Claimant: Tsar Alexei Mikhailovich Stepan Razin Vassals: Afanasiy Ordin-Naschokin Alexei Trubetskoi Alexei Vorotynsky Andrei Khovansky Boris Pushkin Boris Repnin-Obolevsky Fyodor Hvorostinin Fyodor Volkonsky Ivan Sontsov-Zasekin Naum Vasiliev Nikita Odoevsky Pavel Neskachikhin Semyon Prozorovsky Semyon Rakhmanin Semyon Urusov Vasiliy Buturlin Vasiliy Sheremetyev Yakov Cherkassky Yuri Boryatinsky Yuri Buynosov-Rostovsky" "Prince Valdym the Bastard","Prince Valdym the Bastard Official Information Kingdom Kingdom of Vaegirs Monarch King Yaroglek Title Claimant Personal Details Gender Male Prince Valdym the Bastard is the claimant to the throne of the Kingdom of Vaegirs. His father died when he was young, leaving Valdym in the care of his uncle, the regent Burelek, who was then the king. However, Burelek accused Valdym's mother of adultery, had her executed, and declared Valdym a bastard. Burelek died shortly afterwards (Valdym considers the short kingship of Burelek as a ""Sign of Heaven""), and his son, Yaroglek, took the throne. Valdym was smuggled away by a faithful servant, and now wants to take back the throne. Yaroglek counters Valdym's claim, stating that while the actions of his father were immoral, the man was still recognised as king of the Vaegirs, making his own claim to the throne just as legal as Valdym's. To end his reign on behalf of a dead man's crimes, he argues, is folly, and sets a disturbing precedent, which could ""destroy the institution that we call Monarchy"". Starting Equipment[] Flat Topped Helmet Courtly Outfit Lamellar Cuirass Leather Boots Mail Chausses Plain Heater Shield Military Pick Hunter Horse Trivia[] Like Former Queen Christina, Valdym's title of ""Prince"" won't be removed if he becomes king. Gallery[] Prince Valdym the Bastard in starting equipment Kingdom of Vaegirs Monarch: Claimant: King Yaroglek Prince Valdym the Bastard Vassals: Boyar Belgaru Boyar Bracha Boyar Crahask Boyar Doru Boyar Druli Boyar Gastya Boyar Harish Boyar Khavel Boyar Kumipa Boyar Marmun Boyar Meriga Boyar Mleza Boyar Naldera Boyar Nelag Boyar Ralcha Boyar Rudin Boyar Taisa Boyar Valishin Boyar Vlan Boyar Vuldrat Ladies: Lady Akilina Lady Drina Lady Erenchina Lady Haris Lady Iarina Lady Joaka Lady Junitha Lady Katia Lady Myntha Lady Nesha Lady Olekseia Lady Pelaeka Lady Seomis Lady Sepana Lady Sihavan Lady Tabath Lady Tamar Lady Tejina Lady Valka Lady Vayen" "Prince Yakov Cherkassky","Yakov Cherkassky Official Information Kingdom Muscovite Tsardom Monarch Tsar Alexei Mikhailovich Title Vassal Personal Details Gender Male Prince Yakov Cherkassky is initially a vassal of the Muscovite Tsardom. He begins the game as the ruler of Rzhev Fortress. This article is a stub. You can help out by expanding it. Muscovite Tsardom Monarch: Claimant: Tsar Alexei Mikhailovich Stepan Razin Vassals: Afanasiy Ordin-Naschokin Alexei Trubetskoi Alexei Vorotynsky Andrei Khovansky Boris Pushkin Boris Repnin-Obolevsky Fyodor Hvorostinin Fyodor Volkonsky Ivan Sontsov-Zasekin Naum Vasiliev Nikita Odoevsky Pavel Neskachikhin Semyon Prozorovsky Semyon Rakhmanin Semyon Urusov Vasiliy Buturlin Vasiliy Sheremetyev Yakov Cherkassky Yuri Boryatinsky Yuri Buynosov-Rostovsky" "Prince Yuri Boryatinsky","Yuri Boryatinsky Official Information Kingdom Muscovite Tsardom Monarch Tsar Alexei Mikhailovich Title Vassal Personal Details Gender Male Prince Yuri Boryatinsky is initially a vassal of the Muscovite Tsardom. This article is a stub. You can help out by expanding it. Muscovite Tsardom Monarch: Claimant: Tsar Alexei Mikhailovich Stepan Razin Vassals: Afanasiy Ordin-Naschokin Alexei Trubetskoi Alexei Vorotynsky Andrei Khovansky Boris Pushkin Boris Repnin-Obolevsky Fyodor Hvorostinin Fyodor Volkonsky Ivan Sontsov-Zasekin Naum Vasiliev Nikita Odoevsky Pavel Neskachikhin Semyon Prozorovsky Semyon Rakhmanin Semyon Urusov Vasiliy Buturlin Vasiliy Sheremetyev Yakov Cherkassky Yuri Boryatinsky Yuri Buynosov-Rostovsky" "Prison Tower","Prison Towers are constructible additions for Castles and Towns that decrease the chance of noble prisoners escaping. Ordinary soldiers cannot normally escape from dungeons, so the Prison Tower has no effect on them. Captured lords will attempt to escape every 48 hours. If you are holding them in your party, their success rate is 50%. In a castle or town without a Prison Tower, it is 30%. Prison Towers reduce that to a mere 5% (10% in With Fire & Sword), making escape difficult. Prison Towers use your skill in Engineer to determine how much money and how long it takes to be built. Construction[] Engineer Denars Days 0 7000 73 1 6650 69 2 5300 66 3 5950 62 4 5600 59 5 5250 55 6 4900 52 7 4550 48 8 4200 45 9 3850 41 10 3500 38 11 3150 34 12 2800 31 13 2450 27 14 2100 24" "Prisoners","You can take prisoners at the end of most battles or sieges. Some fights do not allow the option, such as freeing a village from bandits. You can only capture the enemies who have been knocked unconscious through the use of blunt weapons (horse charging is also blunt damage). Very rarely, sharp weapons may result in wounding, due to reasons unknown (possibly the surgery skill on the opposite side). Once you have taken prisoners, you may recruit them to your party, ransom them to Ransom Brokers (found in taverns in towns), or garrison them in a town or city. Money from ransoms can vary, depending how big the army was, if you captured a noble, or how good it is if it's a soldier (in classic Mount&Blade, all soldiers are worth 50 denars). In With Fire & Sword, sending your troops into battle without you will very often result in wounding enemy troops, which can be useful if on a quest to capture enemy soldiers. Prisoners can be a great source of money if you have high prisoner management, or a town or castle to store them in. If you have a town, you can put all your prisoners in it until a ransom broker appears in your tavern. If you have no town but have higher prisoner management, you can travel around capturing prisoners and selling them as you find ransom brokers. If you have a castle, you can check nearby towns until you find a broker, and then convey your prisoners to his location. List of prisoners. Your prisoner management skill governs how many prisoners you can take at a time: 5 for every point. The skill's base attribute is charisma. Prisoners are considered party members for the sake of calculating speed, thus the amount and speed of prisoners can result in increasing or decreasing Party Speed. You may want to avoid dragging around low value infantry, while keeping mounted prisoners around for a bit longer. It should be noted that keeping prisoners in castles or towns will result in them very, very gradually decrease in numbers, and eventually be gone altogether. This may be because they have fled or died. Contents 1 Noble Prisoners 1.1 Rescuing Lords 2 Captive Ladies 3 Recruiting prisoners 4 Viking Conquest 4.1 Prisoner recruitment 4.2 Tactics and Tips Noble Prisoners[] Lords or kings can be taken prisoner after their army is defeated if they fail to escape from battle (70% chance to escape in Warband, 80% in With Fire & Sword). Every 24 hours, there is a 5% chance that the kingdom from which they come will offer denars/thalers/peningas to get the prisoner released; refusing this will result in loss of honor, but will prevent them from raising a new army for as long as they are held captive. You can still capture a lord without using the prisoner management skill. If your prisoner capacity is reached, the lord will still be captured, possibly overfilling your max capacity (e.g. 6/5). However, if you remove a normal prisoner, you will not be able to go back over once the party is full. Prisoner lords will attempt to escape captivity every 48 hours, their chance of success is dependent on where you are holding them: 5% from within your party, 3% from a town or castle without a Prison Tower, and 0.5% from a town or castle with a Prison Tower (1% in With Fire & Sword). If you keep the captive nobles as your prisoners while you travel, you will notice that they gain the + symbol next to their name, like they have leveled up. However, there is no way to upgrade their skills. Rescuing Lords[] You can rescue captured lords of a neutral or friendly kingdom from your enemies in two ways. The first is to simply defeat the lord that took them prisoner in battle so long as he has not put them into a dungeon yet, this will automatically free the captured lord and you will gain +7 relation with them and +2 honor. In Warband, a second option is to sneak into a castle or town where a lord is being held captive, knocking out the prison guard (this can be very difficult in towns where you may find yourself surrounded by up to 4 high-tier troops, in a confined space, wielding only robes and a quarterstaff) then entering the prison and telling the captured lord that you're there to rescue him. This may become easier by bribing a village belonging to that town/castle to start a fire. The fire will start in one hour or at midnight by your choice, and most of the guards will be gone while fighting off the guards with the prisoner. It is also possible to rescue lords from a castle or town if they are held by a faction that is neutral to you. This is more attractive than attempting to sneak past the guards as it allows you to retain your normal adventuring equipment, which makes fighting a half dozen guard units quite a bit easier. It raises your relationship by 7 with the rescued lord as well as increasing your relation by 2 points with his home faction. There is also honor associated with ending their incarceration. There are no negative effects with the ruling lord or faction. In addition, if the captive lord has relatives, you can speak to the relative to receive a quest to rescue the captive lord, further increasing your relationship with him (by 1 when you accept the quest and by 8 when you successfully complete it), monetary, and experience gains. In total, this is one of the most effective ways to increase honor and relations as an unfactioned lord, and goes a long way towards building a future kingdom. Since troops are completely unnecessary it is best to just use a bare bones party of heroes and free all the lords possible. This is excluding the possibility of running into a roving hostile band. Note that if the faction of the quest giver and the faction that captured the lord in question make peace (before the player could finish this quest) then all the Lords (not the troops) of both of these factions will be automatically released, making it impossible to finish this mission since it will be cancelled. Once you have gotten the lord out of prison (it is a good idea to tell him to fight together with you, then order him to hold his ground in a corner out of sight) you have to defeat all the troops in the town or castle, without letting the lord get knocked unconscious; this can be very tricky when there are a lot of archers around. If a lord is knocked unconscious you will have failed the rescue, and the game will tell you that he had to be left behind. You cannot attempt a prison break in the same castle/town more than once every day, as the guards will instantly recognize you. Captive Ladies[] After capturing a castle or town, you may find ladies who failed to escape. In Warband, you can talk to them and let them go free (+1 relationship), or hold them prisoner for ransom (loss of relationship and honor, profit if a deal is offered). Recruiting prisoners[] You may attempt to recruit prisoners into your party through the Camp menu once every 24 hours. This may allow you to acquire a specific unit without having to train them yourself, or may give you a quick boost to your troop numbers. However, doing so comes at a cost to Morale of -3 for every prisoner that accepts your offer. There is also a high chance that freshly recruited prisoners will desert your party within the following day, although this can easily be prevented by putting them into a garrison. The chance of prisoners accepting the deal is based on your persuasion skill. 0 persuasion will have a success rate of 40%, every point increases the rate by 4% up to 80% at skill level 10. When recruiting prisoners, the choice to join your party is not made by individual units, but rather a troop type. In other words, if you have 3 Nord Recruits as prisoners, you will either get 0 or 3 of them. Exploit: If you really want to recruit prisoners and have enabled quitting without saving, save before trying to recruit prisoners. The chance of prisoners joining you is completely random, so loading and trying again could make prisoner management pretty useful, considering you can recruit prisoners once a day. Viking Conquest[] In Viking Conquest, it is also possible to capture prisoners, but the amount of prisoners you can have depends solely on the size of the party instead of the skill prisoner management. Party size Amount of prisoners 1 5 54 27 60 29 Prisoner recruitment[] Unlike in other modules, there are 2 ways you can recruit prisoners: * via the ""Talk"" interaction. This is available for only one prisoner / per 24h. The odds are lower then via the camp (depending on if you have Charisma 12, Persuasion 6, leadership 7, Renown, honor and religion). *via the ""Camp"" option. This is available for one group of prisoners of the same type (e.g. Norse Bodyguards) /per 24h. The group is selected randomly (could be just one prisoner if that is what you have). The number of prisoners that you can recruit in one go is limited to a total of 25 (the higher the morale the bigger chunk of the group is offered if you actually have 25 or more prisoners of that type) due to the fact that each prisoner recruited will lower your morale with 4 and morale can't go negative. On both you need to wait 24h before retrying (if you try faster then that, in Talk you will simply not have the dialogue option, while in camp you will just get a generic ""nobody is interested at this time"" at the lower left on your screen). Tactics and Tips[] A safe place to deposit your prisoners in Viking Conquest is the Refuge as nobody except you will see it - with the notable exception of Nobles, who are safer to be carried with you or in a town with a prisoner tower. Unlike in other modules, you can sell high tier prisoners to nobles, generally one at a time so this is not a reliable way to get rid of them (only a nice perk). Always recruit close to a town/garrison so you can deposit them there. The reason being is that they escape during the night and also (if you are high on cash) you can easily replenish your morale cheaply by asking the Kingdom Bard to sing for you and your men. Running with a low morale (generally below 45) could get you into issues like: desertions (could be in mass), mutinies (where essentially you will have to kill some of your troops). An effective way to recruit via the camp is: if you are close to a town you own and the camp interaction for recruitment can be used, you can just drop all the unwanted prisoners in the garrison, and leave the group you want to recruit." "Proficiencies","An example of Proficiencies in Mount&Blade. Weapon Proficiencies are the player's ability to use specific weapons. There are six in total and they include: One-handed weapons Two-handed weapons Polearms Archery Crossbows (replaced by Firearms in With Fire & Sword) Throwing The three melee proficiencies covers the use of swords, axes, spears, maces, etc. Polearms can be one- or two-handed but are considered their own weapon class. Using a weapon will increase its related proficiency. Certain throwing weapons can be used in melee in Warband; these weapons are usually weak in melee with a very short reach compared to their dedicated melee counterparts. Firearms replace Crossbows in With Fire & Sword, but function in the same way. There is also a secret Firearms proficiency in Warband, only used by the Flintlock Pistol. It starts at level 0, and you cannot spend Proficency Points on it, nor does it appear on your character page. You can only increase the skill level by using the Flintlock Pistol in combat. Overview[] Weapon proficiency is the skill you use for any weapon. Increasing your proficiencies allows the character to deal more damage with a melee weapon, and use ranged weapons more accurately. It also improves the weapon's attack speed. Proficiencies can be increased in two ways. One is to simply use the weapon in combat, and over time your skill with it will increase as you hit enemies with it. The other is to spend Proficiency Points gained upon level-up on the proficiency of your choice. The maximum level for any weapon proficiency is 1000.0, where neither points nor combat can increase weapon proficiency anymore. The Weapon Master skill level imposes a cap on all the proficiencies, restricting how these points can be spent. The cap does not prevent increases earned through actual use. Each point of Weapon Master increases the standard proficiency limit. The proficiency cap progression starts at 60 (for a Weapon Master skill of 0) and the cap increases by 40 points for each additional point of Weapon Master skill up to 460 (the game incorrectly states a cap of 420) Bear in mind that the higher the Proficiency is, the more Proficiency Points are needed to raise it further. For example, to increase the One-Handed Proficiency by one point when it is at 20 would take one Proficiency Point. If that skill was 380, the player might need to spend between 10 and 16 Proficiency Points to increase the proficiency by one point. This amount varies based on how high your Weapon Master skill is. The higher the proficiency skill, the more points one will have to spend. To get from 0 to 1000 Proficiency you would need 18,896,958 Proficiency Points, or in combat, an equivalent of reaching 500 Proficiency ~500 times, aka killing roughly 9,000,000 people. Assuming weapon master 10, 12 or 13: Proficiency Level Required Proficiency points 50 34 100 113 150 278 200 595 250 1184 300 2244 350 4113 400 7350 450 12893 500 29190 550 97822 600 276707 650 678782 700 1525257 750 3207958 800 5309958 850 7874958 900 10930958 950 14517958 1000 18896958 Combat progression roughly matches the progression shown above, r>0.9. Leveling Proficiencies[] Proficiencies can be leveled anywhere that combat (or combat training) occurs. Your character will gain experience towards the weapon they are using (bare hands/fists do not have a related Proficiency and therefore do not contribute to proficiency progression). Increasing weapon proficiencies will result in: Increased Damage (when using a melee weapon or a ranged weapon if it benefits from Power Draw/Throw skill) Faster Attack Speeds Increased Accuracy (when using a ranged weapon) All results are gradual and may need as many as 50 points in a proficiency to see a notable difference, though results are much more noticeable while proficiency is still low. The Weapon Master skill increases the rate at which proficiency points are earned, and raises the spending cap on all proficiencies. Proficiency increases more quickly when fighting higher level opponents and slower when fighting lower level opponents, in addition to other factors. It is also possible to benefit more from a single attack if the attack was particularly difficult or damaging. The more damage that is dealt with a weapon, the more experience the player earns towards that weapon's proficiency; therefore it may be a good option to couch lances as often as possible if the player uses one, as it can do massive amounts of damage. This means that it is often not necessary to invest weapon points in polearms if it is just for the use of lances, as it rises rather quickly anyway. Ranged weapon proficiencies increase faster when more difficult shots are landed rather than when damage is done (damage still counts, just not as much). Headshots provide a bonus to the difficulty multiplier as well as shooting while on a moving horse. Additionally, the type of ranged weapon used also affects shot difficulty. Thrown weapons receive a moderate increase in shot difficulty as they are universally shorter ranged than other ranged weapon types while crossbows receive a penalty for their ease of use. Bows receive neither a bonus or a penalty to shot difficulty calculations. As proficiencies reach higher skill levels (around 150 and higher), the number of weapon points needed to increase a proficiency by one skill level is increased. Around 150, it takes 3 or 4 points to increase a proficiency by one level. If the proficiency has already gained experience toward the next level through actual use, fewer weapon points will be required to raise it to the next level. 10 points are gained simply for leveling up, while an additional 5 points are given for every attribute point the player puts in Agility. Eventually, weapon points can be rather worthless when leveling very high proficiencies and it is a viable option to use them with your lower proficiencies in case you need to change tactics, pick up other weapons on the battlefield, or wish to fight in Tournaments where you may not receive your weapon of choice. Tips & Tactics[] While playing, it may be helpful to consider the following things: If you plan on using two-handed weapons, you may want to consider using Polearms, as they have longer reach. However, since the damage output is greater when the target is farther away, you may find yourself in trouble if surrounded by enemies at close range. If you plan on primarily using ranged weapons, you may want to specialise in bows and thrown weapons because their damage increases from character skill (Power Draw, Power Throw) and weapon proficiency (bow, thrown). On the other hand, crossbows and firearms make great backup weapons for primary melee fighters or simply characters not primarily built around combat (high Intelligence/Charisma focus), because they start with high damage output and neither require nor benefit from character skill investment and weapon proficiency (when it comes to damage), allowing the player to allocate their skill points elsewhere. In Warband, some throwing weapons can be used as melee weapons by pressing ""X"" and can be switched back to a throwing weapon by doing so again. Firearms can also be used in this way in With Fire & Sword, but the only throwing weapons are grenades, which cannot be used in melee. Even though your companions have the same proficiency for every weapon type, some companions initially have skill points spent on Power Draw or Power Throw, which means that they should use a throwing weapon or bow since those skill points cannot be reclaimed. Your starting proficiencies are affected by the choices you made during character creation. While on Poor AI settings, enemies will not hold their shields up at extreme distances between the player and themselves, so landing arrows or bolts on Poor AI settings is dramatically easier. Since experience is higher when higher damage is dealt, it is often useful to use a horse whenever you can to multiply your damage through speed. Firing into crowds at a distance and on a fast horse will raise ranged weapon proficiencies extremely quickly because target density is not a factor in shot difficulty. With Fire & Sword, one can achieve extreme level in one handed proficiency (over 1000) by fighting in duels in taverns, especially after their skill is high enough to allow for easier fights." "Prussia","The banner of Prussia. Prussia, or Königreich Preußen, is a nation in the Mount&Blade: Warband downloadable content, Napoleonic Wars. Background[] The glory and power of Prussia is a thing of the past, not the present. In 1812 the once mighty Prussia has been conquered and is now, forcibly, allied to the French. The military catastrophe of 1806 was a bitter lesson for the Prussian military, and the Prussian state overall, but a bitter lesson is still a lesson. Prussia learned from it and is now ready to once again rise to glory and power. The Prussian commitment to the campaign in Russia is half-hearted at most. Instead she is sharpening her swords, ready to rise against the French invader, should Napoleon’s army lose its war in Russia. Gone are the slow and uninspired troops of 1806, replaced by a newly reformed army, supplemented with Landwehr, Prussian militia, fighting for their homes, families and country. The success of France has lasted for too long and her generals have become too self-confident and proud. Now it is Prussia’s time to return the favour from 1806 and teach the French a lesson they will remember for a long time. Units[] Infantry 8. Brandenburgische Infanterie-Regiment - Line Infantry 23. Rheinische Infanterie-Regiment - Line Infantry 3. Kumarkische Landwehr-Regiment - Line Infantry Lutzowsches Freikorps - Line Infantry 1. Garde-Regiment zu Fuss - Foot Guard Schlesische Schützen - Rifleman Cavalry 6. Neumarkische Dragoner - Dragoon 1. Leib-Husaren-Regiment (Totenkopfhusaren) - Hussar Westfalische Landwehrkavallerie - Lancer 3. Brandenburgische Kurassier Regiment - Heavy Cavalry Specialists 36. Regiment der Fussartillerie - Artillery 4. Mansfelder Pionierskorps - Engineer Generalfeldmarschall Gebhard Leberecht von Blücher - Commander Voice commands & battle cries[] Prussian battle cries ""Für das Vaterland!"" - For the fatherland! ""Für König und Vaterland!"" - For king and fatherland! ""Gott schütze den König!"" - God save the king! ""Schlagt sie!"" - Beat them! ""Hurra!"" - Hurra! ""Auf geht’s Kameraden!"" - Let's go, comrades! Charge sound ""Angriff!"" - Attack! ""Attacke!"" - Attack! ""In den Nahkampf!"" - Into close melee! Surrender ""Ich ergebe mich!"" - I surrender! ""Ich gebe auf!"" - I give up! ""Nicht schießen!"" - Don't shoot! Officers ""Bereit machen!"" - Get ready! ""Anlegen!"" - Get ready! ""Feuer!"" - Fire! ""Nahkampfangriff!"" - Melee attack! ""Kompanie, vorwärts marsch!"" - Company, forwards march! ""Kompanie, vorrücken!"" - Company, Advance! ""Vorrücken!"" Advance! ""Die Position halten!"" - Hold this position! ""Haltet diese Position!"" - Hold this position! ""Verteidigt diese Position!"" Defend this position! ""Feuer nach eigenem ermessen!"" - Fire at will! ""Feuer frei!""Free fire! ""Zu mir!"" - On me! ""Kompanie, zu mir!"" Company, on me! ""Zurückfallen!"" Fall back! Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Pskov","Pskov Settlement Information Type Town Kingdom Muscovite Tsardom Villages Loknya World Map With Fire & SwordPskovTemplate:World Map/With Fire & Sword Pskov is a town of the Muscovite Tsardom, initially ruled by Prince Andrei Khovansky. It has the village Loknya. Contents 1 Layout 2 Trade 2.1 Consumes 2.2 Produces 3 Gallery Layout[] At peace: Accessible area Player Lord's Hall Prison Tavern Merchants In a siege: Accessible area Player Siege Ladders During peacetime, the merchants are all close to each other, and the prison is at the corner of the town. Unlike in other villages, the horse merchant does not stand beside any horses. During a siege, the layout of the houses have changed. There is currently no explanation for this. Two ladders are used in the siege, one on each side of the gates. Trade[] Consumes[] Produces[] Dried Meat Pottery Dyes Furs Powder Vodka Gallery[] Wikipedia has an article on this subject at:Pskov This article is a stub. You can help out by expanding it. Territory of the Muscovite Tsardom TownsCherkassk Moscow Pskov FortressesBryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' VillagesKlin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa TarusaValuiki Yefremovo" "Pub Visitor","Pub Visitor in Moscow. A Pub Visitor is a character you will encounter in various Taverns in Mount&Blade: With Fire & Sword. When approached you may make one of three different comments, or depart peacefully. When you approach him, he will be one of three things: Sober, Tipsy, or Drunk. If he is sober anything you say to him will result in him telling you to leave him alone. As for the other two, he will usually answer you. My fists are itching for a fight... Would you perhaps like to measure your strength? This choice will give you the option to choose an amount of money to bet for the fight from 5 thaler to 25. Only fists are allowed. Kicks will not work whilst fighting the patron. A randomly assigned clothing (ex: Cossack Zupan) will be given to you and the patron. What a face you have, friend. Excellent for scaring slow-witted lads. If you choose this option you will be taken to the courtyard just outside the main town area, where you will face three opponents called ""Pub Visitor"". Both you and they will have a Saber. There is a small chance that you keep the saber after the fight. It will have 25c damage and sells for a lot in both Russia and Poland. Let us raise our glasses for... This option will allow you to choose a King from one of the kingdoms. If you pick the right one, he'll accept the toast, and continually doing this will make him drunk. You can do this repeatedly, but sometimes a message appears that you also got drunk. When this message appears, you are thrown in jail, presumably after some lawbreaking (it does not matter if you are a lord of one of the factions, you'll still get arrested). If you pick someone other than the local king, he will declare you a spy and you will fight him in the courtyard. If you do not wish to bother the man, just select ""My Troops Await me..."" and you will exit the conversation. The list of possible remarks. Note: Winning any of these fights except with the first choice reduces your relation with the town or fortress by 1." "Quests","This article is a disambiguation page for Quests The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Quests are missions received during an average session of gameplay, which add flavor to the storyline. The following pages list quests divided by game. Quests (classic) — Mount&Blade and Mount&Blade: Warband quests. Quests (With Fire & Sword) — Mount&Blade: With Fire & Sword quests. Quests (Viking Conquest) - Viking Conquest quests. Quests (Bannerlord) — Mount&Blade II: Bannerlord quests." "Quests (With Fire & Sword)","For quests from other games, see Quests. This page shows all the quests that are exclusive to the Mount & Blade: With Fire & Sword. Tutorial Quests[] These are the tutorial quests in With Fire & Sword. They act similar to Warband tutorial quests and show the ropes for beginners for new players of Mount & Blade. Tutorial Talk to the Zamoshye Elder Zamoshye Bandits Peasant Taxes Bring Goods to Zamoshye Main Quests[] The False Dmitry: The main quest line of the Muscovite Tsardom. The Deluge: The main quest line of the Polish Commonwealth. The Secret of the Black Mace: The main quest line of the Cossack Hetmanate. Other Quests[] These quests can be obtained by asking for a special mission from any lord. Some are tied to specific factions or lords. Half a Kingdom for a Horse To the Sich with a Prisoner Help the Don Cossacks" "Quests (classic)","For quests from other games, see Quests. The help window that pops up the first time you receive a quest. There are many ways to receive quests in game, with a total of 55 to choose from throughout the world. Quests can provide a range of bonuses, including renown and morale, denars, and increases to relations with other NPCs. This page includes the repeated quests seen in the original and the DLCs. For main quest mission or quest exclusive to the DLCs, go to the disamguation page Quests. Contents 1 Villages 1.1 Village Elder 1.2 Others 2 Towns 2.1 Guild Masters 2.2 Others 3 Nobles 3.1 Lords 3.2 Monarch 3.3 Marshall 3.4 Ladies 3.5 Minister 4 Warband 4.1 Quest Merchant 5 Removed Quests 5.1 Warband Villages[] Quests found in villages will reward you with improved relations mostly. A population that likes you is more likely to give you better trained recruits in higher numbers. As they are only available sporadically, it is best to start questing early in the villages that give recruits you will need later in the game, such as Rhodoks, Vaegirs, and Nords. Additionally, if you own the fief, these quests raise the village's prosperity which leads to higher tax income. It seems like their quests refresh every 3 weeks - 1 of ""Bring Wheat/Grain to Village"", ""Deliver Heads of Cattle to Village"", and ""Train the Peasants"" quests will be available. Village Elder[] The Village Elder can only give a few quests, but completing them can increase the village’s prosperity. Bring wheat: It is a simple quest where you to buy and bring few packs of grains to the village. Deliver Heads of Cattle: You either have buy or steal an amount of cattle and deliver to the village where the quest is initiated. Train the Peasants: This quest is similar to Save the Village quest as it involves fighting a bunch of bandits with the exception of training a certain amount of peasants before the fighting happened. Others[] Save the Village: This quest is where you fight bandits infesting in the village. The reward is usually the village resource or further improved relations with the village. It can be found either accepting the quest from the farmer or accidently stumble an event. Help peasant: Within a village center, talking to random villagers will sometimes yield one who has suffered recent disaster. Giving them 300 denars will raise your reputation by 1. While this is expensive in the long run, it is almost always available in a village with poor or very poor prosperity and can sometimes be the only way to improve your standing with it. Towns[] Quests found in towns involve helping the people of the town in some way. Completing these quests will make the town's population like you more, and it will allow you to gain some denars. You cannot be given the same type of quest while the previous one is not complete or failed. That means you can chose few towns you don't care about (Towns with bad economy or belonging to potentially hostile faction) take the undesired quests there. The better quests will be available in other towns. Guild Masters[] The Guild Masters stand around in towns in various locations. While they are clearly visible in some towns, they can be hard to find in others. Just look for someone who is better dressed than the average townsman and who is not standing near a merchant stall. Deliver Units of Ale: You will be asked to deliver some wine/ale to the tavern of a certain town. Simple and quite rewarding. Escort Merchant Caravan to (town): This quest is where you escort the target caravan to a random town given by the Guild Master. Hunt Down Troublesome Bandits: This quest is where you simply hunt down a group of bandits. Ransom Girl from Bandits: You have to rescue the girl from a group of bandits demanding ransom. You can either pay the ransom or eliminate the bandit group. Move cattle herd: This quest seems similar to the one with the caravan. Unfortunately the cattle run away from the player instead of following you (in With Fire & Sword the cattle accompany you, making the quest much easier). It is not as difficult as it sounds, but requires some practice. Your party is usually quicker than the herd, so careful maneuvering should make the cows to follow the right path. Doing zigzags behind them usually is the best way to prevent them from escaping. Persuade lords to make peace: You will be asked to stop the war between the Guild Master's faction and another faction within 30 days. The Guild Master's faction has to be at war for this quest to be available, but in some cases this quest will exist after both factions have made peace. To complete this quest, you have to convince one named lord from each of the factions to accept a peace treaty. This can be achieved either through bribery (with the possibility of using Persuasion to reduce the price), using your good relation with the lord in question as a cause to force him to accept, or by capturing him. Normally lords have a 70% chance of escaping when you defeat them, but in the special case that the lord is a target of this quest, capture is guaranteed. Bribery may be easier, though you will still have to find the lord first. Bribery costs 7000 for one of the lords and 1500 for the other one. The one you speak to first always seems to be the one who requires the higher sum. The reward for completing this quest is quite a bit higher than any of the other quests: 4000 experience and 12,000 denars, an improvement in your relation (+5) with the quest-giving town, and a small increase in renown. Deal with Looters: You have 30 days to deal with bands of looters in the surrounding area, and each elimination earns you a reward in denars. You can report back to the Guild Master during the 30-day period to be rewarded accordingly. Track Down Bandits: This quest can be very frustrating. You have to kill a specific bandit unit, which is somewhere on the map, within 60 days. You can question other travellers (lords, villagers and merchant caravans) to get the time and place of their last encounter. After completing this quest you are rewarded with 2000 experience, 1000 denars and your reputation with the town increases by 2. This quest is worth taking if you have high Spotting and Tracking skills. Deal with Night Bandits: The Guild Master will ask you to deal with bandits who attack lone travellers at night. In this quest, you must fight alone versus two or more bandits. Others[] Help townsperson: Within a town center, talking to random townspeople will sometimes yield an unemployed one who asks you for 300 denars to help, especially if the town is poor. Paying the 300 denars will raise your reputation by 1. Save the Village: In the town's tavern, a farmer from one of the nearby villages can be found. He asks you to deal with bandits that have moved in and are threatening his fellow villagers. To complete the quest, go to the village and defeat the bandits. Note: If you use cheats to level up above level 62, the quest will nearly be impossible, as there can be thousands of bandits in that village, against which you are no match (also freezing/melting your computer during it) and you will have to forget the quest. Nobles[] Lords[] Quests given by lords include collecting taxes, catching criminals, delivering messages, and they may also wish to borrow one of your companions. Lord can be found in towns, castle keeps, or with their party in the overland map. Collect Taxes from (fief): You will be asked to collect the taxes from a town or a village. While collecting, after enough time has passed, the inhabitants of the town/village will become angry and you will be asked if you wish to continue collecting or to halve the taxes. If you continue collecting, the citizens/villagers may revolt and you will be forced to fight them, losing relationship with that town/village in the process. If you decide to halve the taxes, the lord who gave you the quest won't give you any reward. Collecting all the taxes gains you one fifth of that amount as your reward. Note: once you've completed this quest, the time limit is removed. If you are feeling a little greedy, you can keep the money for yourself (usually about 5000 denars). There is no penalty for not completing the quest, except that you can no longer get quests from that one lord until you've given him his money. This means that the only time it is problematic to not finish the quest is if you need your relationship with the lord to be increased. You can always finish the quest at a later date if you want, because gaining this much money earlier in the game is more beneficial than doing so later. Hunt Down Fugitive: You will be asked to kill a criminal who has taken refuge in a village. You must go to the village center and find a character named Nervous Man, talk to him, and kill him. Go collect your reward (usually 300 denars), but if you refuse to accept the money, you'll gain honor. Either way you finish this quest, you will always lose reputation with the village in which you killed the man. Escort Lady to Town: A lord will ask you to take one of his ladies to another town. This lady will join your party, and you are to escort her to the destination. Upon arrival, she will give you a reward. Note: There is a bug in Warband v1.157 (probably in earlier ones too) which prohibits you from escorting your wife to a town. When you reach the town, instead of the usual ""thank you"" dialog, you will be presented with the options that appear when you normally talk to your wife. If you choose to leave, the dialog will always reappear, creating a loop which can't be avoided (except if you decide to close and re-open the game). Lend companion: You will be asked to lend one of your companions to the lord for about a week. After the time has passed, go find this lord and he will return your companion to you (Warning, if you lend your companion to a lord that is convicted of treason, that companion will return to you after several weeks, or even a few months in rare cases). Lend surgeon: You will be asked to lend your best surgeon to an enemy lord for a few hours. Deliver Message to (character): You will be asked to deliver a message to a certain lord with a payment of 30 denars on the spot. Find the lord in question and speak to him. When you deliver your message, your relation with this lord will slightly increase. Note: If you decide to rudely decline delivering the message, your relation with the quest-giving lord will decrease. Collect debt from lord: You will be asked to return some money lent to one lord on behalf of another lord. To convince the lord into giving you the money back (usually 3500 denars) you can sacrifice your relationship status with him, effectively diminishing your standing in his eyes, or pay him (persuading him may raise/lower the cost). Return the money to the other lord and you'll get one fifth of that amount in return. Meet spy: You will be asked to travel to a certain town and talk to a spy, whose identity may be revealed with a code word given to you by the lord. You have to search during the day for the spy among the townsfolk. Speak to every wandering townsperson you see. If someone answers the secret code word, then you have found the spy. If the townsman/townswoman says ""Eh, what kinda gibberish is that?"" you know you have not found the spy. In With Fire & Sword, the spy is named Townsman. If you see the nametag ""Townsman"", then you have found the spy. Incriminate commander: You will be asked to send one of your elite troops inside an enemy town with incriminating evidence against an enemy lord. Accepting to send your man into the town will make you lose honor. Declining the quest will decrease your relation with the lord, but increase your honor. Train troops: You will be asked to train a random number of troops to a specific type, e.g. you are given 10 Vaegir Recruits to train them to Vaegir Infantry. Be sure not to train them any higher or they won't count toward the quest. Note that you do not have to give the lord those same troops he provided to you; in the example given, any Vaegir Infantry would do: rescued, captured, converted or otherwise. A good way to do complete this quest is to recruit a few more units than the lord gave you, then train them to a reasonable level at a Training Field before bringing them into combat to level them up faster. Kill local merchant: You will be asked to kill a merchant in a town to prevent him spreading information about the lord's debts. After accepting the quest some time will pass, then a message will pop up saying you have cornered the merchant in an alley. After the first few hits he may beg for mercy and you will get two options: kill him, or let him live if he agrees to drop the debts. Killing him results in the full reward and a loss of honor while letting him live cuts the reward in half. Note: It is also possible to kill the merchant with a one-hit kill (a ranged head shot), preventing him from asking for mercy . Capture prisoners: A straightforward quest, capture the specified number of the specified troop type and return them to the king/lord. Refusing the quest reduces your relationship with the lord by 1. Remember to order your party to use blunt weapons, since sharp weapons kill enemy units and you won't be able to capture them that way. Capture enemy lord: Capture an enemy lord and return him to the king/lord who gave you the quest. Bring Back Runaway Serfs: After accepting this quest, a few groups of serfs (peasants) will spawn close to the town you are in and quickly run away. When you talk to them you have the option to let them run, which boosts your relation with their original village, or to tell them to return to their village, which damages your relation with their hometown. Be sure to keep fairly close to the serfs if you tell them to return, if you wander too far they will try to run again. Being a mercenary: You will be asked to join that faction as a mercenary and be paid for your services. While a mercenary, the enemies and allies of the faction that hired you now become your enemies and allies, respectively. Unlike vassalage, you cannot capture land for yourself while serving as a mercenary. However, you can boost your relation with a faction enough so that after some time, the king may ask you to become a vassal. Follow the Spy to Meeting: You will be asked to follow a spy who is trying to meet with his accomplices. Since the spy is fast, you must rely on your Tracking skill (it doesn't need to be good, level 2 Tracking will suffice). After you have found the spy and his accomplices, you'll have to confront and fight them. In order to get the full reward from this quest, the spy and his handler must be left alive in this battle. After the two men are captured, return to the town to receive your reward. If you bring one of the two, the reward will be halved. Be advised, the spy leaves immediately! He won't wait on you, the moment you leave town he'll already be far away. Destroy Bandit Lair: You will be asked to find and eliminate a hideout for nearby bandits within 60 days. It will appear once you walk close enough to it on the map, but you can often guess its location by watching the movement of nearby bandits. The sight range might be affected by spotting range, so searching for it during daylight is advisable. Note that you cannot usually follow bandits back to their hideout, because upon seeing you they abandon their original route and flee directly away from you. Though, you may be able to follow the tracks from their wanderings. Completing the mission will reward you with a boost in relation (+4) with the lord, 3000 experience and 1500 denars. Denounce Lord: You will be asked to denounce a rival lord, either to their face or to the faction's king. Simply go to the party and select the dialog option. Denouncing a lord to his face will cause a large drop in his disposition towards you. Failing when denouncing a lord to the king causes a large drop in his disposition towards you as well. You are then given the option to turn in the lord who gave you this quest. If this is done, you lose honor but regain all but 1 of the disposition you lost with the king. If you don't turn the lord in, you gain honor. If you succeed in denouncing the lord, you get a large boost (~8) to disposition when you return to the lord who gave you the quest. Rescue prisoner: A lord will beseech you to recover one their family members from a prison in an opposing castle or town. Unfortunately, the ransom option does not appear to work in this situation. You can bribe the prison guard 100 denars to be allowed entry to the prison, but this does not help much as the guard keeps the key to the lord's chains (probably designed for the Deliver message to prisoner lord quest). It is necessary to fight the guards (convincing a nearby village with a bribe of up to 300 denars to fake a fire drastically reduces the number of guards). Oddly enough, whatever your method in completing the quest, neither your relationship with the lord of the castle, nor that of the faction he represents will be harmed. However, you will receive a fair relationship boost with the freed prisoner and a significant boost with the quest giver in addition to 2000 denars and 4000 experience points. Sometimes, you may encounter a bug where the prisoner lord become hostile to you which makes it impossible to complete the quest. This can only be fixed by shutting down and reopening the game. Also, be aware that once you have rescued the prisoner, if the lord is defeated again the quest will be cancelled and you cannot collect your reward. Raid caravan: A lord will ask that you provoke a war with another faction within 30 days. Accepting the quest will require you to attack a caravan of the other faction. Attacking a caravan will cause you to lose 5 relation with the opposing kingdom and also net a loss of one honor, but you do get the goods that come with destroying a caravan. Once the quest is completed, you will gain 10 relation with the lord who gave you the quest as well as 500 denars and 2000 experience; unfortunately, you will also lose another point of honor. Monarch[] The rulers of factions provide most of the same quests as regular lords, but there are a few exceptions. Give an oath of homage: Go to the king and give him your oath of homage. Marshall[] The chosen marshall will often summon the player when on a military campaign. When first summoned, you are given directions to his current location, though if you are far away when you receive them, it can sometimes be difficult tracking him down. Report to the marshall: Go to the marshall of your faction. Talk to him and he will give you another quest. Follow Marshall: Follow the army of the marshall. If you get too far away from the army you will fail, although the game will give you a warning first. In Warband, you can right-click on the marshall's party and select 'Accompany Party' to automatically follow him. This quest is postponed while completing any other quests given by the marshall, and reinstated upon their completion. Following the marshall until his campaign is over can grant you a lot of experience. Deliver Heads of Cattle (Marshall): You have to buy (or steal) cattle in a village and deliver them to the marshall's army. Join an assault: Your marshall asks you to join an assault of a town or a castle. Scout: You will be asked to scout three places (usually nearby castles and villages) and then report back to the marshall. To scout the places, you must move close enough to them until a message appears saying that (name) has been scouted. Ladies[] Found in towns or castle keeps, ladies need the player to champion themself for their sake. Deliver message to prisoner lord: Duel for lady: You will be asked to defend the honor of the lady and defeat the lord that sullied her name. You must visit that lord and challenge him, in a one-on-one full equipment battle in the tournament area. If you win, you'll lose a lot of relationship points with the lord but gain a lot with the lady, who also gives you a reward (usually 3000 denars) no matter what you say. Rescue prisoner lord: You will be asked to free a noble (normally the lady's husband) from a prison in an opposing castle or town. This is essentially the same quest as given by lords. Resolve dispute: Two lords have a dispute with each other, requiring your intervention. Minister[] Found at your court if you have your own faction, he helps manage your realm and can also issue quests that will increase your control over it. The Minister can also give you the Resolve dispute quest. Warband[] The following quests were added in Mount&Blade: Warband. Quest Merchant[] Five new tutorial quests through the Quest Merchant. Collect Five Men: Recruit at least 5 troops through any means and return to the Quest Merchant in the town's tavern. Learn Where the Hostages are Held: Defeat the Band of Robbers that are just outside the town to reveal the location of the bandit lair where the Merchant's brother is being held. Attack the Bandit Lair: Attack the bandit lair then return to the Merchant. Save Town from Bandits: After defeating the bandits, the Merchant will ask you to assist him in defending the town. If you accept, you will lead a group of townspeople and guards against a band of looters and bandits. Removed Quests[] These quests can still be found in the game code but are disabled and/or unfinished. Warband[] Hunt down raiders: A group of raiders have attacked a village. The player must stop them before they reach their camp. Bring back deserters: Lord is worried about amount of deserters. Player must go and capture a certain amount of deserters and bring them back to the lord to force them to join the ranks. Deliver supply to center under siege: A town is under siege. Player must take supplies from a set location and deliver the supplies to the towns seneschal. Bring reinforcements to siege: Allied lord has besieged a town. Player must escort a set amount of troops to help him/her take down the town. Rescue lady under siege: Lord's relative is trapped within the walls of a sieged town. Player must travel to the town and save set lady. Bring prisoners to enemy: Faction enemy wants to ransom prisoners from your allied lord. Player must transport prisoners to random location in exchange of 100 denars. Capture messenger: The enemy is plotting something. A lord will send the player to capture a messenger. Deliver message to lover: A lord has requested the player to deliver a love letter he has written to a lady. The player must deliver the letter to said lady. Player can also betray the quest giver by delivering the letter to said lady's father instead. A Hunger for Crows: Nothing is known about this Quest except there was a character named Askeladd Bjornsson." "Radzilow","Radzilow Settlement Information Type Village Kingdom Polish Commonwealth Fortification Warsaw World Map With Fire & SwordRadzilowWarsawTemplate:World Map/With Fire & Sword Radzilow is a village of the Polish Commonwealth, subordinate to Warsaw. Layout[] Player Elder Fugitive Radzilow is built on flat terrain. It is a Polish/Cossack-style village with fourteen houses, grouped in two or three. In the middle of the village there is a church. There are two horses under a stable. The Village Elder can be found in front of the first house on the right from the player's entrance. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be standing in front of the middle house in the group of three houses furthest from the player's entrance. Wikipedia has an article on this subject at:Radziłów Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Ramun the Slave Trader","Ramun, upstairs in the Tihr tavern. Ramun the Slave Trader is a dealer in galley slaves. When first approached, the player assumes he is a trader but wonders where his merchandise is. After dropping a few hints, it is made clear that he sells prisoners to ship captains to serve as oarsmen. Ramun performs a similar function to the Ransom Brokers except he almost always resides at Tihr. If not on ground level, he probably is upstairs. He also can occasionally be found in Yalen. He buys prisoners like other ransom brokers but also instructs the player how to efficiently capture prisoners. Ramun buys all prisoners with a fixed value of 50 denars, meaning the player can get more money for bottom tier units, like farmers and bandits, but will sacrifice profits on any unit starting from tier 2 (with the exception of Camp Followers), being completely wasteful for elite units such as Swadian Knights or Nord Huscarls. In With Fire & Sword, Ramun resides at Reval. He buys at a much higher price than other ransom brokers, buying even mere bandits for often over 150 thalers. However, he actually pays one-tenth the listed price, which is probably a bug. Dialogue[] With Fire & Sword[] Main article: Ramun the Slave Trader/Interactions/With Fire & Sword See Also[] Aethelmaer, the Slaver, his equivalent in Viking Conquest" "Ramun the Slave Trader/Interactions/With Fire & Sword","This is a list of interactions with Ramun the Slave Trader from With Fire & Sword. Introduction[] Good day to you, (young man/my lass). You look like a trader... but I don't see any merchandise. A trader? Oh, aye, I certainly am that. My merchandise is quite special, however. It has to be fed and watered twice a day and tries to run away if I turn my back. You sell livestock? Near enough. It is thanks to me that the galleys of the Sublime Porte move, by my grace sail the taridas of the king of Sicily and even the ships of Louis the king of France. Ah, galley slaves... Galley slaves, indeed! This city prospers thanks to my living goods. I am but its humble servant -- so to speak. Where do your slaves come from? They come to me in a number of ways -- some are Yesir, Tatar captives or prisoners of war, or bandits and deserters captured during raids... You can't be picky about your suppliers in this line of work. You wouldn't happen to have any prisoners yourself, would you? Me? And why not? You're a warrior clear enough, and in your battles you might take a prisoner or two. Anyhow, I pay good money for every man you can offer. Hmm. I'll think about it. See that you do! There's a lot of silver to be made, make no mistake. More than enough for the both of us. I beg your pardon -- there's no time for talk just now. Trade[] Hello, player. What can I do for you? I have something that might be of interest to you. Well, then. Let's see what you have... A pleasure doing business with you. Could you give a few tips on how to take somebody prisoner? Ha, you're new to this, aren't you? Well it's not complicated. The basic rule of taking someone prisoner is to knock him down with a blunt weapon, like a mace or a club, instead of cutting him open with a sword. That way he goes to sleep for a little while, instead of bleeding to death, you see? You do have a blunt weapon, don't you? Of course. Good. So, all you need to do is beat the sorry sod down with your weapon, and then when the fighting's over you clap him in irons. It's a bit different for nobles and such, since they tend to be protected well enough that it won't matter what kind of weapon you use. But your average rabble-rouser will bleed like a stuck pig if you go at him with anything sharp. I'm not too picky about what I'll buy, so long as they can walk. Umm, I don't think so. No? Heh, well, this must just be your lucky day. I've got an old club lying around that I was going to throw away. Here, have it, it's still strong enough to knock someone unconscious. Thank you. I'll give it a try. Can you tell me again about taking prisoners? Alright, I'll try and explain it again in simple terms. The basic rule of taking someone prisoner is to knock him down with a blunt weapon, like a mace or a club, instead of cutting him open with a sword. That way he goes to sleep for a little while, instead of bleeding to death, you see? It's a bit different for nobles and such, since they tend to be protected well enough that it won't matter what kind of weapon you use. But your average rabble-rouser will bleed like a stuck pig if you go at him with anything sharp. Alright, I think I understand. Anything else? Well, it's not as simple as it sounds. Blunt weapons don't do as much damage as sharp ones, so you'll have a little more trouble bringing your enemies down. And trust me, most of the scum you run across would just as soon kill you as look at you, if you give them half a chance. So don't expect any courtesy when you pull out a club instead of a sword. Plus, having to drag prisoners around will slow down your party, which is why some people just set their prisoners free after the fighting's done. Me, I call that madness. How could anyone turn down all that cash, eh? Is that it? Ah yes, just one last thing. Managing prisoners is no easy task -- you could call it a skill in itself. If you want to capture a lot of prisoners, it'll take no little sweat, or you won't be able to hang on to a single man you catch. Thanks, I'll keep it in mind. I need to get going... Remember, any prisoners you've got, bring them to me. I'll pay you good silver for every one." "Ranged Weapons (With Fire & Sword)","For the ranged weapons featured in the first games, see Ranged weapons. The Ranged Weapons in Mount&Blade: With Fire & Sword are somewhat different compared to the preceding games. Guns are introduced as powerful ranged weapons that are often one-shot kill. There are no crossbows, and thrown weapons are replaced by expensive grenades, though strangely you can take Throwing Knives from the hero, Fatima. Contents 1 Firearms 1.1 Muskets 1.2 Carbines 1.3 Pistols 2 Bows 3 Grenades Firearms[] There are a large amount of guns; the most expensive is the handcrafted double-barrelled Dutch pistol which is 126,000 thalers. This is the same one which is shown on the game main menu, where the soldier has one in his left hand as well as a grenade in his right. Muskets[] Muskets are quite inaccurate, but with a large group of musketeers, in ""fire at will"" mode for example, guns can be highly effective, especially in wagon forts and siege defenses against infantry. Muskets are very good weapons on average, they have low accuracy and long reload time, but they do high damage and can also be used as a makeshift blunt weapon by pressing x. Their ammo comes around 15 bullets per bag. They are more expensive than bows by quite a lot, but they are perfect for beginners. The best muskets cannot be used on horseback. Carbines[] Carbines are light, two handed firearms that are capable of firing mounted or unmounted from horseback. Carbines are lighter, less powerful, and have lower range and accuracy than their full length counterparts. Pistols[] Pistols are one-handed smooth-bore firearms. They can be used from horseback and their being one-handed means it is also possible to use a shield with one. Pistols are also cheaper and reload faster, though they have correspondingly lower damage and lower accuracy owing to lighter shot and shorter barrels. Once discharged, pistols can be used as a small mace by pressing X. Bows[] Bows return in With Fire & Sword, featuring larger quivers and several name changes. While guns feature loud noises and powerful strikes, bows still have much higher rates of fire and significant staying power with their larger quivers. Bows are more accurate than their gunpowder brethren, however arrows are relatively slow and suffer from severe drop making them less useful at long distances. In addition, bow raw damage is usually insufficient to incapacitate a trooper in one shot and will usually require several follow up hits to finish off. Composite Bows are the best bows, but are very expensive and usually require 6 Power Draw, which requires at least 18 Strength. A gunline facing an bowline would inflict greater initial casualties, but may have trouble reloading as they take fire from the faster firing bows. Bows are rarer to find than guns though, as most of Europe has modernized. Bows are still far cheaper than guns in every way, including their ammo. However, the outdated Crimean Khanate still uses tactics it used nearly a thousand years ago, meaning bows are more widespread. Unfortunately, this makes protectorate duties from the Ottoman Empire an absolute necessity. Bowmen can also be seen among Muscovite Tsardom and Polish Commonwealth ranks, although strictly confined to cavalry and mercenary. Grenades[] Grenades are expensive items that have a very limited range and a heavy arc. They also can't refill unlike ammunition and since they are very expensive, the player might not deem the price worth it. However, they have massive damage and splash and can kill up to 15 enemies in one hit, and injure countless more if you time it right. This makes them useful in siege attack and defense, where large clusters of slow-moving soldiers beneath walls make for perfect grenade targets. After the updates, they do not refill after battles but have more ammo." "Ranged weapons","Ranged Weapons are the alternative to hand-to-hand combat. They are very useful in most situations, but are difficult to handle effectively against enemies that manage to get in close - this means short-ranged melee weapons are still a good idea even if you want to specialize in archery. Other than bows, crossbows, and thrown weapons, Warband features the the hidden Flintlock Pistol which cannot be seen in the game without cheating or editing the game code. If any ranged weapons run out of ammunition in the field, players may pick up dropped quivers. Additionally, both Warband and With Fire & Sword permit players to pick up arrows, bolts, and some thrown weapons from the terrain, which may then be fired again. An important thing to remember when using ranged weapons is that when firing in third person view, the shot is actually aimed about a foot and a half below the targeting reticule when at point blank range, meaning that different levels of compensation are needed to accurately hit targets between the two views at the same range. Contents 1 Stats 2 Types 2.1 Bows 2.2 Crossbows 2.3 Thrown 3 Ranged Modifiers Stats[] Name: The name of the weapon. This may include a single modifier, indicating improved or reduced stats. Type of Handling: Certain thrown weapons may be wielded as melee weapons by toggling the weapon mode (""X"" by default). Other ranged weapons can only be used from a distance. Sell Price: Without any modifiers, this price is exactly one tenth of the true value of the item, and one twentieth of the purchase value from a store. When looted from battle, items will display their true value. Modifiers will change this value. Weight: Affects overall encumbrance (the speed at which you travel). This also increases the delay after parrying or blocking before another attack can be made with the weapon. Blocking a high weight weapon with a low weight weapon results in a short stun period. With the roles reversed, the result is a standard block of the lighter weapon. The weight of the weapon also affects its ability to crush through blocks. For most ranged weapons outside of those with melee capability, the weight only serves to encumber the wielder. Damage ""c"" (cut): Damage dealt by swinging the weapon. Cutting weapons often do bonus damage against lightly armored targets, but deal significantly lower damage to heavily armored assailants (compared to piercing and blunt damage). Throwing Axes, Throwing Daggers, and Throwing Knives inflict this type of damage, as well as the various Throwing Spears and Javelins when swung in melee. Damage ""p"" (pierce): Damage dealt by firing bows, crossbows, and using Javelins or Throwing Spears. Piercing weapons have higher armor penetration than cutting weapons without losing as much effectiveness against lightly armored targets compared to blunt weapons. Damage ""b"" (blunt): Stones and arena weapons are currently the only ranged weapons that deal blunt damage. Accuracy: The maximum effective accuracy of the weapon once the optimum proficiency is reached. The minimum proficiency needed increases alongside the weapon's base damage. Exclusive to ranged weapons. Speed Rating: Affects attack and block speed, as well as weapon speed bonus (bonus damage based on weapon speed while attacking). This also affects the weapon's ability to crush through blocks. For ranged weapons without a melee mode, this only shows the rate of fire and reload speed of the weapon. Missile Speed: This determines how fast fired projectiles will travel. Higher rating will increase the distance a missile can travel, how much the weapon's aim must be offset to account for missile drop, the chance for the missile to bypass a blocking defender's shield, and adds bonus damage in the same way as the speed bonus for melee attacks. The ""Speed"" stat determines the rate of fire. All projectiles drop at the same rate, so range is determined by the projectile's flight speed as well as its trajectory. The speed of any given projectile is a hidden value not shown in-game, and must be discovered by accessing the document ""item_kinds1.txt"" in the ""Native"" module folder. Weapon Length: This attribute is exclusive to certain thrown weapons when used as a melee weapon. Requirements: Many ranged weapons require a certain level of Strength, Power Draw, or Power Throw in order to be used. Types[] There are three types of ranged weapons in the game. Bows[] Bows are the standard ranged weapon. They are cheaper and can have larger supplies of ammunition than alternative weapons, but their accuracy and damage suffer with low proficiencies. ▼ Show/Hide Bows ▼ Weapon Power Draw Damage Accuracy Attack Speed Missile Speed Weight Price Modifiers Hunting Bow - 15(pierce) 99 100 52 1.0 17 MasterworkStrongBentCracked Short Bow 1 18(pierce) 99 97 55 1.0 58 MasterworkStrongBentCracked Nomad Bow 2 20(pierce) 99 94 56 1.3 164 MasterworkStrongBentCracked Long Bow 3 22(pierce) 99 79 56 1.8 145 MasterworkStrongBentCracked Khergit Bow 3 21(pierce) 99 90 57 1.3 269 MasterworkStrongBentCracked Strong Bow 3 23(pierce) 99 88 58 1.3 437 MasterworkBentCracked War Bow 4 25(pierce) 99 84 59 1.5 728 MasterworkStrongBentCracked ▲ Show/Hide Bows ▲ Crossbows[] Crossbows do more base damage than other ranged weapons, but they don't receive the same damage bonuses from player skills, and so they quickly fall behind. ▼ Show/Hide Crossbows ▼ Weapon STR Damage Accuracy Attack Speed Missile Speed Weight Price Modifiers Other Hunting Crossbow - 37(pierce) 99 47 50 2.3 22 MasterworkBentCracked Light Crossbow 8 44(pierce) 99 45 59 2.5 67 MasterworkBentCracked Crossbow 8 49(pierce) 99 43 66 3.0 182 MasterworkBentCracked Cannot be used on horseback Heavy Crossbow 9 58(pierce) 99 41 68 3.5 349 MasterworkBentCracked Cannot be used on horseback Siege Crossbow 10 63(pierce) 99 37 70 3.8 683 MasterworkBentCracked Cannot be used on horseback ▲ Show/Hide Crossbows ▲ Thrown[] Thrown weapons are ranged weapons cast directly from the hand. They suffer from very low ammunition counts and can be quite expensive, but offer excellent damage. ▼ Show/Hide Thrown weapons ▼ Weapon Stack Amount Power Throw Throw Damage Attack Damage Attack Speed Missile Speed Weight Price Modifiers Stones 18 - 11(blunt) - 97 30 4.0 1 Large Bag Throwing Knives 14 - 19(cut) - 121 25 3.5 76 Large BagBalancedHeavyBent Throwing Daggers 13 - 25(cut) - 110 24 3.5 193 Large BagBalancedHeavyBent Darts 7 1 22(pierce) - 95 28 5.0 155 Large BagBalancedHeavyBent War Darts 7 1 25(pierce) - 93 27 5.0 285 Large BagBalancedHeavyBent Javelins 5 1 34(pierce) SWING12(cut)THRUST14(pierce) SWING91THRUST95 25 5.0 300 Large BagBalancedHeavyBent Throwing Spears 4 2 44(pierce) SWING18(cut)THRUST23(pierce) SWING87THRUST91 22 4.0 525 Large BagBalancedHeavyBent Jarids 4 2 45(pierce) SWING16(cut)THRUST20(pierce) SWING89THRUST93 24 4.0 560 Large BagBalancedHeavyBent Light Throwing Axes 4 2 35(cut) SWING26(cut)THRUSTNone 99 18 5.0 360 Large BagBalancedBent Throwing Axes 4 3 39(cut) SWING29(cut)THRUSTNone 98 18 5.0 490 Large BagBalancedBent Heavy Throwing Axes 4 4 44(cut) SWING32(cut)THRUSTNone 97 18 5.0 620 Large BagBalancedBent ▲ Show/Hide Thrown weapons ▲ Ranged Modifiers[] Both ranged weapons and their ammunition may have modifiers. Equipment Modifiers One Handed Two Handed Two Handed / One Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Masterwork +4 +6 +5 +9 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Polearms Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Bent - -3 -3 -35% 100% Rusty - -3 - -45% 100% Cracked - -5 - -50% 100% Polearm / Two Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Bows Name Power Draw Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Strong +2 +3 -3 +360% 40% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Crossbows Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Thrown Name Power Throw Requirement Damage Missile Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Bent - -3 -3 -35% 100% Ammunition Name Stack Amount Damage Price Shop/Loot Chance Large Bag +13% - +90% 30% Bent - -3 -35% 100% Note: Thrown weapons can only carry the ""bent weapon"" modifier. Firearms Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Armor Name Protection Price Shop/Loot Chance Lordly +6 +1050% 25% Reinforced +4 +550% 25% Hardened +3 +290% 30% Thick +2 +160% 35% Sturdy +1 +70% 50% Crude -1 -17% 100% Battered -2 -25% 100% Ragged -2 -30% 100% Rusty -3 -45% 100% Tattered -3 -50% 100% Cracked -4 -50% 100% Shields Name Durability Resistance Price Shop/Loot Chance Reinforced +83 +4 +550% 25% Thick +47 +2 +160% 35% Battered -26 -2 -25% 100% Cracked -56 -4 -50% 100% Horses Name Riding Requirement Armor Speed Maneuver Charge Damage Hit Points Price Shop/Loot Chance Champion +2 - +4 +2 +2 - +1350% 20% Spirited - - +2 +1 +1 - +550% 60% Heavy - +3 - - +4 +10 +90% 70% Stubborn +1 - - - - +5 -10% 100% Swaybacked - - -4 -2 - - -40% 100% Lame - - -10 -5 - - -60% 100% Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment" "Rank Cossack","Rank Cossack Troop Information Culture Mercenaries Wages 14 thalers/week Acquired from... Infantry Commander Upgrades to... Rank Cossack (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Rank Cossacks are regional mercenary horse archers of the Cossack Hetmanate and the Polish Commonwealth. They can be hired in Lviv, Krakov, Minsk, and Slutsk. Tactics[] Essentially mounted Town Cossacks, they mostly use two sets of arms - either lance and pistol or carbine and saber - and ride weak-but-very-fast Bahmat horses. The fast-horse-with-lance combination makes Rank Cossacks great shock troops that, thanks to their firearms, can also fight at range. One tactic able to ensure victory over enemy forces - even those stronger than the player's army - consists of having Rank Cossacks repeatedly charge enemy lines followed by instant withdrawal, discharging their firearms while pursued by enemy troops, turning back when far from the bulk of the enemy army, then charge again. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Rank Cossack - Default Stats and Equipment Attributes Stat Points Level 12 Strength 12 Agility 11 Intelligence 4 Charisma 5 Health 51 Armor Head Rank Cossack Cap Body Rank Cossack Uniform Hand None Foot Cavalry Boots Skills Skill Points Ironflesh 2 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 5 Shooting from Horseback 5 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 135 Two Handed Weapons 115 Polearms 125 Archery 0 Firearms 145 Throwing 0 Weapons Melee Cavalry LanceSaberSimple SaberSimple Cossack Saber Ranged Simple Wheellock CarbinePistolOld Pistol Shield None Mount Steppe Horse Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran) Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "Rank Cossack (veteran)","This article is a stub. You can help out by expanding it. Rank Cossack (veteran) Troop Information Culture Mercenaries Wages ? thalers/week Acquired from... Rank Cossack Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Rank Cossacks (veterans) are veteran regional mercenary horse archers of the Cossack Hetmanate and the Polish Commonwealth. Tactics[] Essentially mounted veteran Town Cossacks, they mostly use two sets of arms - either lance and pistol or carbine and saber - and ride weak-but-very-fast Bahmat horses. The fast-horse-with-lance combination makes veteran Rank Cossacks great shock troops that, thanks to their firearms, can also fight at range. One tactic able to ensure victory over enemy forces - even those stronger than the player's army - consists of having veteran Rank Cossacks repeatedly charge enemy lines followed by instant withdrawal, discharging their firearms while pursued by enemy troops, turning back when far from the bulk of the enemy army, then charge again. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Rank Cossack (veteran) - Default Stats and Equipment Attributes Stat Points Level 17 Strength 17 Agility 14 Intelligence 5 Charisma 1 Health 58 Armor Head Rank Cossack Cap Body Rank Cossack Uniform Hand None Foot ? Skills Skill Points Ironflesh 3 Power Strike 2 Grenade Throwing 0 Power Draw ? Weapon Master 4 Shield ? Athletics ? Riding 5 Shooting from Horseback 6 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 150 Two Handed Weapons 130 Polearms 140 Archery 0 Firearms 160 Throwing 0 Weapons Melee ? Ranged ? Shield None Mount ? Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran) Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "Ransom","You can ransom common prisoners (soldiers, bandits, etc.) for 50-300 denars. Kingdoms will often offer to ransom any captured lords in your possession for anywhere between 1,500-5,000 denars, while leaders (kings, queens, etc.) go for much higher prices (even over 80,000 denars at times). As selling prisoners to Ransom Brokers can be a highly profitable enterprise, especially early to mid game, there are a number of ways to increase the number of captured prisoners. One way to do so is simply to order your troops to use blunt weapons to knock the enemy out. Another way is to recruit Manhunters to your army, since they exclusively use bludgeoning weapons and can be upgraded to potent light cavalry, though this can be difficult as the only way to acquire them is to recruit them from prisoners. Finally, one shouldn't ignore the possibility of equipping a bludgeoning weapon and hunting down prize enemies personally. Noble prisoners[] Common prisoners can be handed over in taverns to wandering Ransom Brokers, however, lords can not be ransomed this way. You have two other options with lords: you can hold onto them and wait for their kingdom to offer a reward, or sometimes a competing kingdom will offer to take them off your hands when talking to their lords or leader. If you don't hand them over to someone else, you will most likely receive repeated events over time requesting that the captured noble be returned to their native kingdom for a price. If the offer is rejected, the player's reputation with the nation in question will decrease, as will their honor. Oftentimes, the request will be repeated, occasionally with a higher price. It may be in your interest to keep lords as prisoners for as long as possible, an opposing nation can only have as many armies as they have lords. So if the player captures 7 out of 40 lords, only 33 armies could possibly be in play on the opposing side at any one time. Galley slaves[] In the Nordic city of Tihr there is almost always an NPC named Ramun the Slave Trader who resides there and acts as a Ransom Broker, but only pays 50 denars per captive, regardless of rank. As only the bottom tier of soldiers and bandits can be ransomed for a lower price than this, it is generally considered a waste of money and prisoners. Ramun can be found in With Fire & Sword too, but the ransom cost, although it changes from soldier to soldier, doesn't change in practice (13 thalers per soldier sold). Furthermore, the theoretical price he gives isn't analogous to the soldier's experience (for example, a Rebel costs 160 thalers while an Armored Cossack costs 51 thalers). No nobles may be sold as slaves. See also[] Prisoner Management skill Prisoners Prison Tower Ransom Broker Ramun the Slave Trader" "Ratsherr Alexander Leslie","Alexander Leslie Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male Ratsherr Alexander Leslie is initially a Vassal of the Kingdom of Sweden, and starts as the ruler of Leal. He commands a unique retinue of Scottish Pikemen, Musketeer and Swordsmen. Wikipedia has an article on this subject at:Alexander Leslie, 1st Earl of Leven Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet" "Ratsherr Carl Lebenhaupt","Carl Lebenhaupt Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male Ratsherr Carl Lebenhaupt is initially a Vassal of the Kingdom of Sweden. He begins the game as the ruler of Vyborg. Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet" "Ratsherr Dirich Werneken","Ratsherr Dirich Werneken Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male Ratsherr Dirich Werneken is initially a Vassal of the Kingdom of Sweden. He begins the game as the ruler of Narva. Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet" "Ratsherr Fabian Von Wersen","Fabian Von Wersen Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male Ratsherr Fabian Von Wersen is initially a vassal of the Kingdom of Sweden. Wikipedia has an article on this subject at:Fabian von Fersen Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet" "Ratsherr Hans von Koenigsmark","Hans von Koenigsmark Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male Ratsherr Hans von Koenigsmark is initially a Vassal of the Kingdom of Sweden. His name is a reference to Hans Christoff von Königsmarck (1600-1663) who had a great part in the Battle of Prague. Wikipedia has an article on this subject at:Hans Christoff von Königsmarck Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet" "Ratsherr Konrad Marenfeld","Konrad Marenfeld Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male Ratsherr Konrad Marenfeld is initially a vassal of the Kingdom of Sweden. Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet" "Ratsherr Lennart Torstenson","Lennart Torstenson Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male Ratsherr Lennart Torstenson is initially a vassal of the Kingdom of Sweden. At the start of a campaign, he is randomly given some villages. The hero Karlsson once served under Torstenson's leadership. Trivia[] Strangely, Karlsson refers to him as ""General Lennart Torstenson"", despite the fact that Torstenson bears the rank ""Ratsherr"" in-game. Lennart Torstenson is based on a real person, but even though he could not ride a horse in real life due to health issues, he fights mounted in the game. The real-life Lennart Tortensson died in 1651, four years before the setting of With Fire and Sword. Wikipedia has an article on this subject at:Lennart Torstensson Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet" "Ratsherr Nilson Kagg","Nilson Kagg Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male Ratsherr Nilson Kagg is initially a Vassal of the Kingdom of Sweden. Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet" "Ratsherr Otto Standbok","Standbok Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male Ratsherr Otto Standbok is initially a vassal of the Kingdom of Sweden. He begins the game as the ruler of Dorpat Fortress. He is based on Gustaf Otto Stenbock, a real Swedish politician and soldier who lived from 1614 - 1685 and led armies during the Swedish invasion of the Polish-Lithuanian Commonwealth known as the Deluge. Wikipedia has an article on this subject at:Gustaf Otto Stenbock Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet" "Raw Silk","Raw Silk Games Base value 600 Weight 30.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Raw material Made From... N/A Made Into... Velvet Raw Silk is a non-consumable trade good. It is used by a velvet weavery and dyeworks along with dyes to produce velvet. Silk can be bought at Rivacheg for around 230 denars, or as low as 70 denars in the surrounding villages, depending on the player's trade skill. This means it is extremely profitable to buy silk from these areas and sell it for up to 700 denars in Khergit or Sarranid lands. Some direct action may be needed to ensure that the sites around Rivacheg are productive however, as Sea Raiders are often based in the area. If you own a Velvet Weavery and Dyeworks you can give the raw silk to your master dyer to cut down on the weekly cost of owning the business. In With Fire & Sword, silk can be bought for under 500 thalers at towns and villages, and sold at fortresses for amounts ranging from 600 to over 1,000. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Reaver","Reaver Troop Information Culture Bandits Wages 50 peningas/week Acquired from... Brigand Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? peningas Reavers are tier-four bandit archers in Viking Conquest. They can be found in raiding parties on land or at sea. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Reaver - Default Stats and Equipment Attributes Stat Points Level 26 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 69 Armor Head Helm with Nassal Body GambesonTunic Hand None Foot Tattered Quality Wrapping Boots Skills Skill Points Ironflesh 8 Power Strike 5 Power Throw 3 Power Draw 3 Weapon Master 8 Shield ? Athletics 4 Riding 5 Horse Archery ? Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 5 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management ? Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 205 Two Handed Weapons 90 Polearms 70 Archery 20 Crossbows 20 Throwing 185 Weapons Melee Chipped Briton Sword Ranged Bent Throwing Spears Shield Cracked Round Shield Mount None Trivia[] They are the only Ruffian upgrade equipped with swords. Making them look less armored than they can truly be, their stats screen shows them with no helmets and wearing Poor Tunics when they actually wear Helms with Nassal and can spawn with Gambesons. Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr" "Rebel","For the classic version, see Deserters. For the Bannerlord version, see Deserter (Bannerlord). Rebel Troop Information Culture Bandits Wages ? thalers/week Acquired from... Prisoners Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Rebels are bandit archers in Mount&Blade: With Fire & Sword. Tactics[] A short step up from Looters and Bandits yet similar of quality, they are somewhat dangerous to new players. They spawn in groups of 3-60. Rebels wear little armor and wield poor weapons, thus an experienced, well-equipped player can easily do away with them. What armor they do wear is very light - making them vulnerable to missiles and melee attacks - yet their weapons may include handmade firearms, making them dangerous in large numbers to any rookie or veteran player. They nonetheless pose no significant threat and can be cut down very easily with a large, well-equipped party. Rebels attack head on and, if their numbers are large enough, en masse. The ""marksmen"" carrying handmade firearms shoot from a distance while their ""infantry"", armed with axes or lances, charge. If the marksmen are hit with melee attacks, they'll do the same with short carpenter axes. You can circle them and shoot at them, for they are never mounted. Rebels also love to use numbers to their advantage, and will swarm straggling troops - make sure this doesn't happen to you if you're just starting out on the game! Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Rebel - Default Stats and Equipment Attributes Stat Points Level 6 Strength 7 Agility 6 Intelligence 4 Charisma 4 Health ? Armor Head (Possible) Cap Body Kuntush Hand None Foot Village Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw 2 Weapon Master ? Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Firearms 100 Throwing 100 Weapons Melee BludgeonCarpenter Axe Ranged Handmade FirearmLight Bullets Shield None Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr" "Recruitment","Recruitment of troops may be accomplished through several ways in the Mount&Blade series. Recruit cultural troops from villages. Hire mercenaries from taverns. Free the enemy-held prisoners. Conscript your own prisoners. Hire mercenaries from Mercenary Camps (With Fire & Sword only). Steal garrisons from freshly occupied castles or settlements (must be the attacker's vassal - this does not negatively affect relationship) Each method has a variety of advantages and drawbacks which should be considered when planning your force composition. Additionally, several permanent companions can be recruited from taverns. Contents 1 Cultural Recruits 2 Mercenaries 3 Prisoner Ranks 3.1 Freeing Enemy-Held Prisoners 3.2 Conscripting Captured Enemies 4 Recruitment Method Comparison 4.1 Deciding Which to Choose Cultural Recruits[] The cheapest, most consistent, and easiest method is to recruit cultural recruits from villages. The culture of the recruit is determined by which faction or nation held the village in the initial stage of the game. Recruiting cultural recruits can be achieved by visiting a village and selecting 'Recruit volunteers', which come at ten Denars each. You can recruit from any village whose faction you are not at war with and the village is at least indifferent toward you, although if a village has sufficiently high relation with you, you can still recruit from them even if you are at war with that village's faction. The number of recruits you get depends on your reputation with that particular village. If your relation is between 0-3, you can get 0-8 recruits. If it is 4 or higher, your relation will be divided by 2, then added to 6 to determine your maximum (e.g. at 10 you can get 0-11; at 20 you can get 0-16). Normally recruits are base units: Tribesmen or Recruits. However, if the village has a high enough positive relationship with the player, higher tier units may become available; this is, however, not necessarily beneficial, as it can limit the player to an unwanted tier path (such as getting Khergit Lancers when wanting Khergit Horse Archers). For every 10 relation, you can recruit one higher tier of troops. The chance to get higher tiers is 10%. As they gain experience through training or battle, they can be upgraded. Upgrading units makes them stronger, and at some points, when the player is given the option of two different upgrades, can determine the path along the tier tree the unit takes. These points of diversity occur when there are different classes of unit to be had at the same tier in the upgrade tree. These normally fall where a unit can become infantry, cavalry, or archery specific. Aside from allowing units to become specialized, they also become more powerful and skilled within their chosen specialization. Each time a unit is upgraded, a fee must be paid (Warband only) and their weekly wage increases. The cost of the next upgrade also doubles with each tier, starting with ten denars for a cultural recruit. One exception to this is when upgrading recruited looters to bandit level and bandits to cultural recruit level. The top tier units of local recruits have higher stats and lower wages than their mercenary counterparts. Mercenaries[] Hiring mercenaries from taverns is a fast, but expensive way to bulk up your forces with more formidable troops. However, as they are mercenaries, their promotion trees are different, and they often will cost much more than practical for a lower level player. Mercenaries are freelance warriors. They require higher wages, but their first tier unit is better than base cultural recruits. They can also be upgraded faster. You can upgrade your Watchmen into Hired Blades very quickly. Bands of mercenaries are randomly generated from all levels of their tier tree in groups of 3-7 (2-9 in With Fire & Sword), in the taverns of towns. They require a sum of money, dependent on the number of men and their tier level, before they will join your party. If the player is unable to pay this 'recruitment fee' they may still recruit a fraction of the men with the relevant fraction of the total. The player cannot, however, choose the number desired; they may only choose to take the maximum that can be afforded. Mercenaries are powerful when compared to lower-tier local recruits, but at higher tiers, they generally become weaker and significantly more expensive than their counterpart units within the cultural tiers. Mercenaries are also not affected by cultural morale modifiers such as positive modifiers for being within home territory and negative modifiers for having to fight against their own faction. Garrisoning mercenaries at a town has a hidden benefit of increasing the likelihood that caravans hire them and spawn from that town. Thereby increasing prosperity and town wealth. With Fire & Sword expands on the ways that mercenaries can be hired. In addition to tavern mercenaries, there are five Mercenary Camps scattered across the map, one associated with each nation. From a mercenary camp one can hire infantry, marksmen or cavalry mercenary units with the characteristics of the nation that the camp is near. One can also upgrade existing mercenaries by giving them better armor or weapons, but only those hired in the same camp can be upgraded. There are two other types of mercenaries that can be hired from fortresses or towns: national mercenaries can be hired after joining the nation, from a fortress or town with a Mercenary Captain, and regional mercenaries can only be hired from certain fortresses and towns on the map, and that place must have an Infantry Commander. Prisoner Ranks[] Party members can also be recruited from captured prisoners, either your own or the enemies'. These methods are the only way to obtain certain units such as bandits and peasant women. While this method is unreliable as a way to keep your forces maintained, it is, however, useful in a number of situations. Freeing Enemy-Held Prisoners[] Having defeated a party which held prisoners, you are given the option of recruiting them into your party at the same time as you choose prisoners of your own from the wounded ranks of your enemies (the option is given even if there are no enemy prisoners to take). Doing so costs one week's wage in advance per unit, and is therefore much cheaper than training them from recruit level. Doing so is advantageous if you have lost men in extended campaigns and are unable to return and train up new recruits. Prisoner units can also be recruited from the dungeons of captured castles and towns in a similar fashion, where it is especially useful for bolstering the garrison with units that would otherwise come from your own ranks, as well as replenishing any units lost in the siege. You can only do this directly after capturing a town or castle; leaving the screen releases previous prisoners and any remaining prisoners from the battle are then stored in the fiefs’ dungeons. You can take prisoners from dungeons of towns/castles you personally control, but cannot directly recruit them. They are added to your prisoner ranks and can be recruited from there (see below). Conscripting Captured Enemies[] Arguably, the least efficient method of gaining troops is by recruiting them from your personal prisoners. This can be achieved opening the camp menu, and taking the action ""Recruit from Prisoners"". Doing this has some advantages. Notably it is the only method of obtaining party members free of charge (aside from specific Companions), although weekly wages are still required. It may also be of use to bolster your forces if you have recently suffered heavy losses. The disadvantages are significant. For each prisoner that is accepted into the party, you lose 3 party morale. Conscripted prisoners are likely to take advantage of their new freedom and escape; more than 50% of the new units escape during the first night after recruitment. You can get around this by putting them into a garrison the first night. They will not escape and you can take them into your army the next day (you do still lose morale, however). You can also prevent the conscripts escaping if you level them up in combat before nightfall. The prices obtainable by selling the prisoners will cover the cost of recruiting and training a new unit to the same level along a path of your choice, so selling the prisoners and training new recruits is more effective and allows you to build an army more suited to your combat tactics. Prisoners accept your offer per type, not per troop. This means if you have three captured Sea Raiders, either all three will accept or all three will refuse. Recruitment Method Comparison[] Mercenaries Cultural Recruits Freed Prisoners Captured Prisoners Availability Always available from tavern Inconsistent troop type Higher recruitment cost It only takes 10 Denars per head to recruit from villages Cultural recruits won't join your party if your relationship with the village is negative or at 0 when you are at war with the nation holding the village. Cultural recruits become the much better source when you have a good relationship with a prospering nation and/or the specific village. Free to recruit Dependent on what enemy parties capture Free to recruit Dependent on what you capture Conscripted prisoners will often abandon your party and frequently steal from you when departing. Diversity Mercenaries have a generally wider tier tree that includes heavy infantry, light/medium cavalry and crossbowmen. There are no kingdom-specific units in the mercenary's tier tree, e.g. Nord Huscarls or Khergit Horse Archers. Cultural recruits can have a somewhat limited tier tree, e.g. with the Khergit you can only train horsemen, and with the Nords and Rhodoks you can only train infantry; although these troops are much more specialized than a mercenary at the same level. Dependent on what enemy parties capture Offers unique troop tree access (e.g. Sword Sisters) Dependent on what you capture Offers unique troop tree access Wage Mercenaries require a relatively high recruitment fee and regular weekly wage. Cultural recruits require lower wages than their mercenary counterparts at the low tiers but it becomes pretty close when they advance to the final tier. Dependent on recruited Dependent on recruited Early Use Mercenaries can be sent into battle almost immediately. They can almost always hold their own against bandits. Cultural recruits, if you want them to survive long enough to become more powerful, must be carefully watched and supported during battle and subsequently die much more easily than their mercenary counterparts if they are not. You must use a careful mix of getting them experience through fighting and keeping them alive. The Trainer skill can help immensely with this and allows you to keep them out of battle. Another use for cultural recruits, if you have the money and multiple villages with good relations, is to hire them en masse and send them into battle in survival of the fittest fashion. Dependent on recruited troop Dependent on recruited troop Deciding Which to Choose[] If you need a strong initial force to quickly respond to a situation (e.g. needing an army to join a campaign) and have extra coin, hire mercenaries to get the job done. If you want a force that is more specialized (Vaegir Marksmen or Swadian Knights) or you are low on coin, upgrading cultural recruits is usually ideal. If you don't want pay the high cost of mercenaries, and need to quickly acquire quality troops, recruit from prisoners." "Redkino","Redkino Settlement Information Type Village Kingdom Muscovite Tsardom Fortification Tver' World Map With Fire & SwordRedkinoTver'Template:World Map/With Fire & Sword Redkino is a village of the Muscovite Tsardom. It is subordinate to the fortress Tver'. Layout[] Player Elder Fugitive Redkino is built on flat surface. It is a Russian-style village with ten houses and a chapel. As the player enters the village, he/she sees a water well. Turning right from here, there is a fenced area with three houses and two sheltered areas. One is a stable with two horses, and under the other, straw is stored, and beside that is a pile of wood. Near the center of the village is another stable with two more horses. The Village Elder stands in front of the largest house inside the fenced area. If sent here during a Hunt Down Fugitive quest, the Nervous Man will stand under a tree that is far beyond the area of the village, to the left of the village, if looking towards the village from the player's starting point. Territory of the Muscovite Tsardom TownsCherkassk Moscow Pskov FortressesBryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' VillagesKlin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa TarusaValuiki Yefremovo" "Reiter","For other uses, see Reiter (disambiguation). Reiter Troop Information Culture Mercenaries Wages ? thalers Acquired from... Infantry Commander Upgrades to... Black Reiter (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Reiters are regional mercenary horse archers of the Kingdom of Sweden. They can be hired in Narva and Allenstein Castle. Tactics[] Able to be recruited 5 at a time and having very good stats and armor, they are comparable to Swedish Reiters and, given they take up different spots from the Infantry Commander, the player can recruit both at the same time. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Reiter - Default Stats and Equipment Attributes Stat Points Level 19 Strength ? Agility ? Intelligence ? Charisma ? Health 60 Armor Head Reiter Helmet Body Cuirass On Leather Coat Hand Infantry Gloves Foot Old Jackboots Skills Skill Points Ironflesh 4 Power Strike 3 Grenade Throwing 0 Power Draw ? Weapon Master 5 Shield ? Athletics ? Riding 5 Shooting from Horseback 6 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 155 Two Handed Weapons 155 Polearms 155 Archery 0 Firearms 140 Throwing 0 Weapons Melee Broadsword Ranged Good PistolBullets Shield None Mount Troop Horse Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran)" "Reiter (Custom Battle)","Reiter The Reiter is a character playable in the Custom Battle mode of With Fire & Sword. In-game description[] The Reiters (from the German word Ritter, meaning knight) are a complement of heavily armored soldiers with firearms. They can weaken the enemy by shooting, and then destroy them in melee combat. However, the Reiters are inferior in skill to both professional shooters and 'true' heavy cavalry. Reiter regiments comprise up to 2000 cavalrymen, with one squadron equipped with lances and the rest with pistols. Like waves, ranks of Reiters gallop towards the enemy and overwhelm them by pistol fire. Stats[] Reiter - Default Stats and Equipment Attributes Stat Points Level 25 Strength 14 Agility 10 Intelligence 0 Charisma 0 Health Armor Head Reiter Helmet Body Cuirass On Leather Coat Hand Armor Gauntlets Foot Old Jackboots Skills Skill Points Ironflesh 5 Power Strike 2 Grenade Throwing 0 Power Draw 0 Weapon Master 5 Shield 0 Athletics 1 Riding 4 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 200 Two Handed Weapons 200 Polearms 200 Archery 200 Firearms 200 Throwing 200 Weapons Melee Good Broadsword Ranged Good Pistol, Heavy Bullets Shield Mount Troop Horse This article is a stub. You can help out by expanding it. With Fire & Sword Custom Battle Troops Reiter Hussar Boyar Cuirassier Mounted Archer Musketeer Netyag Swordsman Rondartschier Pikeman Halberdier" "Reiter (disambiguation)","This article is a disambiguation page for Reiter (disambiguation) The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Reiter may refer to: Moscow Reiter (veteran) Polish Reiter (veteran) Swedish Reiter (veteran) Reiter (veteran) Reiter (Custom Battle)" "Religions","Religions are individuals' or groups' beliefs in higher powers. The core Mount&Blade series do not feature a religion mechanic but Viking Conquest and several mods do. Contents 1 In Mount&Blade/Warband 1.1 Examples of Religions 2 In Viking Conquest 2.1 Featured Religions 3 In With Fire & Sword 4 In Bannerlord In Mount&Blade/Warband[] Religions are only alluded to in the core series. Starting with Warrider, characters would on occasion mention deities, spirits, or other supernatural beings, various religion-themed NPCs would be added or removed between versions, certain shields and banners would feature religious imagery, and religious buildings could be found in towns and castles, though only as decorations. As already mentioned, religions are not a mechanic in Mount&Blade and thus their presence is very superficial and is largely to add a bit of flavor to the game's world. Examples of Religions[] Mentions of religions are most prominent in Warrider (Mount&Blade v0.202). This is only fair given the dark fantasy setting of the game. Later versions have cut back on religious mentions but have expanded the visuals. Calradian religion: The religion inspired by Christianity and adhered to by the Swadians, Rhodoks, and Vaegirs. Adherents of this religion believe in a ""God"", in the ""Seven Saints"", and in the holy mandate of nobles. Clergy are called ""priests"" and addressed to as ""Father"". The main evil force in this religion is the ""Devil"". Examples of adherents include - most notably in Warrider - the kingdoms' Counts, and Fathers Larchas and Erascus, who are priests. Additionally, the followers Firentis, Katrin, and Klethi also seem to be adherents, at least when it comes to superstitions. In subsequent versions of Mount and Blade, ""God"", the ""Saints"", and the ""Devil"" are mentioned less frequently. Certain troop-types such as Inquisitors and Pilgrims were introduced and removed between versions - they were apparently quest-related. Various religious buildings began appearing as the game developed further. In v0.808, one could see a cross standing atop town towers. In later versions, dedicated church or chapel buildings were also added to some town and castle scenes. Crosses were also a common symbol on banners and on certain shields present in older versions of the game. Some in the fan community speculate that the follower Jeremus is either a priest or a monk in this religion given the fact that he wears a robe, fights with a staff, has a stereotypical ""monk"" haircut, and practices medicine as real-world Christian priests and monks did. However, he never speaks on any religious topics, rather fancying himself a man of science. Khergit religion: Mentioned exclusively in Warrider and adhered to only by Khergit NPCs such as khans Barthai and Nuyukh, among others. This religion apparently is a form of shamanism and ancestor worship, similar to real-life counterparts. Among the supernatural entities recognized by this religion are the ""Gods of the Six Winds"" - who seem to be presiding over the Khergit nomadic lifestyle - and the ""Black Wolf"", a Grim-Reaper-like entity that comes for the spirits of those who die. Shamans make up this religion's clergy and elders are respected for their wisdom. Ancestor spirits are often also sought for advice and appeased when misdeeds are committed. Dark Deities: Only mentioned in Warrider. This is less of a religion because the only individuals practicing it are Ecatha and Akhad Thell, the game's two necromancers, whose actions can be seen more as a way to obtain power rather than actual worship. The Hand of Tsannuh is apparently an artifact in this religion and is said to be a literal hand of a god. Given that human sacrifice is required to charge the Hand, it is likely that Tsannuh is one of the Dark Deities. The aforementioned ""Devil"" may also be considered one of the Dark Deities, even though most real-life religions do not treat the Devil as a god, even an evil one. Cult of Harlaus: Akhad Thell was planning to resurrect, fully restore, and make King Harlaus immortal so that the latter could become a god-king. For this end, he needed to charge the Hand of Tsannuh by sacrificing the Khergit princess Uruzuge at a special Sacrificial Ground during an eclipse. He was only partly successful, as the player character stopped both him and the undead king. Jumne religion: Sea Raiders, a bandit type added in versions after Warrider, when encountered, sometimes say ""Today the gods will decide your fate!"" before attacking the player's party. It is unclear if they refer to their own pantheon of gods or to gods in general. Given the fact the Sea Raiders are based on real-world Vikings, it is quite possible they are adherents of a religion based on Scandinavian Paganism. Their hostile approach to negotiations may also suggest that their pantheon consists of warrior-gods. The Nords, much like the Sea Raiders, are also originally from Jumne and may or may not adhere to this religion. Given the fact the Nords settled in Calradia, it is more likely that they adopted the Calradian religion. Then again, the Nords are also known to have a good head for commerce - this might suggest that if they still adhere to the Jumne religion, at least one of their gods is also a god of commerce or cunning. In real life Norse religion, the chief-god Odin is often equated to the Roman god Mercury, who was a god of commerce, among other things. Sarranid religion: With the introduction of the Sarranid Sultanate in Warband, the existence of a religion based on Islam was also alluded to. New kinds of buildings for scenes were added that are based on Islamic architecture, with the minaret being the most prominent. Sarranid banners feature the crescent moon - an important symbol in Islam - and there is a deactivated green shield in the game files that also features the crescent moon symbol. Green is also an important color in Islam. At the same time, is it possible that the Sarranids originally practiced a form of in-universe Zoroastrianism, given that some of their banners also feature flames. Additionally, several characters in Warband, including the player, speak of the ""Heavens"", as of a divine force. This is most likely a neutral term so as to not place characters into a particular religion, since most religions mention the sky in some way. In Viking Conquest[] In Viking Conquest, religions are a game mechanic. They affect NPCs' and kingdoms' attitudes towards the player and each other. Priests of either religion can be spoken to for certain services such as preaching, which can increase troop morale. The player can convert between religions and may also wish to make donations to priests of a chosen religion in exchange for its favor. This can grant access to special troops or other benefits, such as gameplay bonuses. For example, a high enough favor with the Norse religion can add bonus points to the player's combat skills. Minor religious buildings can be built in fiefs in order to convert the population to the desired religion, which increases loyalty and decreases the chance of assassination attempts. Featured Religions[] There are two primary religions featured in the game that can be joined: Christianity (Roman Catholicism): The religion of most kingdoms in Britain and northern Europe. It worships ""God"". Its clergy are called ""priests"". ""monks"" and ""abbots"" are a special category of faithful that dedicate themselves to worship without being clergy. Its buildings are called ""monasteries"". The player can visit these to learn to read Latin and/or buy wine. Additionally, abbots or monks can be hired to preach to troops for a morale boost, or to join to the player's court. Priests are also standalone units in all Christian nations' troop trees. Norse Paganism: The religion practiced largely by the Scandinavian kingdoms as well as certain kingdoms in northern Britain. This religion primarily worships ""Odin"" (or ""Wotan"") but other deities such as ""Thor"" and ""Loki"" are mentioned and have dedicated locations in the overland map. The player can make sacrifices to the Norse gods at Hofs - the religion's temples - in order to gain their favor. With enough favor, they can hire Berserkrs, a powerful type of troop. The Gothi - this religion's clergy - can be hired to preach to the troops for a morale bonus and to join the player's court. There are a few religions that cannot be joined and can be interacted with only to a minor degree: Roman Paganism: The religion of the Old Roman and his son Caio. It is only mentioned a few times during dialogue but cannot be otherwise interacted with. Caio is a dedicated follower of this religion and, if both are in the player's party, even gets into conflict with some of the Christian followers. Celtic Paganism: The religion of non-Christian and non-Norse Pagan Celts and/or Picts. The game treats it as paganism, although it is different from Norse Paganism. Dwywei is an adherent, with possible others. There are also several locations around the map, most prominently in the British Isles, that are connected to the Celtic religion. One such location has the player fight a large group of bandits for a treasure. Another such location acts like a Hof where the player may sacrifice prisoners to the Celtic deities, although the local priest himself admits that the cult's practices are not necessarily accurate to the historical Celtic/Pictish religious practices. In With Fire & Sword[] In With Fire & Sword, religions are likewise implied but are not a mechanic per se. Most factions and characters have a religion. Roman Catholic Christianity: The religion of the Polish Commonwealth, Spain, and France. Victor de la Buscador is Spanish and thus likely Roman Catholic. Jaques de Clermont and his companions, Cardinal Mazarin, D'Artagnan, the Queen of France, and ""young Louis"" are all French and thus Roman Catholic. (Eastern) Orthodox Christianity: The religion of the Cossack Hetmanate, the Muscovite Tsardom, and of Transylvanian Vlachs. Tepes is Vlach and is implied to be Orthodox Christian - that is, if he is not a vampire, which is also implied. Followers from the Cossack Hetmanate and the Muscovite Tsardom are also likely Orthodox Christians. Lutheran Protestant Christianity: The religion of the Kingdom of Sweden. Karlsson and Ingri are Swedes and thus likely adherents of Lutheranism. Islam: The religion of the Crimean Khanate. Bakhyt, Nogai, and Fatima are apparently Muslims. Folk Religion: Although Oksana is originally from the Cossack Hetmanate, her backstory implies she doesn't adhere to Orthodox Christianity and instead practices a form of folk-religion that involves soothsaying and healing. Alternatively, she might be a stereotypical gypsy, practising ""gypsy magic"". Additionally, nation-specific mercenary troops are also probably adherents of these religions, or others. The Kalmyk mercenaries of the Moscovite Tsardom, although not stated as such, are most likely Buddhists. German mercenaries come from the Holy Roman Empire and, as such, are likely to be Catholics, Lutherans, or Calvinists. The Azaps, Cebelus, and Janissaries of the Crimean Khanate come from the Ottoman Empire and thus are also Muslims or possibly Orthodox Christians (Janissaries). Scottish mercenaries are likely either Catholics or Calvinists. In Bannerlord[] This section is to be expanded Like in the original games, religions in Mount&Blade II: Bannerlord are only implied and, in fact, are barely even present in the game itself, with most mentions coming from the game's Digital Companion. Calradic religion: The religion of the Calradic Empire and its people as well as, possibly, the Vlandians and at least some Sturgians. It is through the Empire's influence that this religion spread across the continent. By the time of Warband, the pan-Calradic religion seems to be one based on Catholic Christianity but, in the time of Bannerlord, the Calradic religion seemed to be one based on Greco-Roman paganism. Cult of Emperor Darusos: A minor cult within the Empire, worshiping the deceased emperor Darusos, who was too young to successfully rule and was toppled by one of his generals. Members of this cult believe that Darusos will one day return and lead the world into a golden age. Prominently, the cult is represented by Embers of the Flame, a minor faction within the Empire. Emperor Arenicos was sanctified as a demigod during his lifetime. It is unclear if all emperors - or only select individuals - were treated as divine but it corresponds to real-world Roman tradition, namely the Imperial Cult. One (type of) imperial companion claims to have been a member of an underground cult that wanted to build the Kingdom of Heaven but ended up resorting to banditry in order to continue existing after its leader died. The cult managed to fight off several imperial punishing parties but was ultimately brought down. Battanian religion: Most likely based on real-world Celtic and Thracian paganism. Animism - the belief that gods or spirits inhabit objects and places - plays a central role in the Battanians' beliefs. They hold sacred the ancient yew grove next to the city of Dunglanys, using the trees growing on its outer edges for bow crafting - the ones in the centre of the grove, however, are off-limits. It is said that, in the olden days, the so-called Holy Men - the religion's clergy - would hang human sacrifices on the tree branches in the grove. Dunglanys itself is considered a place of religious significance due to the great cliff around which the city was built - and Seonon likewise, due to its lake. It is said that Holy Men can talk to deceased ancestors by drinking only the water of this lake. The Holy Men live ascetically, are allowed to travel unhindered anywhere in the land, and speak freely to anyone they wish. Other practices in this religion include: tattooing, collecting the heads of defeated enemies, and sending youths to live as animals in the local forests. The latter is an ancient practice that allows warriors to get in touch with their wild side. It is believed that, so long as a warrior lives like an animal, they are exempt from the laws of man. In-game this is represented by the Wolfskins, a minor Battanian faction. Additionally, several Battanian scenes feature carved wood and stone statues representing either great heroes or gods. Sturgian religion: Nothing is known about the Sturgian religion outside of the Nordic influences. Just like the Nords in Warband, the Sturgians are known as good traders and, as such, commerce and/or cunning may be tied to a particular deity from their pantheon. In real life, Veles is a Slavic god whose sphere - among others - includes trickery and wealth. Given that the Sturgians are seemingly based on the pre-Christian Kyivan Rus, it's likely they have their own version of Veles. Vakken religion: Nothing is known about Vakken beliefs. Since they are based on the real-world Finno-Ugric peoples, Vakken religion is probably also inspired by them. The Vakken are represented in-game by the Forest People, a minor Sturgian faction. Jumne religion: The religion of the Sea Raiders, the Skolderbroda minor faction, the Nord miners in northern Vlandia, and of a good number of Sturgians. As written above, this religion's most prominent gods are most likely war gods. Khuzait religion: Little is known about the Khuzait religion but they most likely share their beliefs with the Khergit, as described above. Even so, the clans in the Khanate all believe themselves descended from the ""Great She-Wolf"" and value freedom and clan loyalty above all else. The Iltanlar, a mountain people related to the Khuzait, worshiped a god named Iltan. It is unknown if Mount Iltan was named after the god - or if it was the other way around - but there is no way of finding out seeing as the Iltanlar were completely assimilated into the Khuzait Khanate, Sturgia, and the Calradic Empire. There is a removed Khuzait faction called the ""Chosen of the Sky"" in the game files and whose names implies it to be a religious group. Aserai religion: Little is known about the Aserai religion. They hold superstitious beliefs about the jinn, considering them dangerous if not outright evil. Another superstition is tied to the Kannic people, whom the Aserai believe practiced evil magics and cavorted with jinn and demons. TaleWorlds described the Aserai as inspired by pre-Islam Arabs and thus their religion is most likely based on Arabic paganism. Beni Zilal: The Sons of the Shadows are a quasi-religious order of assassins and warriors led by a messianic preacher. Not much is known about their beliefs and practices aside from the fact they keep some great secret and consume hallucinogenic herbs. They are a minor faction of the Aserai Sultanate and are most likely inspired by the real-world Order of Assassins, a Shia Islam order of warriors. There is mention in the game files of a character called ""Father of the Night"", which may or may not be the faction's formal leader. Darshi religion: The religion of the Darshi people. Nothing is known about it but, since the Darshi are inspired by Persians, it is possible their beliefs are based on pre-Islam Iranian paganism and Zoroastrianism. The Darshi are represented by the Ghilman, a minor Aserai faction. Additionally, people in Calradia observe various quasi-religious activities: People in the Empire, Vlandia, Battania, and parts of Sturgia seem to be observing solstices and equinoxes, lighting bonfires at nights and organizing gatherings. Many people throughout Calradia hold superstitious beliefs. One companion (type) backstory is that she believes herself to have been born cursed, because all her suitors ended up dying prematurely. Another companion (type) was disowned by her family because of a body mark she had been born with, which the family believed to be a mark of evil." "Reval","Reval Settlement Information Type Town Kingdom Kingdom of Sweden Villages Leal World Map With Fire & SwordRevalLealTemplate:World Map/With Fire & Sword Reval is a town of the Kingdom of Sweden, initially ruled by Governor Anders Eriksson. It has the village Leal. The hero Ingri is a native of Reval. Reval is also where Ramun the Slave Trader resides. Contents 1 Layout 2 Trade 2.1 Produces 2.2 Trades With 3 Trivia Layout[] At peace: Accessible area Player Lord's Hall Prison Tavern Merchants In a siege: Accessible area Player Siege Ladders During a siege, four ladders are placed around a corner on the left side of the gates. Trade[] Produces[] Linen, Smoked Fish Beer, Salt Oil Trades With[] Cherkassk Riga Vilna Warsaw Trivia[] In real life, Reval has been renamed to Tallinn in 1918 and is the capital of Estonia. Wikipedia has an article on this subject at:Tallinn Territory of the Kingdom of Sweden TownsKoenigsberg Reval Riga FortressesAllenstein Castle Dorpat Fortress Dynaburg Fortress Dzvinsk Castle Narva Vyborg VillagesElbing Leal Nidritsa Panevezys Pilve Plunge Salis Siauliai Siegevold Tapiau TormaWeissenstein Wesenberg" "Rheinbund","Der Rheinbund, or Confederacy of the Rhine, is a playable Nation in Napoleonic Wars. Contents 1 Background 2 Troops 2.1 Infantry 2.2 Cavalry 2.3 Specialists Background[] The Confederacy of the Rhine, known as ""Der Rheinbund"" in the game, was a German confederation forged from 16 German nation-states in 1806 that the Grande Armee had invaded in 1803, such as Wurttemberg, Saxony, and Bavaria. The Confederation of the Rhine would supply Napoleon with 61,000 German troops that would help in his 1812 invasion of Russia, and would finally be disbanded on the 30th May 1814, following the Treaty of Paris. Troops[] Infantry[] 2. Infanterie-Regiment Kronprinz, Bayern - Line Infantry Infanterie-Reg, No.2 Herzog Wilhelm, Wurttemberg - Line Infantry Infanterie-Regiment, Prinz Friedrich August, Sachsen - Line Infantry Infanterie-Reg, No.4 Von Franquemont, Wurttemberg - Line Infantry Grenadiers de la Garde, Westphalen - Foot Guard Infanterie-Reg, Gross- und Erbprinz, Hessen-Darmstadt - Light Infantry 7. Leichtes Infanterie-Battalion, Bayern - Light Infantry/Riflemen Cavalry[] Reitende Jaeger, Nassau - Hussars Ulanen Regiment, Prinz Clemens, Sachsen - Lancers Leichtes Dragoner Regiment, Baden - Light Horse/Light Dragoons 1er Regiment De Cuirassiers, Westphalen - Cuirassiers Garde du Corps, Sachsen - Heavy Cavalry Specialists[] Artillerie Regiment, Bayern - Artillery Medecin de 2e Classe, Frankreich - Surgeon Pioniere, Berg - Engineer Friedrich August I, Konig Von Sachsen - Commander Wikipedia has an article on this subject at:Confederation of the Rhine Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Rich Misiurka","The Rich Misiurka is an Eastern European light helmet, consisting of a flat-topped cap and a mail coif. In With Fire & Sword, it is commonly worn by cavalry troops of most factions, except for those of the Kingdom of Sweden. ""Give us images or taste steel"" This article does not have any images.Please help the M&B Wiki by uploading one! This article is a stub. You can help out by expanding it." "Riga","Riga Settlement Information Type Town Kingdom Kingdom of Sweden Villages Salis, Panevezys, Siauliai World Map With Fire & SwordRigaSalisPanevezysSiauliaiTemplate:World Map/With Fire & Sword Riga is a town of the Kingdom of Sweden, initially ruled by Governor-General Magnus De la Gardie. It has the villages Salis, Panevezys and Siauliai. The hero Priest Spasokukotsky was a priest under the bishop of Riga before his defrocking and excommunication. Contents 1 Layout 2 Trade 2.1 Consumes 2.2 Produces 3 Trivia Layout[] At peace: Accessible area Player Lord's Hall Prison Tavern Merchants In a siege: Accessible area Player Siege Ladders During peacetime, there is no boundary to the accessible area outside of the town, but inside the town there are invisible barriers. During a siege, three ladders are placed to the right of the gates, around a corner in the walls. Trade[] Consumes[] Produces[] Smoked Fish Wool Cloth Oil Pottery Trivia[] Riga is currently the capital and largest city in Latvia. Wikipedia has an article on this subject at:Riga Territory of the Kingdom of Sweden TownsKoenigsberg Reval Riga FortressesAllenstein Castle Dorpat Fortress Dynaburg Fortress Dzvinsk Castle Narva Vyborg VillagesElbing Leal Nidritsa Panevezys Pilve Plunge Salis Siauliai Siegevold Tapiau TormaWeissenstein Wesenberg" "Robber","Robber Troop Information Culture Bandits Wages 30 peningas/week Acquired from... Footpad Upgrades to... Highwayman Upgrade Cost 368 peningas XP for Kill ? experience Ransom Value ? peningas Robbers are tier-three bandit infantry in Viking Conquest. They can be found in raiding parties on land or at sea. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Robber - Default Stats and Equipment Attributes Stat Points Level 23 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 67 Armor Head ? Body Tattered Common GambesonCrude Gambeson Hand None Foot Tattered Ankle Shoes Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 7 Power Strike 5 Power Throw 2 Power Draw 1 Weapon Maintenance 0 Weapon Master 7 Athletics 2 Riding 3 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 170 Two Handed Weapons 110 Polearms 190 Archery 20 Crossbows 20 Throwing 155 Slings 140 Weapons Melee Bent Heavy SpearSeax Ranged None Shield Crude Round Shield Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr" "Rondartschier","Rondartschier The Rondartschier is a character playable in the Custom Battle mode of Mount&Blade: With Fire & Sword. In-game description[] From the second half of the 16th century to the beginning of the 17th, the obsolete free lances were replaced by a new type of troop -- the Rondartschiere. They wore a cuirass and carried a sword and a small round shield. A highly disciplined corps, the Rondartschiere were effective in melee, against both infantry and light cavalry. On the other hand, the Rondartschiere would scarcely be able to stand against musketeers or heavy cavalry. Gradually, this type of infantry declined, due to the rapid development of firearms and the overall shift from close- to long-range combat. Pikemen, however, remained active, and in certain countries were employed into the beginning of the 19th century. Stats[] Rondartschier - Default Stats and Equipment Attributes Stat Points Level 20 Strength 13 Agility 9 Intelligence 0 Charisma 0 Health Armor Head Cabasset Body Pikeman Uniform Hand Foot Shoes with Stockings Skills Skill Points Ironflesh 10 Power Strike 1 Grenade Throwing 0 Power Draw 0 Weapon Master 3 Shield 6 Athletics 2 Riding 0 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 150 Two Handed Weapons 150 Polearms 150 Archery 150 Firearms 150 Throwing 150 Weapons Melee Old Short Broadsword Ranged Shield Buckler Mount This article is a stub. You can help out by expanding it. With Fire & Sword Custom Battle Troops Reiter Hussar Boyar Cuirassier Mounted Archer Musketeer Netyag Swordsman Rondartschier Pikeman Halberdier" "Rudnya","Rudnya Settlement Information Type Village Kingdom Polish Commonwealth Fortification Smolensk World Map With Fire & SwordRudnyaSmolenskTemplate:World Map/With Fire & Sword Rudnya is a village of the Polish Commonwealth, subordinate to Smolensk. Layout[] Player Elder Fugitive Rudnya is built on flat terrain, as a Polish/Cossack-style village with seventeen houses and a church. There are two stables, each having two horses. The Village Elder can be found standing in front of the largest straw-roofed house, which is the first house on the right from the player's entrance. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be hiding in front of a small brick-roofed house on the right, nearest to the player's entrance. Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Ruffian","Ruffian Troop Information Culture Bandits Wages 13 peningas/week Acquired from... Slave- or -Prisoners Upgrades to... Bandit- or -Footpad Upgrade Cost 192 peningas XP for Kill ? experience Ransom Value ? peningas Ruffians are tier-one bandit archers in Viking Conquest. They can be found in raiding parties on land. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Ruffian - Default Stats and Equipment Attributes Stat Points Level 12 Strength 16 Agility 8 Intelligence 12 Charisma 12 Health 59 Armor Head Phrygian Body Tattered Simple Tunic Hand None Foot Tattered Leather Shoes Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 4 Power Strike 3 Power Throw 3 Power Draw 3 Weapon Maintenance 0 Weapon Master 5 Athletics 5 Riding 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 105 Two Handed Weapons 100 Polearms 70 Archery 20 Crossbows 20 Throwing 115 Slings 110 Weapons Melee Staff Ranged Fustibalus Shield None Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr" "Rumors","Rumors are a feature in Mount&Blade: With Fire & Sword that allow the player to inspect what kind of improvements a fortress, town or village currently has without having to talk to the mayor or elder. This is useful because the option to improve the place appears only if the player owns the fief, but by reading the rumors of the fief that the player does not own, it will help the player in deciding which fiefs to keep for himself. Every time the player enters the fief, a maximum of two rumors appear on the screen. To fully inspect what improvements are already there, leave and reenter the fief, and check for new rumors that did not repeat themselves (it might be necessary to repeat this several times as the rumors are randomly chosen). Rumors have flavor text depending on the nation that controls the fief. If the fief has no improvements, the text will simply say ""Nothing of interest happened in[sic] (type)."" Otherwise, the following rumors will appear: Fortress and Town Rumors Improvement Flavor text Polish Commonwealth Muscovite Tsardom Crimean Khanate Kingdom of Sweden Cossack Hetmanate Armory The city is full of talk about the new arsenal. Since the armory was built, the city's public order has much improved. Long live the Bek! The city now has its own arsenal! The stores are full of weapons, and well-guarded. Word has it that the new arms stores in the city have countless pistols inside. Water supply Now there is new construction in the city, and plenty of fresh water. Laundresses now gather at the city well, spreading the latest rumors. Today at the bath-house I heard that salt prices are going down! Ever since the sewers were laid through the city, no one in my family has had dysentery. Yesterday there was quite a party at the pond. Girls were jumping into the water naked... Academy Holy Mother of God! My inn grows very prosperous, thanks to the academy! Yesterday a pair of rich scholars rented my quarters. Now I shall have enough money to buy a cow! A madrassa is a good thing, but now one cannot find paper or ink anywhere. These wise men buy it all! After the university was constructed, our pastor finally managed to repair the church -- and the repentant townswomen come every day. The students were engaged in a drunken brawl at the inn again. Seems they only learn how to drink vodka at that college... Merchant guild Yesterday the Sejmic resolved to ban foreign merchants from the market. Trading will be easier now. A scandal in the city -- the merchant guild used its weight to drive out of business a merchant who didn't want to join. Yesterday a merchant became intoxicated at the caravanserai, and gave away all his silk cloth for free. The merchant guild found those merchants who were avoiding tax, and placed them all under arrest. Today a libertine will receive ten lashes for lechery at the Maidan. Good places at the windows are being sold for ten thaler. Fortifications Yesterday our warlord returned boozy from a party, and fell right in the pit. What a laughing stock! The women like the log barricade. It is a handy place to put out clothes for drying! Our mufti fell from the fortress walls, but Allah be blessed, he fell straight into the new moat full of water. Too bad he couldn't swim... There city is mourning -- a drunken patron of the pubs fell into the underground tunnels during the night. Word has it that the commander went up the tower yesterday to inspect the guards, and looked on as an armor-bearer left his house by the back door. Oh, you should have heard him swearing... Hidden Treasury(Safe House, Treasury, Banking House, City Treasury) Our lord is a wise man. He always keeps a purse of thaler for a gloomy day. Word goes around the market that a pair of fools decided to rob the treasury yesterday. They had no money for the pub, it seems... Yesterday our lord gave to charity. That must mean his treasury is far from empty... Our lord opened a banking house, you know! We took a loan and bought some new furniture. Yesterday the city commander gathered all the Cossacks to drink some vodka. Word is, he took some thaler from the treasury to pay for it. Barracks Word is, a caserne was built in the city. Stable Word is, a new stable was built in the city. Weapon-master Word has it that the executioner uses the new axe he bought from the city weapon-master to shave his beard in the morning... Word has it that even the nobles come to the new armorer for their pistols. Word has it that our armorer learned his art in Damascus... Word has it that a musket made by our new armorer can strike a target five hundred feet away! The armorer made a new sword for the commander. It can cut a flying feather in two! Armor-master On Sundays, the master demonstrates how strong his armor is. He puts a cuirass on the wall and offers folks to shoot it with a pistol. He charges one thaler for each shot... The warlord flaunted his new helmet yesterday. Word has it he bought it for a full thousand thaler! Our Bek got himself a new set of armor, covered in gold! The master of armor is not taking any new orders. He's been ordered to make armor for a whole regiment of Reiters! Yesterday the Sich Cossacks came, and ordered trousers and whole rolls of mail. Horse Master The horse master has bred amazing stallions. He says that they'll be brought to the fair tomorrow. A tetchy mare threw the warlord off her back yesterday. Our new equerry found a calmer steed for him, so now our commander falls asleep while riding. The Bek has taken a new herd of horses from the steppe. We've never seen such horses as these in our town before! Even Reiters come to our city for hoses! Our horse-herd breeds excellent horses -- though word has it, he stole them from the Tatars... Messenger Rumors are spreading that a messenger arrived at the burgomaster with an important deed. Word has it that a herald with a secret deed arrived in the city. What sort of deed, no one knows. Our Bey received an urgent message. These new messengers fly like the wind... Today the courier brought some mail -- another message from the relatives... War again! Messengers run between the cities like mad! Watchman Embezzlers now tremble in fear of their own shadow. Our new komornik sure is a tough one. If the watchman keeps hunting thieves so fervently, soon half of the city will lose their ears. The new mufti is a kind soul. He sentenced a rebel to death by hanging, when he could have had him impaled. The watchman has accused a wealthy merchant of treason. The hearings promise to be quite intense. Yesterday the watchman judged a horse thief. Turned out he was a Tatar spy. He was hanged, of course... Tax collector The city gentry are full of ire! -- They are required to pay into the treasury! Yesterday the paymaster went around the farmsteads, looking for taxes owed. He took our pig and two cocks. Allah the Great! Our wise lord so cares about his subjects that takes away all their excess money. I gave all my money to pay taxes, and now I can't even buy a new robe! Of course, taxes are no easy burden. But let us hope our money will not be used only for feasts and parties. Yesterday the townsmen gathered to go and beat up the tax collector. Ever since he took command, the town has known no peace. Merchant Word has it, there was a scandal at the stocks today. Our lord's own merchant thought he would commit theft. Another merchant went out of business. Soon only those traders who work for our lord will remain in the city. Word has it that the caravan-bashi is smuggling hashish. No wonder he can do it! He's under our lord's protection... The new sutler has taken all the city's supplies for himself. People say he's in cahoots with the government. The vodka in that new shop is three times more expensive, but what can you do? -- All the others were banned from trading spirits. High Priest Rumor has it that the new Bishop greatly enjoys the choir. He has all our best voices in his cathedral choir... The abbot christened the warlord's son just yesterday. By nightfall he could barely speak a word. Yesterday the imam read a sermon. He said that Allah is furious with those who don't pay taxes. The chaplain in person led a raid on the markets the other day. Word has it they collected thrice the usual taxes. The priest heard the confession of a widow lately. He was so enthusiastic about relieving her sins that now she's planning to give birth! Commander The commander has disciplined the soldiers so well they even go to the toilet marching. The commander educated the troops the other day. Cracked a few jaws and broke several ribs. Thanks to the new commander, all our men now go for military training every day. No one is left to do the work! Damn the new commander! He trains innocent townsmen to death, as if they were recruits... The new commander is a tough fellow. He gave the lads training poles to make pikes, and ordered them to run around the field until they collapsed. Infantry Commander Word is, the zolniers now have a new commander. Word is, a new commander was appointed. Men of duty argue only about what place they would raid next spring. Men say a new infantry commander has been appointed. Word has it that a new commander was appointed. Cavalry Commander There's been a lot of talk about the new cavalry captain. There's been a lot of talk about the new cavalry commander. There's been a lot of talk about the new aga. There's been a lot of talk about the dragoon captain. There's been a lot of talk about the new yesaul. Guard Commander Word has it that a new infantry commander was appointed. Word has it that a new marksman commander was appointed. Muskets rumble through the city - the new azab-aga is training the recruits quite well. Word has it that a new infantry captain has been appointed. Word has it that a new commander was appointed. Heavy Cavalry Commander There is much talk about the new commander. There's quite a lot of excitement in the city. The beshli-aga trains his new warriors as if they were to fight for the Khan himself! There is much talk about the new cuirassier captain. Personal Guard Captain[note 1] Personal Guard Captain There is much talk about the new forces which shall bring us victory. Mercenary Captain The city is a mix of nations, like ancient Babylon. There are many foreign mercenaries about. ↑ Most likely something else was meant to be written here, and this is most likely a bug, as Personal Guard Captain is the next item in the localization file. Village Rumors Improvement Flavor text Polish Commonwealth Muscovite Tsardom Crimean Khanate Kingdom of Sweden Cossack Hetmanate Mill People say the old miller almost killed himself when he learned about the new mill. The miller is spreading rumors that the new mill puts some foul stuff into their bread. Bless Allah! Now there are several mills in the city, and the faithful can choose where to mill their grain. Since the new mill was built, the price of flour has dropped. Rumor has it that the miller is a sorcerer... Storehouse People say that the lord keeps not only grain, but gold in the new storehouse. I heard yesterday the warlord's shed was robbed. He had it coming. The greedy Bek filled his barn with grain, and sells it at three times the price at the end of winter. Our lord is cunning as a fox. Stored the grain in his shop and sells it for an inflated price. Mice ate all the grain in the new granary, and the people rolled with laughter! School We put our son in school. Now we'll have to spend all our money on books. That school is nothing but nonsense, and with our children away all day, who will watch after the goose? Our children are attending the school. Perhaps they will grow up to become kadis or muftis? Of course, reading is good for children. It's quite expensive though... Cossack children have no use for reading. But if our lord says it's important, then we shall send them to school as ordered. Hidden Treasury Folks say the elder is hiding a treasure somewhere -- a full twenty thaler! The elder hid all the vodka somewhere, and the men haven't been to work for three days. They've spent all their time searching for the hiding place! Our Bey is a greedy one. He built a storehouse but no one knows where. The men say there's a huge stock of goods in a hidden cache somewhere. Now we no longer fear raids so much. Yesterday the lads found a secret cache filled with vodka and lard. The elder almost burst from ire -- they ate and drank all the stocks! Council House The elder and the tax collector sat in council the other day until early morning. When the sun arose, the townspeople carried them both out by their ankles. One of the townspeople got himself drunk and made quite a nuisance of himself all night long. He was forced to spend three days in captivity for his behavior. The village caught a thief the other day. He was held captive in the Bey's house until the guards arrived. My neighbor was arrested yesterday. What did he do? Nothing much -- he just stole a horse... Since the village house was built, you can't find the lads wandering the streets in the evening. -- They all gather in the village house to talk politics. Judge Folks say the new judge will accept no bribes. How hard must it be for him to make judgments? The new judge only takes bribes in liquid thaler. He'll be a drunkard in no time. Kadi Astakh hears a new dispute every evening. All the folks gather to watch -- his elaborate judgments are wonders to behold. Word has it that the new judge will not yield to corruption! How can the villagers live now? Yesterday the judge decided that the neighboring monastery's floodfield should in fact belong to the warlord. The warlord bribed him with a mere piece of meat. Treasurer The new bursar shortchanged innkeeper Yankel. The latter in his misery decided to turn to the Christian faith. The villagers found out that the new treasurer used to be a clerk at the mint. Word has it that he was fired for drinking. Our baskak must have learned math in Baghdad! He shortchanges you in an eyeblink. The treasurer has began keeping a book of accounts. Whatever he's writing there, only God knows, but now folks have to pay more... The village paymaster came here the other day. Said we have to pay back taxes for two hundred years or so. We have him a quart of vodka, and now we're in debt only for a hundred years. Priest Our priest gave communion to two women from our parish -- the whole night long. The holy father expelled a witch from the village the other day. The people say that she took the holy host right out of his mouth. The new mullah is very young, but he knows all the Quran surahs by heart! The new pastor gives absolution twice as frequently than the old one, but charges twice as much! Our priest has a new wife -- his fifth or sixth, I think. Marshal Our marshal is a great guy. He put an end to the bandits in the nearby forest. The marshal found a stolen pig -- in a neighbor's kennel. The new muhtasib caught a pickpocket the other day. The marshal found out and put and end to a gang of counterfeiters. The marshal caught a horse thief. That poor guy didn't live long enough to see a trial." "Russia","The banner of Russia. This article is about the faction in Napoleonic Wars. For the faction in With Fire & Sword, see Muscovite Tsardom. Russia, or Rossiyskaya Imperiya, is a nation in the Mount&Blade: Warband downloadable content, Napoleonic Wars. Contents 1 Background 2 Units 2.1 Infantry 2.2 Cavalry 2.3 Specialists 3 Battle Cries 3.1 Regular Rank Soldiers 3.2 Surrendering 3.3 Officer Commands Background[] Ever since the Muscovite Tsardom transformed into the Russian Empire, expansionist ambitions has formed her foreign policy. Having successfully contested Sweden, Prussia and the Ottoman Empire for lands, St. Petersburg has now reached another level of ambition. The young Russian monarch, Alexander I, cares little for the new lands. His ambitions are much higher than that - to defeat Napoleon himself and “save Europe” from French tyranny. Russian armies have marched against Napoleon twice, and both times they were repelled with heavy casualties on both sides. The third clash, which is about to come in 1812, will be completely different. Belorussian forests and endless Russian steppes are quite different from the fields of Europe with their well-developed road networks and numerous villages. And the Russian peasant will not allow himself to be exploited by an enemy army - instead he will rather grab his axe and escape to the nearest forest. With the forest behind them filled with partisans, and the Russian army endlessly retreating in front of them, the French can look forward to a truly unique experience... Units[] Infantry[] Partizani - Partisan Irregulars Sankt-Peterburzhskoye Opolcheniye - Line Militia Simbirsky Pehotniy Polk - Line Infantry Pavlovskiy Grenaderskiy Polk - Line Infantry Leib-Gvardii Preobrazhenskiy Polk - Foot Guard 21-y Yegerskiy Polk - Rifleman Cavalry[] Sumskoy Gusarskiy Polk - Hussar Litovskiy Ulanskiy Polk - Lancer Donskoy Kazachiy Polk - Lancer Kievskiy Dragunskiy Polk - Dragoon Kavalergardskiy Polk - Cuirassier Specialists[] 8-ya Batarejnaya Rota - Artillery Saper - Engineer Feldmarshal Mikhail Kutuzov - Commander Battle Cries[] Regular Rank Soldiers[] ""Ура""! (urah) - Hooray ""Славься Отечество!"" (Slavsya Otechestvo) - Glory to the Fatherland ""Пуля - дура, штык - молодец!"" (Pulya - dura, shtick - molodets) - Bullet is stupid, bayonet is good (literal). ""Бей басурман!"" (Bey basurman) - Kill infidels! ""Воруй! Убивай!"" (Voruy! Ubevay!) - Steal! Kill! Surrendering[] ""Я сдаюсь!"" (Ya zdoyus') - I give up! ""Помилуйте!"" (Pomiluyte) - Spare me! ""Пощадите!"" (Poshadite) - Show mercy! ""Не стреляйте!"" (Ne strelyayte) - Don't shoot! Officer Commands[] “Товсь!” (Tovs) - Make ready! “Кладсь!” (Klads) - Make ready! “Пли!” (Plee) - Fire! “Марш-марш! В атаку (в штыки)!” (Marsh-marsh! V ataku (v shtiki)) March into attack (or bayonet) “В атаку!” (V ataku) - Attack! “В штыки! Ура!” (V shtiki! Urah!) - Attack, hurray! ""Батальон! Вперед марш!"" (Batalyon! Vperod, marsh!) - Battalion, forward march! ”Батальон! Марш!” (Batalyon, marsh!) - Battalion, march! ”Вперед шагом марш!” (Vperod shagom marsh!) - Forward quick march! Держать позицию! (Derzhat' pozitsiyu) - Hold position. Стрелять по готовности! (Strelyat po gotovnocti) - Shoot when ready! “За мной!” (Za mnoy) - With me! “Солдаты, за мной!” (Soldati, za mnoy!) - Soldiers, with me! Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Ryazan","Ryazan Settlement Information Type Fortress Kingdom Muscovite Tsardom Villages Tarusa World Map With Fire & SwordRyazanTarusaTemplate:World Map/With Fire & Sword Ryazan is a fortress of the Muscovite Tsardom, ruled by Warlord Afanasiy Ordin-Naschokin. It has the village Tarusa. It is the home of the hero Yelisei. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders Most of the fortress is accessible. The Lord's Hall can be found by going directly forward after passing the gates, on the second floor of a two-floored house. The prison is on the right side near the walls. During a siege, two ladders are placed to the right of the gates. Wikipedia has an article on this subject at:Ryazan Territory of the Muscovite Tsardom TownsCherkassk Moscow Pskov FortressesBryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' VillagesKlin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa TarusaValuiki Yefremovo" "Rzhev Fortress","Rzhev Fortress Settlement Information Type Fortress Kingdom Muscovite Tsardom Villages Staritsa World Map With Fire & SwordRzhev FortressStaritsaTemplate:World Map/With Fire & Sword Rzhev Fortress is a fortress of the Muscovite Tsardom, initially ruled by Prince Yakov Cherkassky. It has the village Staritsa. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders The fortress has few structures, and the Lord's Hall is directly on the left of the player as he/she passes through the gates. The prison is in a closed space attached to the stairs on the opposite end of the fortress. During a siege, the player spawns on the opposite end of the fortress and uses one of two ladders to attack the fortress from behind or from the side. Strangely, a third unused ladder can always be seen on the ground near the player's spawn point. Wikipedia has an article on this subject at:Rzhev Territory of the Muscovite Tsardom TownsCherkassk Moscow Pskov FortressesBryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' VillagesKlin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa TarusaValuiki Yefremovo" "Saber Briquet","The Saber Briquet is a melee weapon in Napoleonic Wars. It is a short, slightly curved sword with a golden handle, and is carried by most infantry units, including flag-bearers, musicians, and engineers. Trivia[] The real-life saber briquet was introduced around 1780, however, soldiers found that in close quarters, bayonets or the stocks of their muskets were better suited for combat, and the order was given to abandon the saber briquet in 1807. Some regiments continued to carry them until 1815, though." "Saber/With Fire & Sword","Saber SaberOne-handedBase value: 1100 thalersWeight: 1.25Swing: 25cSpeed rating: 96Weapon reach: 95Requires strength: 7With Fire & Sword Saber SaberOne-handedBase value: 950 thalersWeight: 1.25Swing: 24cSpeed rating: 95Weapon reach: 95Requires strength: 7With Fire & Sword Saber SaberOne-handedBase value: 650 thalersWeight: 1.25Swing: 22cSpeed rating: 94Weapon reach: 95Requires strength: 7With Fire & Sword Saber SaberOne-handedBase value: 800 thalersWeight: 1.25Swing: 24cSpeed rating: 97Weapon reach: 95Requires strength: 7With Fire & Sword Saber SaberOne-handedBase value: 1300 thalersWeight: 1.0Swing: 26cSpeed rating: 93Weapon reach: 85Requires strength: 7With Fire & Sword Saber SaberOne-handedBase value: 1600 thalersWeight: 1.25Swing: 30cSpeed rating: 95Weapon reach: 90Requires strength: 8With Fire & Sword Saber SaberOne-handedBase value: 1450 thalersWeight: 1.25Swing: 28cSpeed rating: 94Weapon reach: 90Requires strength: 8With Fire & Sword" "Salis","Salis Settlement Information Type Village Kingdom Kingdom of Sweden Fortification Riga World Map With Fire & SwordSalisRigaTemplate:World Map/With Fire & Sword Salis is a village owned by the Kingdom of Sweden, subordinate to Riga. Layout[] Player Elder Fugitive Salis is built on a flat surface within uneven terrain, as a Swedish-style village with six houses. Near the player's entrance, on the left side, is a graveyard with twelve graves, and an isolated doorframe, which could be the entrance to the graveyard. On the right side is a wheat field. There are stacks of barrels around the village, and curiously, the residents of this village have placed empty baskets onto roofs of the houses. The Village Elder can be found standing by the isolated doorframe. If sent here during a Hunt Down Fugitive quest, the Nervous Man can be found behind a group of bushes sandwiched between two houses. Wikipedia has an article on this subject at:Salacgrīva Territory of the Kingdom of Sweden TownsKoenigsberg Reval Riga FortressesAllenstein Castle Dorpat Fortress Dynaburg Fortress Dzvinsk Castle Narva Vyborg VillagesElbing Leal Nidritsa Panevezys Pilve Plunge Salis Siauliai Siegevold Tapiau TormaWeissenstein Wesenberg" "Salt","Salt Classic/Warband Viking Conquest Games Base value 255 255 255 305 Weight 50.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Trade Made From... N/A Made Into... N/A Salt is a non-consumable trade good found in all games in the Mount&Blade series. It can be found at the goods vendor in towns and villages. Strictly a trade item, salt is not used in any Productive Enterprises in Warband. Salt can be bought very cheaply in Wercheg and sold at a premium in nearby Rivacheg. This route is often plagued by Sea Raiders, however. It can also be found for low prices in Sargoth, Tihr, Halmar, Narra, Tulga, and Bariyye. Selling salt to Curaw and taking iron from there back to Halmar can be profitable, as each item trades well in the other town. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Sambir","Sambir Settlement Information Type Village Kingdom Polish Commonwealth Fortification Krakov World Map With Fire & SwordSambirKrakovTemplate:World Map/With Fire & Sword Sambir is a village of the Polish Commonwealth, subordinate to Krakov. Layout[] Player Elder Fugitive Sambir is built on relatively flat terrain, as a Polish/Cossack-style village with fifteen houses, and a church in the middle. Looking from the player's entry, on the other side of the church is a water well. There are two empty stables, each next to a pair of houses. The Village Elder can be found standing in front of a large brick-roofed house with an empty stable nearby. If sent here during a Hunt Down Fugitive quest, the Nervous Man will stand in front of a large plank-roofed house close to the player's entrance. Wikipedia has an article on this subject at:Sambir Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Sarabun","Sarabun Appears in Official Information Culture Cossacks Character Details Hire Cost 600 thalers Likes Yelisei Liked by Fedot Dislikes Algirdas, Varvara, Kill local merchant, Bring back runaway serfs, robbing or raiding villages Disliked by Ingri, Victor De La Buscador Sarabun is one of the Heroes in With Fire & Sword. Because he specializes in medicine, he is similar to Jeremus of the previous games. Dialogue[] Main article: Sarabun/Interactions Stats and equipment[] Sarabun - Default Stats and Equipment Attributes Stat Points Level 6 Strength 7 Agility 7 Intelligence 14 Charisma 8 Health 42 Armor Head ? Body Pilgrim Disguise Hand ? Foot Village Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment 3 Surgery 3 First Aid 4 Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 50 Two Handed Weapons 50 Polearms 50 Archery 50 Firearms 50 Throwing 50 Weapons Melee Bludgeon Ranged ? Shield ? Mount ? Player's Companions Algirdas Bakhyt Colonel Zagloba Fatima Fedot Ingri Karlsson Mamai NogaiOksana Priest Spasokukotsky Sarabun Tepes Varvara Victor de la Buscador Yelisei" "Sarabun/Interactions","This is a list of interactions with Sarabun. Contents 1 Introduction 2 Reencounter 3 Retirement 4 Rehire 5 Story: Kiev 6 Like Quotes 6.1 Yelisei 7 Dislike Quotes 7.1 Algirdas 7.2 Varvara Introduction[] The color of your face worries me, sir. Perhaps you should apply leeches... Leeches? What are you, a doctor? ""I am from Kiev. Learned to read and write at the Kiev-Bratsk college, and then I became a doctor. Until now, I offered myself to the Cossacks of the Kurenevskoe community. Healed them from hang-overs, offered bloodletting, dressed their wounds. And what a life it would have been, have I not met that French cartographer... what was his name... Guillaume de Beauplan. He fell ill as he was passing through Kiev, and I was summoned to apply leeches... The Frenchman was certainly talkative. While I was treating him... my what stories he told! About cherry-trees under Pereyaslav which would grow only up to the waist, and of the crayfish in the Ukrainian rivers nigh the size of a cat! And that the Tatar children are born blind like puppies, and only open their eyes on the second week... Among other stories, Beauplan told me that the Sick Cossacks treat fever by mixing vodka with gunpowder..."" The next day I was called to a sick Cossack colonel in Kurenevka, and I gave him that very treatment. The poor chap guzzled down the cure, and cried out like mad -- for the whole day, until he died in the evening. The nitre in the powder had burned his intestines. The people of Kurenevka learned of this, and sent almost a full regiment after me, threatening to put my skin on a drum."" In fact I do need a doctor for the party. Please, join me. I am most grateful. I can not only heal fever and apply leeches. I can also dress battle wounds! Just note one thing... I am of the simple folk, and I have no love for those masters who would earn their fortune by robbing the ordinary folks... I always do as honor demands. Come now, prepare for the journey. Sir, I would only like to settle some formalities, a little advance, so to speak -- just 600 thaler. Well, I should expect you to serve me hand and foot for this. Here, take it. And what else are serfs for? Nay, I need no rebels among my men. Oh no, friend! You might poison me too! Take these worms of yours and begone, bloodsucker! Reencounter[] Now, naturally, I am searching for a trusty patron -- one whom I might relieve of any illness. Retirement[] Well, the time has come for us to part ways, good commander. The locals have persuaded me to stay and heal them. I am grateful for your help and protection, and shall you have need of my leeches, you know where to find me. Rehire[] With the scarce pay these villagers can offer me, I had almost given up. No, I am much better off serving as an army doctor. Would you accept me back? Story: Kiev[] We are approaching Kiev! That is a wonderful city! The years have taken their toll, but the capital of the Ancient Rus is even now the finest place on earth. Were it not for the dreadful Kurenevka Cossacks, I would never have left my homestead in Podolsk. But fate never seems to ask my opinion... We are all blown in the wind. Even moreso, people who are masters of a trade like mine, which is so ungratefully received. Like Quotes[] Yelisei[] By the way, Yelisei is a great fellow. He never boasts about his family grandeur like some do, and he's always ready to lend a hand to a comrade. 'Tis quite a shame he took the path of a warrior. He would have made a marvelous doctor. Dislike Quotes[] Algirdas[] I have tried to constrain myself, good commander, but Algirdas drives me to despair. In his eyes I am but a serf, a bondsman with no right to even raise my eyes to him. But I am a member of our party just like he! Oh, what a noble he is, with not even a single plot of arable land. I can no longer stand this humiliation! Varvara[] I would be content and have no complaints, were it not for Varvara. The witch hates me. She complains that I remind her of her late husband... When she takes up her weapon, it sends shivers down my spine. I cannot get it out of my head these days." "Sarranid Sultanate","Sarranid Sultanate Banner Troops Official Information Ruler Sultan Hakim Claimant Arwa the Pearled One The Sarranid Sultanate is a new faction introduced in Mount&Blade: Warband, located in the southern deserts of Calradia. It is led by Sultan Hakim, while the claimant to the throne is Arwa the Pearled One. Sarranid lords 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, Emir Uqais, initial lord of Durquba, for that matter), which could be related to her claim hinging on Sultan Ayzar's, while Hakim's hinges on Baybak's. Contents 1 History 2 Rulers 3 Vassals 4 Tactics 4.1 Strengths 4.2 Weaknesses 4.3 Summary 5 Troop Tree 6 Territory 7 Trivia History[] The Sarranids were ruled by Sultan Ayzar prior to the events of Warband. 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 Khergit Khanate (likely under the rule of Janakir Khan 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. The Sarranids are possibly descendants of the Aserai. They occupy a similar portion of the maps (they likely occupied Charas/Shariz from the Vlandians/Swadians), they have very similar troop trees and the Sarranids share a name with the Banu Sarran, one of the Aserai clans. If this is true, Sultan Ayzar would have descended from Adram or Addas (Nimr had no heirs) and Arwa the Pearled One would share her name with another member of the Banu Sarran, Arwa. Rulers[] Sultan Hakim Initial Ruler Arwa the Pearled One Claimant Vassals[] Emir Amdar Emir Atis Emir Ayyam Emir Azadun Emir Biliya Emir Dhashwal Emir Dhiyul Emir Ghanawa Emir Ghulassen Emir Hamezan Emir Hiwan Emir Lakhem Emir Muhnir Emir Mundhalir Emir Nuam Emir Nuwas Emir Quryas Emir Raddoun Emir Tilimsan Emir Uqais Tactics[] Main article: Sarranid Sultanate Tactics. Strengths[] Good skirmishing ability with overall versatility, thrown weapons and polearms, and high Athletics skill. Powerful heavy cavalry, rivalling the knights of Swadia. Weaknesses[] Infantry is easily outmatched in direct engagements. Archers are outclassed at long range by those of other factions. Summary[] Starting in the Sarranid Sultanate 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 Sarranid Mamluke, is on a par with the Swadian Knight 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. Sarranid Master Archers 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. 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 Swadian Knights. 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. Sarranid archers use bows and jarids rather than crossbows, and while they can out-shoot Nord Veteran Archers, they are outclassed by Vaegir Marksmen. 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[] Troops of the Sarranids Desert Bandit Recruit Footman Veteran Footman Skirmisher Infantry Horseman Archer Guard Mamluke Master Archer Territory[] The territory of the Sarranid Sultanate contains the following towns, castles, and villages: Territory of the Sarranid Sultanate TownsAhmerrad Bariyye Durquba Shariz CastlesBardaq Castle Caraf Castle Durrin Castle Jameyyed Castle Samarra Castle Sharwa CastleTeramma Castle Weyyah Castle VillagesAab Ayn Assuadi Dhibbain Fishara Habba Hawaha Iqbayl Mawiti MazighMijayet Mit Nun Qalyut Rushdigh Sekhtem Shibal Zumr Tamnuh Tazjunat TilimsalUnriya Uzgha 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 Date Fruit cheaply which, when sold to the neighboring Khergit Khanate, 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. Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Sausages","Sausages Classic/Warband Viking Conquest Games Base value 60 85 85 35 Weight 10.0 Item Quantity 40 40 40 120 Morale Bonus +5 +5 +4 +5 Spoils No Goods Type Food Made From... N/A Made Into... N/A Sausages are a food item that provides a moderate morale bonus. In With Fire & Sword, sausages provide the highest morale of any solid food, beaten only by beer and wine. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Saxons","The Saxons are a Christian culture in Viking Conquest. History[] Anglo-Saxon and Brittonic Kingdoms in England The first Anglo-Saxons in England were there because the King of the Britons, Vortigern, needed help against the Gaelic and Pictish invasions in his new lands. This was right after the Roman Empire's collapse, so he was not in a powerful position in the new Roman-free Britain. The leaders of the Anglo-Saxon mercenaries were Hengest and Horsa and, as a reward for their help against the Gaels and the Picts, they were given control of Kent, a small piece of land in Southern Britain. Seeing that Britain was in a weak spot with their King, the Anglo-Saxons invaded England and quickly conquered it for their people. In the centuries that followed, more and more Anglo-Saxons came to England, turning Britain into separate Kingdoms but a powerful land. Factions[] The Saxons have much in common with the Angles. There is only one Saxon kingdom: the West Seaxe. Banner Name Color Ruler Claimant Capital Kingdom of West Seaxe #ff4f38 Brytenwalda Aethelred Aethelwulfing Aetheling Ceorl Cippanhamm Troops[] Saxon Troops Peasant Priest Freeholder Bowman Spearman Companion Warrior Horseman Veteran Standard Bearer Noble Bodyguard Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Scottish Broadsword/With Fire & Sword","The Scottish Broadsword is a unique basket-hilted sword, a popular type of backsword or broadsword during the Renaissance, made especially popular by the mercenaries which wielded it and traveled Europe. Funnily enough, this sword is not Scottish at all -- in fact, it is an Italian Schiavona, but those too were popular among the kinds of troops you would expect in With Fire & Sword. Scottish Broadsword Scottish BroadswordOne-handedBase value: 3000 thalersWeight: 1.75Swing: 32cThrust: 20pSpeed rating: 94Weapon reach: 105Requires strength: 10With Fire & Sword" "Scottish Musketeer","For other uses, see Musketeer (disambiguation). Scottish Musketeer Troop Information Culture Mercenaries Wages 4 thalers/week Acquired from... Mercenary Commander Upgrades to... Scottish Musketeer (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Scottish Musketeers are national mercenary archers of the Kingdom of Sweden and the Polish Commonwealth. Tactics[] Armed with Wheelock Muskets of average-yet-decent firepower, they excel in firing lines - especially in tandem with their Eastern European counterparts - while their iconic Scottish Broadswords of above-average cutting and piercing power - as well as easily recognizable for their exquisitely decorated handguards - give them an unexpectedly fierce edge in melee combat. Protection-wise, however, Scottish Musketeers are weak to melee retaliation - especially from most types of cavalry - due to only wearing clothing in the form of unique plaid designated uniforms and berets. Mostly fielded by the Swedes, Scottish Mercenaries as a whole are somewhat redundant on their side but much more useful when occasionaly fielded by the Poles, offering a good melee soldier, a good pikeman, and a strong musketman - compared to standard Polish troops, they hit harder in melee and generally have more hitpoints, although at the expense of some skill values. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Scottish Musketeer - Default Stats and Equipment Attributes Stat Points Level 7 Strength ? Agility ? Intelligence ? Charisma ? Health 51 Armor Head ? Body Scottish Musketeer Camisole Hand None Foot ? Skills Skill Points Ironflesh 1 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 3 Shield ? Athletics 3 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 80 Two Handed Weapons 80 Polearms 80 Archery 0 Firearms 95 Throwing 0 Weapons Melee Scottish Broadsword Ranged Wheellock MusketBullets Shield None Mount None Trivia[] Scotland became heavily embroiled in the Thirty Years' War in continental Europe for mainly religious reasons, sending soldiers to Germany, Denmark-Norway, and Sweden in an effort to aid its fellow Protestant nations - some Scottish soldiers, believing in the Catholic counter-reformation rather than Protestantism, also (independently) traveled to Catholic countries, which may explain why the Polish-Lithuanian Commonwealth sometimes fields Scottish troops in-game. Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "Scottish Musketeer (veteran)","This article is a stub. You can help out by expanding it. For other uses, see Musketeer (disambiguation). Scottish Musketeer (veteran) Troop Information Culture Mercenaries Wages 8 thalers/week Acquired from... Scottish Musketeer Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Scottish Musketeers (veterans) are veteran national mercenary archers of the Kingdom of Sweden and the Polish Commonwealth. Tactics[] Armed with better muskets than their recruitable counterparts, they excel in firing lines - especially in tandem with their Eastern European counterparts - while their iconic Scottish Broadswords of above-average cutting and piercing power - as well as easily recognizable for their exquisitely decorated handguards - give them an unexpectedly fierce edge in melee combat. Protection-wise, however, veteran Scottish Musketeers are weak to melee retaliation - especially from most types of cavalry - due to only wearing clothing in the form of unique plaid designated uniforms and berets. Mostly fielded by the Swedes, Scottish Mercenaries as a whole are somewhat redundant on their side but much more useful when occasionaly fielded by the Poles, offering a good melee soldier, a good pikeman, and a strong musketman - compared to standard Polish troops, they hit harder in melee and generally have more hitpoints, although at the expense of some skill values. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Scottish Musketeer (veteran) - Default Stats and Equipment Attributes Stat Points Level ? Strength ? Agility ? Intelligence ? Charisma ? Health ? Armor Head ? Body Scottish Musketeer Camisole Hand None Foot ? Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons ? Two Handed Weapons ? Polearms ? Archery 0 Firearms ? Throwing 0 Weapons Melee ? Ranged ? Shield None Mount None Trivia[] Scotland became heavily embroiled in the Thirty Years' War in continental Europe for mainly religious reasons, sending soldiers to Germany, Denmark-Norway, and Sweden in an effort to aid its fellow Protestant nations - some Scottish soldiers, believing in the Catholic counter-reformation rather than Protestantism, also (independently) traveled to Catholic countries, which may explain why the Polish-Lithuanian Commonwealth sometimes fields Scottish troops in-game. Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "Scottish Pikeman","For other uses, see Pikeman. Scottish Pikeman Troop Information Culture Mercenaries Wages 4 thalers/week Acquired from... Mercenary Commander Upgrades to... Scottish Pikeman (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Scottish Pikemen are national mercenary infantry of the Kingdom of Sweden and the Polish Commonwealth. Tactics[] They are slightly more armored and have higher skill values than Swedish Pikemen. Mostly fielded by the Swedes, Scottish Mercenaries as a whole are somewhat redundant on their side but much more useful when occasionaly fielded by the Poles, offering a good melee soldier, a good pikeman, and a strong musketman - compared to standard Polish troops, they hit harder in melee and generally have more hitpoints, although at the expense of some skill values. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Scottish Pikeman - Default Stats and Equipment Attributes Stat Points Level 7 Strength ? Agility ? Intelligence ? Charisma ? Health 48 Armor Head Morion Body Scottish Uniform Hand None Foot ? Skills Skill Points Ironflesh 1 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 1 Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 110 Two Handed Weapons 110 Polearms 110 Archery 0 Firearms 0 Throwing 0 Weapons Melee ? Ranged None Shield None Mount None Trivia[] Scotland became heavily embroiled in the Thirty Years' War in continental Europe for mainly religious reasons, sending soldiers to Germany, Denmark-Norway, and Sweden in an effort to aid its fellow Protestant nations - some Scottish soldiers, believing in the Catholic counter-reformation rather than Protestantism, also (independently) traveled to Catholic countries, which may explain why the Polish-Lithuanian Commonwealth sometimes fields Scottish troops in-game. Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "Scottish Pikeman (veteran)","For other uses, see Pikeman. Scottish Pikeman (veteran) Troop Information Culture Mercenaries Wages ? thalers/week Acquired from... Scottish Pikeman Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Scottish Pikemen (veterans) are veteran national mercenary infantry of the Kingdom of Sweden and the Polish Commonwealth. Tactics[] They are slightly more armored and have higher skill values than veteran Swedish Pikemen. Mostly fielded by the Swedes, Scottish Mercenaries as a whole are somewhat redundant on their side but much more useful when occasionaly fielded by the Poles, offering a good melee soldier, a good pikeman, and a strong musketman - compared to standard Polish troops, they hit harder in melee and generally have more hitpoints, although at the expense of some skill values. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Scottish Pikeman (veteran) - Default Stats and Equipment Attributes Stat Points Level ? Strength ? Agility ? Intelligence ? Charisma ? Health ? Armor Head Morion Body Scottish Uniform Hand None Foot ? Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons ? Two Handed Weapons ? Polearms ? Archery 0 Firearms 0 Throwing 0 Weapons Melee ? Ranged None Shield None Mount None Trivia[] Scotland became heavily embroiled in the Thirty Years' War in continental Europe for mainly religious reasons, sending soldiers to Germany, Denmark-Norway, and Sweden in an effort to aid its fellow Protestant nations - some Scottish soldiers, believing in the Catholic counter-reformation rather than Protestantism, also (independently) traveled to Catholic countries, which may explain why the Polish-Lithuanian Commonwealth sometimes fields Scottish troops in-game. Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "Scottish Swordsman","For other uses, see Swordsman (disambiguation). Scottish Swordsman Troop Information Culture Mercenaries Wages 10-18 thalers/week Acquired from... Mercenary Commander Upgrades to... Scottish Swordsman (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Scottish Swordsmen are national mercenary infantry of the Kingdom of Sweden and the Polish Commonwealth. Tactics[] They wear a breastplate and wield a giant sword with enough Power Strike to make it hurt, which makes them hands down the best Scottish troops and best used at defending fortresses. Skills-wise identical to Swedish Swordsmen but with higher Power Strike yet less armored, using either or both comes down to player choice. Mostly fielded by the Swedes, Scottish Mercenaries as a whole are somewhat redundant on their side but much more useful when occasionaly fielded by the Poles, offering a good melee soldier, a good pikeman, and a strong musketman - compared to standard Polish troops, they hit harder in melee and generally have more hitpoints, although at the expense of some skill values. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Scottish Swordsman - Default Stats and Equipment Attributes Stat Points Level 13 Strength ? Agility ? Intelligence ? Charisma ? Health 60 Armor Head ? Body Scottish Uniform Hand None Foot ? Skills Skill Points Ironflesh 3 Power Strike 3 Grenade Throwing 0 Power Draw ? Weapon Master 5 Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 140 Two Handed Weapons 140 Polearms 140 Archery 0 Firearms 0 Throwing 0 Weapons Melee ? Ranged None Shield None Mount None Trivia[] Scotland became heavily embroiled in the Thirty Years' War in continental Europe for mainly religious reasons, sending soldiers to Germany, Denmark-Norway, and Sweden in an effort to aid its fellow Protestant nations - some Scottish soldiers, believing in the Catholic counter-reformation rather than Protestantism, also (independently) traveled to Catholic countries, which may explain why the Polish-Lithuanian Commonwealth sometimes fields Scottish troops in-game. Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "Scottish Swordsman (veteran)","This article is a stub. You can help out by expanding it. For other uses, see Swordsman (disambiguation). Scottish Swordsman (veteran) Troop Information Culture Mercenaries Wages 18 thalers/week Acquired from... Scottish Swordsman Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Scottish Swordsmen (veterans) are veteran national mercenary infantry of the Kingdom of Sweden and the Polish Commonwealth. Tactics[] They wear a breastplate and wield a - slightly better than regular Scottish Swordsmen's - giant sword with enough Power Strike to make it hurt, which makes them hands down the best Scottish troops and best used at defending fortresses. Skills-wise identical to veteran Swedish Swordsmen but with higher Power Strike yet less armored, using either or both comes down to player choice. Mostly fielded by the Swedes, Scottish Mercenaries as a whole are somewhat redundant on their side but much more useful when occasionaly fielded by the Poles, offering a good melee soldier, a good pikeman, and a strong musketman - compared to standard Polish troops, they hit harder in melee and generally have more hitpoints, although at the expense of some skill values. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Scottish Swordsman - Default Stats and Equipment Attributes Stat Points Level ? Strength ? Agility ? Intelligence ? Charisma ? Health ? Armor Head ? Body Scottish Uniform Hand None Foot ? Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons ? Two Handed Weapons ? Polearms ? Archery 0 Firearms 0 Throwing 0 Weapons Melee ? Ranged None Shield None Mount None Trivia[] Scotland became heavily embroiled in the Thirty Years' War in continental Europe for mainly religious reasons, sending soldiers to Germany, Denmark-Norway, and Sweden in an effort to aid its fellow Protestant nations - some Scottish soldiers, believing in the Catholic counter-reformation rather than Protestantism, also (independently) traveled to Catholic countries, which may explain why the Polish-Lithuanian Commonwealth sometimes fields Scottish troops in-game. Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "Scythe Wielder","Scythe Wielder Troop Information Culture Polish Commonwealth Wages 1 thaler Acquired from... Prisoners or Commander Upgrades to... Militia Pikeman, Musket Militiaman Upgrade Cost 10 thalers Scythe Wielders are Polish Commonwealth conscripts armed with scythes. Tactics[] With their poor melee weaponry, virtually non-existent training, and near complete lack of armor, they are militia not to be relied upon heavily. They should be upgraded to Musket Militiamen or Militia Pikemen as soon as possible. As they are very cheap, they can be recruited en masse and used as cannon fodder, distracting enemy troops so that far superior allied forces can destroy them. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Scythe Wielder - Default Stats and Equipment Attributes Stat Points Level 3 Strength 7 Agility 6 Intelligence 4 Charisma 4 Health 42 Armor Head Cap Body Kuntush Hand ? Foot Village Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 70 Two Handed Weapons 50 Polearms 60 Archery 10 Firearms 20 Throwing 0 Weapons Melee Scythe Ranged ? Shield ? Mount ? Wikipedia has an article on this subject at:Kosynierzy Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "Scythe/With Fire & Sword","Scythe ScythePolearmBase value: 20 thalersWeight: 2.0Swing: 16cThrust: 12pSpeed rating: 79Weapon reach: 180" "Sea Raider","Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Sea Raider Troop Information Culture Bandits Wages 13-7 denars/week Acquired from... Prisoners Upgrades to... Nord Recruit Upgrade Cost 80 denars XP for Kill 134 experience Ransom Value 112 denars Sea Raiders are bandit infantry in Mount&Blade and Warband. Contents 1 Tactics 2 Quotes 3 Stats and Equipment 4 Trivia Tactics[] Roaming the northern coastal areas of Calradia in Nord and Vaegir lands, they spawn in groups of 5-50. Sea Raiders are the heaviest type of bandits. They are a good source of experience and money during mid-game but are very dangerous to new or ill-prepared players - without good armor or a shield, one is likely to be torn apart by them. Unlike other Bandit parties, Sea Raiders are a hostile, non-negotiable bandit and will not make you pay - they will just attack you instead. Similar to Looters, they will charge at you in large groups. Most Sea Raiders with Longbows will stop to fire on you and your troops, and those with Throwing Axes will continue to run, stopping every once in a while to throw. Up close, they will pull out their melee weapons and attack their opponents ruthlessly. To an experienced player, Sea Raiders are easy foes. It is not recommended for new players to go up against them unless they have played the game before. This is because Sea Raiders can easily break through shields and, in a swarm, it can be difficult to block all of their attacks. Ranged weapons are usually effective against Sea Raiders in the hands of an average archer, provided the targets don't have shields. Suggested troops to use in battle against Sea Raiders are at least tier-three faction troops, Hired Blades, or some form of cavalry. A good tactic against Sea Raiders that avoids losing any troops is to ride out alone and circle the Raiders from a distance while mounted. Once they form a tight group, shoot arrows at their feet until most of them are wounded, then order your cavalry to charge. Sometimes the Raiders lack head armor and shields - go for headshots in this case. If the player has a heavy War Axe or comparable high-damage two-handed weapon, they may simply ride in circles around the Sea Raiders, cutting down those on the edges of the swarm or who stray too far outside the group. Spears or lances are equally effective at picking off Sea Raiders one by one. If you manage to capture and recruit any Sea Raiders without them taking off in the night, their ability in melee means they can usually come out victorious against tier-two troops or other bandits. When against a larger or stronger force, Sea Raiders can weaken the enemy with their ranged weapons before moving in to attack. When recruited in Warband, Sea Raiders can be upgraded into Nord Recruits for 80 denars. This can be a poor decision, as Sea Raiders are level 16 but Nord Recruits are level 6 and are poorly equipped, so they lose a lot of strength by being upgraded. However, Nord Recruits will eventually upgrade into Huscarls, which are one of the strongest foot soldiers in the game. If you expect difficult fights to occur soon, you should wait on the upgrades, as Sea Raiders are comparable to Nord Warriors. Quotes[] If a party of Sea Raiders is caught up to or catches up to the player, they will say one of a few lines: ""I will drink from your skull!"" ""That's a nice head you have on your shoulders."" ""Less talking! More raiding!"" ""Today the gods will decide your fate!"" Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Sea Raider - Default Stats and Equipment Attributes Stat Points Level 16 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 48 Armor Head (Possible) Nasal Helmet(Possible) Nordic Helmet Body Mail ShirtByrnieNomad Vest Hand None Foot Leather BootsNomad Boots Skills Skill Points Ironflesh 2 Power Strike 2 Power Throw 2 Power Draw 3 Weapon Master ? Shield ? Athletics 2 Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 110 Two Handed Weapons 110 Polearms 110 Archery 110 Crossbows 110 Throwing 110 Weapons Melee SpearBattle AxeFighting AxeNordic Sword (a)Nordic Sword (b) Ranged (Possible) Long Bow(Possible) Arrows(Possible) Throwing Axes(Possible) Javelins Shield Nordic ShieldWooden Shield Mount None Trivia[] According to Matheld, Sea Raiders and Nords are from the realm of Nordland, located far to the north of Calradia. Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr" "Secrets and oddities","Man? Lady? Both? A spy found in With Fire & Sword This is a list of several odd and hidden things in the Mount&Blade games. The Strange set, a suit of Samurai armor and swords. The village of Glunmar has an odd collection of items. There is a skeleton in Bulugha Castle. When undergoing a certain quest from King Carl in With Fire & Sword, you will be asked to collect data from a spy in a nearby town. When the spy was located, he (she) looked like the picture. This may be the spy's disguise or may be a little joke implemented by the developers. When besieged, the towns of Durquba and Ahmerrad have a destructible door besides the usual ladder. The player can break through them to get behind the enemies. Dhirim and Suno do not have a door to the arena accessible from the streets. If one goes into the arena from the menu and then leaves through the door, they will be out of bounds. There is nowhere to go in Suno, but Dhirim allows the player to explore the entire map. Reyvadin has a gap in the invisible walls that are supposed to block the player from exploring beyond the intended area, allowing one to get out of bounds and explore the entire map. During the Main Quest Rescue Your Family, when the main character talks to Radagos in the hideout, they will say the iconic bandit quote, ""Less Talking More Raiding!"" from Warband. In the code of With Fire & Sword, the nations are referred to by the names of the five factions from the original Mount&Blade. Removed Features[] Some concepts existed at one time, but were later removed from the game. Remnants of these may still exist. The Dark Knight bandits. The Undead and Ghouls. The town of Zendar." "Sedjet-bey","Sedjet-bey Official Information Kingdom Crimean Khanate Monarch Khan Islam Giray Title Vassal Personal Details Gender Male Sedjet-bey is initially a vassal of the Crimean Khanate. He begins the game as the ruler of Inkerman. This article is a stub. You can help out by expanding it. Crimean Khanate Monarch: Claimant: Khan Islam Giray Mehmed Giray Vassals: Ahmed-pasha Argun-bey Baesid-khan Baryn-bey Bukryn-bey Imad-pasha Mansur-bey Mirza Agish Mirza Appak Mirza Argyn Mirza Davletshi Mirza Divey Mirza Enikey Mirza Karach Mirza Yanmamed Mirza Yelchy Sedjet-bey Shirin-bey Uzyn-bey Yashlav-bey" "Serduk","Serduk Troop Information Culture Cossack Hetmanate Wages 12 thalers/week Acquired from... Guard Commander Upgrades to... Serduk (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Serduk are guard archers of the Cossack Hetmanate. Tactics[] The best Cossack ranged infantry, they are essentially improved and slightly more reliable Zaporozhian Infantrymen while functionally and behaviorally similar to Lifeguards. Out-competing musket infantry from rivaling nations in both range and firepower while only equaled by German Infantry Musketeers and Lifeguards in terms of stats and equipment, Serduk are less likely to retreat from the battlefield, capable of raining suppressive fire down on the enemy - shooting down the best horsemen in the game with a single shot - and efficient at attacking or defending fortifications during sieges - their clothing offers little melee protection, however, making them vulnerable to infantry and cavalry attacks. Keeping in mind that Cossack pikemen are unreliable when it comes to protecting musketeers from cavalry, your best chances of winning against waves of horses are to either place Serduk in two or three rows on top of a hill - enabling covering fire for your Cossack light cavalry - or to construct a Wagon Fort. If you have an army of horsemen and the enemy army is composed largely of Serduk, either charge into them after they've fired their first volley or split your cavalry forces and attack them simultaneously from the flanks - if you time your orders well and overwhelm the Serduk, they will begin to flee, making killing them easier. That way, precious high quality loot and victory will be yours. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Serduk - Default Stats and Equipment Attributes Stat Points Level 14 Strength 10 Agility 9 Intelligence 0 Charisma 0 Health 55 Armor Head Serduk Cap Body Serduk Zupan Hand None Foot Good BootsCossack Boots Skills Skill Points Ironflesh 5 Power Strike 2 Grenade Throwing 0 Power Draw ? Weapon Master 4 Shield ? Athletics 3 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 115 Two Handed Weapons 95 Polearms 105 Archery 0 Firearms 150 Throwing 0 Weapons Melee SaberCossack Saber Ranged Miquelet MusketHeavy Bullets Shield None Mount None Gallery[] In-game stats and equipment Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran)" "Serduk (veteran)","Serduk (veteran) Troop Information Culture Cossack Hetmanate Wages 13 thalers/week Acquired from... Serduk Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value 82 thalers Serduk (veterans) are veteran guard archers of the Cossack Hetmanate. Tactics[] The best Cossack ranged infantry, they are essentially improved and slightly more reliable veteran Zaporozhian Infantrymen while functionally and behaviorally similar to veteran Lifeguards. Out-competing musket infantry from rivaling nations in both range and firepower while only equaled by veteran German Infantry Musketeers and veteran Lifeguards in terms of stats and equipment, veteran Serduk are less likely to retreat from the battlefield, capable of raining suppressive fire down on the enemy - shooting down the best horsemen in the game with a single shot - and efficient at attacking or defending fortifications during sieges - their clothing offers little melee protection, however, making them vulnerable to infantry and cavalry attacks. Keeping in mind that Cossack pikemen are unreliable when it comes to protecting musketeers from cavalry, your best chances of winning against waves of horses are to either place veteran Serduk in two or three rows on top of a hill - enabling covering fire for your Cossack light cavalry - or to construct a Wagon Fort. If you have an army of horsemen and the enemy army is composed largely of veteran Serduk, either charge into them after they've fired their first volley or split your cavalry forces and attack them simultaneously from the flanks - if you time your orders well and overwhelm the veteran Serduk, they will begin to flee, making killing them easier. That way, precious high quality loot and victory will be yours. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Serduk (veteran) - Default Stats and Equipment Attributes Stat Points Level 18 Strength 11 Agility 10 Intelligence 0 Charisma 0 Health 58 Armor Head Serduk Cap Body Serduk Zupan Hand None Foot Good BootsCossack Boots Skills Skill Points Ironflesh 6 Power Strike 3 Grenade Throwing 0 Power Draw ? Weapon Master 5 Shield ? Athletics 3 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 130 Two Handed Weapons 110 Polearms 120 Archery 0 Firearms 165 Throwing 0 Weapons Melee SaberCossack Saber Ranged Good Miquelet MusketMiquelet MusketHeavy Bullets Shield None Mount None Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran)" "Serf","This article is a disambiguation page for Serf The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Serf may refer to: A Mount & Blade Wiki Achievement Bring Back Runaway Serfs Armed Serf Battle Serf (veteran) Briton Serf (Aillt) Irish Serf (Senchleithe)" "Seymen","Seymen Troop Information Culture Crimean Khanate Wages 7 thaler Acquired from... Prisoners or Commander Upgrades to... Seymen (veteran) Ransom Value thaler The Seymen is an infantry marksman of the Crimean Khanate. Unlike other marksmen units in the game, Seymen wear a chain mail vest and a chain mail misiurka, which gives them good protection and makes them more resilient in melee combat. They are armed with a good musket, saber and shield. Despite their good armor and weapons, they are not as accurate or as good fighters as the Janissary unless they are reinforced with cavalry. Tactics[] Like the Janissary, Seymen work best in firing lines and may benefit from mixing in archers to provide suppressing fire. They should be accompanied by others, as a cavalry charge (as with any other unit without a spear) could be an expensive loss of decent soldiers. They wear decent armour and helmets, and are therefore formidable foes. They are good shooters, but lack in closer range. They are most effective in a firing line with archers to add suppressing fire. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Seymen - Default Stats and Equipment Attributes Stat Points Level 10 Strength 8 Agility 7 Intelligence 0 Charisma 0 Health 45 Armor Head Misiurka, Simple Misiurka Body Chain Armor Hand None Foot Old Boots Skills Skill Points Ironflesh 1 Power Strike 1 Grenade Throwing 0 Power Draw 0 Weapon Master 0 Shield 0 Athletics 0 Riding 0 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 80 Polearms 90 Archery 0 Firearms 70 Throwing 0 Weapons Melee Yataghan, Saber Ranged Good Matchlock Musket, Heavy Bullets Shield None Mount None Trivia[] By the mid 17th century, the Crimean Khanate was very outdated in its weaponry and tactics. While every nation have drilled their armies in the tactics of pike and shot, the Muslim Khanate still cling to their ancient composite bows, lances, shields and sabers that go back to the time of Genghis Khan. When Crimea was threatened by the Christian invaders, the Ottoman Empire sent its Janissaries and their musket technology to improve the efficiency of the Khan's armed forces. The Seymen was the first Crimean unit to be wield a musket and to only fight on foot. Wikipedia has an article on this subject at:Seymen Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran)" "Seymen (veteran)","Seymen (veteran) Troop Information Culture Crimean Khanate Wages 10 thalers Acquired from... Prisoners or Seymen (upgrade) Upgrades to... N/A Ransom Value ? thalers The Seymen (veteran) is the upgraded version of the Seymen, an infantry marksman of the Crimean Khanate. They are armed with a musket. Tactics[] Like the Janissary, Seymen work best in firing lines and may benefit from mixing in archers to provide suppressing fire. They should be accompanied by others, as a cavalry charge (as with any other unit without a spear) could be an expensive loss of decent soldiers. They wear decent armour and helmets, and are therefore formidable foes. They are good shooters, but lack in closer range. They are most effective in a firing line with archers to add suppressing fire. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Seymen (veteran) - Default Stats and Equipment Attributes Stat Points Level 14 Strength 9 Agility 8 Intelligence 0 Charisma 0 Health 48 Armor Head Misiurka Body Chain Armor Hand None Foot Old Boots Skills Skill Points Ironflesh 2 Power Strike 2 Grenade Throwing 0 Power Draw 0 Weapon Master 0 Shield 0 Athletics 0 Riding 0 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 115 Two Handed Weapons 95 Polearms 105 Archery 0 Firearms 85 Throwing 0 Weapons Melee Good Yataghan, Saber Ranged Wheellock Musket, Heavy Bullets Shield None Mount None Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran)" "Shag","Shag Games Base value 400 Weight 40.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Trade Made From... N/A Made Into... N/A Shag is a good exclusive to With Fire & Sword. Based on the Summer Feast quests given by Village Elders, it is assumed that the item presented in game is fine-cut tobacco (known as shag). Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Shields","For the With Fire & Sword version, see Shields (With Fire & Sword). The Round Shield is a common example of Calradian shields. Shields are a type of Armor held in the hand that can block ranged and melee attacks, unlike blocking with a weapon which can only block melee from the correct angle. Shields can be used with one-handed weapons, thrown weapons, and most polearms. Contents 1 Blocking 2 Stats 2.1 Shields and Shield Skill 2.2 Deformation 3 List of Shields 4 Shield Modifiers Blocking[] Shields block melee attacks in a 90 degree arc in front of you, (meaning that the attack can hit the front or rim of the shield) though when an attack is ranged, the projectile has to actually hit the shield. This should be kept in mind when advancing, especially while in first-person view, since angling the shield down to look past it presents your head to incoming projectiles. When slung over your back, they can still block ranged attacks coming from the rear. This does not damage the durability of the shield, unlike when it is wielded. Kicks will always stun a block regardless of the Shield skill of the user or shield that is used. Only Board Shields cannot be used on horseback, though they usually have one of the highest durability ratings and size and are preferable if the player only fights on foot. Stats[] Example of shield stats Different shields have widely differing stats, so you should choose the one that fits your playing style best. Here's an explanation of what these stats mean: Name: This is the name of the shield. Modifiers of the shield indicate its strength. Thick and Reinforced ones are stronger, but avoid shields with the negative prefixes, Cracked or Battered. Shield Durability: This is the ""health"" of the shield; it determines how much damage it can take before it breaks. If it runs out, the shield will be dropped and can no longer be used for the remainder of the battle. The quality of a shield can deteriorate if it breaks. Sell Price: The selling price for the item. Like all other non-trade goods, this value will almost always be lower than the purchase value. Weight: This affects your overall encumbrance. The higher it is, the slower you move. Watch out for your encumbrance if you want to move fast on foot. Resistance: This is the damage subtracted from every hit the shield takes (the shield's armor). For example, a 0 Resistance shield hit by a blade will take 20 damage, which will drain its Durability; instead, a 10 Resistance shield hit by the same blade will take only 10 damage (20 minus 10). Resistance also factors against a successful block crush. This parameter can be quite important for a shield. Weapons with the ""bonus against shields"" trait ignore this value as well as dealing double damage to shields. This damage is always reduced, however a hard enough hitting attack will still stagger you and force you to lower your shield. Shields can completely neutralize damage when held if the damage, modified by the shield skill, is low enough compared to its resistance. Size: This determines how much of your body is covered by your shield. For example, a 79 Size shield will cover only the upper part of your body, leaving the legs and the head exposed; instead, a 85x143 size shield will cover your whole body, leaving you vulnerable only from the back. Angling the shield up or down will change its coverage of either your feet or your head, be careful when looking down from high positions when there are enemy archers at the same elevation. Speed Rating: This affects how quickly you can block with your shield. Higher numbers are obviously better, especially when the character's Shield skill is low or non-existent. The durability and resistance stats seem to be inversely proportional. Nordic Shields and Heater Shields have higher durability but low resistance, while shields designed to be used mounted are the opposite. Only cumbersome shields like the Huscarl's Round Shield, Board Shield and Steel Shield are exceptions, but these shields balance their greater protection with reduced speed and increased weight. Shields and Shield Skill[] A little illustration of how useful shields can be. Note that use of a shield is heavily affected by the shield skill. Higher skill means higher shield resistance, speed and coverage. With high skill spent on it, you can expect your Steel Shield to be moved as fast as wooden ones and catch projectiles out of coverage as if it were a missile magnet. Deformation[] A lot of equipment can be found at the initial siege area, including extra shields. If your shield were to be broken, the game may display the message Shield Deformed. If this happens, it means that your shield lost its good trait, or earned a bad trait. Unlike horses which heal back, shields don't; if your board shield became ""Battered"", there's no way to fix it. So manage your shield well; if your shield has taken heavy damage, it is better to throw your shield around to your back and block with your weapon (if you can) rather than damage a rather expensive shield such as a steel shield, unless of course it's a pick up weapon from the field. You can never in any way destroy an allied troop's shield. List of Shields[] The following table contains all shields available in Warband. ▼ Show/Hide Shields ▼ Shield Durability Weight Resistance Size Speed Base Value Other Wooden Shield 360 2.0 1 100 100 42 - Hide Covered Round Shield 260 2.0 3 79 100 40 - Leather Covered Round Shield 310 2.5 8 79 96 80 - Nordic Shield 440 2.0 1 100 100 95 - Old Round Shield 195 2.5 4 100 93 26 - Plain Round Shield 260 3.0 8 100 90 65 - Round Shield 310 3.5 12 100 87 105 - Heavy Round Shield 350 4.0 15 100 84 210 - Huscarl's Round Shield 410 4.5 19 100 81 430 - Plain Cavalry Shield 160 2.0 8 79 105 96 - Round Cavalry Shield 200 2.5 14 79 103 195 - Elite Cavalry Shield 250 3.0 22 79 100 370 - Old Heater Shield 160 2.0 6 72x105 96 36 - Plain Heater Shield 210 2.5 11 72x105 93 74 - Heater Shield 260 3.0 14 72x105 90 160 - Heavy Heater Shield 305 3.5 19 72x105 87 332 - Horseman's Heater Shield 160 2.0 16 59x79 103 229 - Knightly Heater Shield 220 2.5 23 59x79 100 390 - Heater Shield 410 3.5 2 100 80 227 - Fur Covered Shield 600 3.5 1 162 76 227 - Old Kite Shield 165 2.0 5 72x105 96 33 - Plain Kite Shield 215 2.5 10 72x105 93 70 - Kite Shield 265 3.0 13 72x105 90 156 - Heavy Kite Shield 310 3.5 18 72x105 87 320 - Horseman's Kite Shield 165 2.0 14 59x79 103 205 - Knightly Kite Shield 225 2.5 23 59x79 100 360 - Old Board Shield 280 3.5 4 85x143 89 60 Cannot be used on horseback Plain Board Shield 360 4.0 8 85x143 85 114 Cannot be used on horseback Board Shield 430 4.5 10 85x143 81 210 Cannot be used on horseback Heavy Board Shield 550 5.0 14 85x143 78 370 Cannot be used on horseback Plate Covered Round Shield 330 4.0 16 79 90 140 - Steel Shield 700 4.0 16 79 61 697 - ▲ Show/Hide Shields ▲ Shield Modifiers[] Words such as Plain, Old, Heavy, etc. are not modifiers but part of the actual names of some shields. Equipment Modifiers One Handed Two Handed Two Handed / One Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Masterwork +4 +6 +5 +9 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Polearms Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Bent - -3 -3 -35% 100% Rusty - -3 - -45% 100% Cracked - -5 - -50% 100% Polearm / Two Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Bows Name Power Draw Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Strong +2 +3 -3 +360% 40% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Crossbows Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Thrown Name Power Throw Requirement Damage Missile Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Bent - -3 -3 -35% 100% Ammunition Name Stack Amount Damage Price Shop/Loot Chance Large Bag +13% - +90% 30% Bent - -3 -35% 100% Note: Thrown weapons can only carry the ""bent weapon"" modifier. Firearms Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Armor Name Protection Price Shop/Loot Chance Lordly +6 +1050% 25% Reinforced +4 +550% 25% Hardened +3 +290% 30% Thick +2 +160% 35% Sturdy +1 +70% 50% Crude -1 -17% 100% Battered -2 -25% 100% Ragged -2 -30% 100% Rusty -3 -45% 100% Tattered -3 -50% 100% Cracked -4 -50% 100% Shields Name Durability Resistance Price Shop/Loot Chance Reinforced +83 +4 +550% 25% Thick +47 +2 +160% 35% Battered -26 -2 -25% 100% Cracked -56 -4 -50% 100% Horses Name Riding Requirement Armor Speed Maneuver Charge Damage Hit Points Price Shop/Loot Chance Champion +2 - +4 +2 +2 - +1350% 20% Spirited - - +2 +1 +1 - +550% 60% Heavy - +3 - - +4 +10 +90% 70% Stubborn +1 - - - - +5 -10% 100% Swaybacked - - -4 -2 - - -40% 100% Lame - - -10 -5 - - -60% 100% Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment" "Shields (With Fire & Sword)","For Mount&Blade Shields, see Shields. Shields in With Fire & Sword are rare among the majority of troops when compared with other games in the series. There are also fewer shields available for the player than in Mount&Blade and Warband. While the graphics were greatly enhanced, shields often share the same appearance or name while displaying different statistics. However, it is important to note that, unlike in the base game, the archers and mounted bowmen in With Fire & Sword can wield their shield on their arm while shooting with their bows. This does slightly obstruct the player's field of view when aiming in first person. Many items present in other releases of Mount&Blade can still be found in the game files. List of Shields[] The following table contains all shields available in With Fire & Sword. Click [Expand] to see the whole table. Tables can be sorted by clicking on one of the boxes on the top row. Shield Durability Weight Resistance Size Base Value Other Good Steel Shield 800 5.5 20 70 4000 - Steel Shield 700 5.5 15 70 3500 - Simple Shield 600 2.75 4 70 1800 - Kalkan Shield 500 2.5 3 70 1300 - Tatar Shield 400 2.25 2 70 700 - Solid Shield 325 2 2 70 460 - Shield 250 2 1 70 220 - Turkish Shield 450 2 4 59x69 1400 - Turkish Shield 375 2 4 59x69 1200 - Buckler 550 6.5 30 70 5000 - Hand-crafted Shield 1000 5.5 35 72 20000 Purchased from town weapon masters Flimsy Shield 125 2 0 70 100 - Shield 200 2.25 0 70 250 - Thick Shield 300 2.75 1 70 450 - Iron Shield 400 5.5 8 70 700 - Steel Shield 500 5.5 10 70 900 - Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment" "Shirin-bey","Shirin-bey Official Information Kingdom Crimean Khanate Monarch Khan Islam Giray Title Vassal Personal Details Gender Male Shirin-bey is initially a vassal of the Crimean Khanate. He begins the game as ruler of Kyzyl-yar Fortress. This article is a stub. You can help out by expanding it. Crimean Khanate Monarch: Claimant: Khan Islam Giray Mehmed Giray Vassals: Ahmed-pasha Argun-bey Baesid-khan Baryn-bey Bukryn-bey Imad-pasha Mansur-bey Mirza Agish Mirza Appak Mirza Argyn Mirza Davletshi Mirza Divey Mirza Enikey Mirza Karach Mirza Yanmamed Mirza Yelchy Sedjet-bey Shirin-bey Uzyn-bey Yashlav-bey" "Short Broadsword/With Fire & Sword","Short Broadsword Short BroadswordOne-handedBase value: 450 thalersWeight: 1.5Swing: 22cThrust: 15pSpeed rating: 90Weapon reach: 100Requires strength: 9With Fire & Sword" "Siauliai","Siauliai Settlement Information Type Village Kingdom Kingdom of Sweden Fortification Riga World Map With Fire & SwordSiauliaiRigaTemplate:World Map/With Fire & Sword Siauliai is a village initially owned by the Kingdom of Sweden, subordinate to Riga. Layout[] Player Elder Fugitive Siauliai is built in a hilly area, as a Swedish-style village with three groups of connected houses. To the left of the player's entrance is a field of grapes, squash and cabbages. In the center of the village there is an empty stable, as well as a frame with hooks on it, but it is unknown what this is used for. In front of the house nearby, there is a water trough, and on top of it a single throwing knife is placed. Beside this house is a shed that stores furs and wool. There are two areas surrounded by brick walls, and invisible barriers are placed above the walls, the height of which is out of reach by the player, so these intentions are unknown. In the backyard of another house is an oven and nine loaves of bread. The Village Elder can be found standing under the shelter of a house to the right of the player's entrance, next to a barrel. If sent here during a Hunt Down Fugitive quest, the Nervous Man will stand behind the area enclosed by brick wall. Wikipedia has an article on this subject at:Šiauliai Territory of the Kingdom of Sweden TownsKoenigsberg Reval Riga FortressesAllenstein Castle Dorpat Fortress Dynaburg Fortress Dzvinsk Castle Narva Vyborg VillagesElbing Leal Nidritsa Panevezys Pilve Plunge Salis Siauliai Siegevold Tapiau TormaWeissenstein Wesenberg" "Sich","Sich Settlement Information Type Town Kingdom Cossack Hetmanate Villages Magdalenovka, Pologi, Kobelyaki World Map With Fire & SwordSichMagdalenovkaPologiKobelyakiTemplate:World Map/With Fire & Sword Sich is a town of the Cossack Hetmanate, initially ruled by Army Chief Pavlo Gomon. It has the villages Kobelyaki, Magdalenovka and Pologi. Contents 1 Layout 2 Trade 2.1 Produces 2.2 Trades With 3 Trivia Layout[] At peace: Accessible area Player Lord's Hall Prison Tavern Merchants In a siege: Accessible area Player Siege Ladders The Lord's Hall is in a circular walled area, which can be accessed through the center of the town after passing through the gates.. The tavern is identifiable by the barrels outside it. During a siege, five ladders are placed outside the circular walled area. Trade[] Produces[] Dyes, Pottery Leatherwork, Wool Cloth Velvet Trades With[] Akkerman Bakhchisaray Cherkassk Kiev Lviv Trivia[] The word ""Sich"" (січ, Ukrainian: січь sich) was often used by Cossacks for various settlements. The word describes the process of cutting down trees to build a camp. It comes from the Slavic word *sěťi ""to cut"", compare Russian сечь sech and Ukrainian сікти sikty. Therefore, the term does not refer to a single place. The Zaporozhian Sich was centered around different locations throughout its history, but in the period of With Fire & Sword, it was located in Khortytsia, the largest island in the Dnieper. Wikipedia has an article on this subject at:Khortytsia Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha" "Sieges","Sieges are an important aspect of every Mount&Blade game. The most common way for a faction to gain control of a fief is by besieging it (defections are the only alternative). Since the game is designed so that no faction will ever conquer all of Calradia without the player's intervention, players are expected to participate in many sieges during a game. As a prerequisite, you will need to have a few men to besiege a fief - you are not even given the option if you don't have troops in your company at least equal to the number of the garrison. While a fortification is under siege, some of the usual entry options will be unavailable. Contents 1 Equipment 2 Assault 2.1 Defense 2.2 Attacking the Walls 2.3 Streets 2.4 Keep 3 Strategy 3.1 Attacking 3.2 Defending 4 With Fire & Sword 5 After the Siege 6 Bannerlord 7 See Also Equipment[] No special equipment is required for laying siege. However, to assault a fortification requires construction of ladders or siege towers. The siege equipment constructed is unique to the fortification and takes time based on your Engineer skill to build. If you do not want to assault it directly, you will have to wait until the residents surrender, usually from starvation (30 days in a castle and 100 days in a town). If sufficiently outnumbered, defenders may surrender immediately. Additionally, even waiting for a fortification's food to run out does not necessarily mean they will surrender, and, as this option takes a long time, it is not recommended. The following table indicates time required to build siege equipment based on your Engineer skill. If a companion has a higher Engineer skill than you, it will go by their level, plus a bonus to their skill based on your current level. Engineer Siege Ladders Siege Tower 0 9 Hours 90 Hours 1 8 Hours 84 Hours 2 8 Hours 78 Hours 3 7 Hours 72 Hours 4 6 Hours 66 Hours 5 6 Hours 60 Hours 6 5 Hours 54 Hours 7 4 Hours 48 Hours 8 4 Hours 42 Hours 9 3 Hours 36 Hours 10 2 Hours 30 Hours 11 2 Hours 24 Hours 12 1 Hour 18 Hours 13 0 Hours * 12 Hours 14 0 Hours * 6 Hours Levels 11-14 are only attainable through party skill bonuses. * Although levels 13 and 14 claim ""0 Hours"" to build ladders, building them will take ""less than an hour"". Assault[] Depending on the number of troops involved, battles during an assault on towns or castles could take place in between one and four theaters. In rare cases, these battles may be repeated. Defense[] This is where the defenders inside the castle sally out to meet your assault. Often, they will appear close to you and may keep coming if the castle has a large garrison. This theater typically happens when the defenders greatly outnumber the attackers; it may be omitted if the town or castle has few defenders, or you may have to fight it several times if the garrison is large enough. Attacking the Walls[] About to scale a siege ladder. This theater is the main stage of a siege and the only battle phase that always occurs. This is where your ladders or siege tower come into play, and the defenders on the walls will constantly attack you and your troops while they charge up the ladders or siege tower and onto the walls. An ideal way to win this stage is to bring your best ranged units, often Rhodok Sharpshooters, and your best melee infantry, often Nord Huscarls, to this stage. Use the Huscarl's shields for cover while the Sharpshooters pick off enemy archers on the walls. When the rain of arrows on your men have stopped, order your Huscarls to charge. Streets[] The fight in Wercheg's courtyard. This battle only occurs in towns and may not happen if few defenders are left after the previous battle. You must go into the streets with some of your troops and defeat the defenders there. It is similar to when you get ambushed in a town. You will have about 5-6 defenders attacking you from all angles and about 4 soldiers backing you up. Keep[] The fight in Wercheg's fortress. The final battle takes place in the keep. You and 3 other men will lead the attack against 4-5 defenders. The strategy to use depends on the style of keep you are attacking, but often the defenders have an advantage from being a floor above you. Strategy[] Most castles are difficult to conquer without a larger army than the garrison. A castle can be besieged with a small, experienced force, but preparation and knowledge of the castle's defenses are often required. The garrison complement inside the castle can be seen by approaching closely and holding the cursor over the castle. If you will be facing off against 50 Rhodok Sergeants backed by 100 Rhodok Sharpshooters, you may be in for a difficult or unwinnable fight; a less formidable force of 20 Trained Spearmen, 10 Militia, and 20 Crossbowmen might be easily defeated. The troops in the garrison make the difference in deciding whether to besiege the castle. If you choose to besiege, you will want someone in your party with a high surgery skill, and you may upset some heroes if you attack a castle with a smaller force than the garrison. A good target for a siege would be a castle that has recently been reclaimed by its original faction, which often have fewer than 100 defenders. Conversely, even with a large garrison, many defenders may be new recruits that are easy to defeat. Certain towns/castles are easier to besiege and capture, while others are deathtraps for invaders (Grunwalder Castle, for example). When using Siege Towers, your troops are exposed to prolonged enemy fire while the tower moves into position, virtually guaranteeing casualties before the first soldier reaches the walls. Also, Siege Towers require much more time to build than ladders, greatly increasing the risk of an enemy army attacking you. Some experience is required to identify weak points in a castle's defenses and the strong points that may mean disaster for your Party. Avoid long advances over ground that is in the line of fire of the castle's archers and towers. Don't attempt to climb ladders that are covered by protected enemy archers. If the opportunity presents itself, soften the defenses by sniping the enemy archers on the castle's parapets before approaching the walls with your infantry. Attacking[] However, a simple exploit can be used to defeat a castle with minimal losses while having an army much smaller than the castle's. If you build up an army of 100% archers, or plenty of archers and some infantry to protect them, you can position them outside the castle and tell them to hold position. This prevents all the enemy melee troops from doing anything (except when you attack the Nords; make sure you stay far away from Nord castle walls). You may participate in shooting at the troops in the castle, especially archers because they will make mincemeat of anything that gets too close to the walls. Make sure you don't die; it will result in an early retreat and you will lose time, morale, and some troops. Keep firing arrows at the enemy, but don't forget to get the used arrows if you are at a safe distance, because you will need them. It is good idea to use the same arrow/bolt type as your troops use, because they will shoot many arrows at the tip of the ladder. Once your archers start to run out of arrows, just retreat, rebuild the ladders, and fight again with full quivers. Repeat this process until the castle either surrenders or you can defeat the remainder of the garrison. It is possible to take many of the enemy out by yourself. If you eliminate the archers in the garrison, go up and sit at the edge of ladder with crossbow or bow, just out of reach of the enemy melee combatants, they will lower their shields to try and attack you, and you can take a few easy headshots. If you don't have enough arrows, just have your archers open fire and collect the arrows from around the edge of entryway (or collect the arrows already there and off of the fallen). You can use weapons with quite a bit of reach too (like polearms and two-handed weapons), but it is harder to land critical hits and it is far easier for your opponents to block your attacks. Always be careful when attacking the Nords or any group that has infantry armed with thrown weapons. If you don't know who has the thrown weapons, just send some shielded infantry in front of the ladder and wait for a little bit; it should be fairly obvious if you start to see axes, spears, or broken shields sprawled across the ground. And make sure that your shield is up when you cross the ladder, immediately fall back if something hits your shield and find who did it (so that you can execute them). Sarranid, Rhodok, and Nord infantry at the very least carry thrown weapons at some point in their careers. A tactic you can use is to place troops with large shields in their own command group and send them up the ladder/tower first. Their shields will keep them from falling to archers, as well as soaking up arrows that would otherwise kill your weaker troops. This tactic works particularly well against the Khergit, who generally have only dismounted horsemen defending their castles. It is not uncommon for tiny parties of Nords to take heavily defended castles in this manner. This can work with most higher-tier units such as Nord Huscarls, Sarranid Mamlukes, and Rhodok Sergeants. In sieges, all friendly lords and soldiers will hear your command, even if you are just a mercenary, so you don't need to waste their troops by simply having everyone charge forward. Defending[] Inevitably, one of your fortifications will be attacked and you will have to defend it or risk losing it. Ironically, one of the best defenses with archers is not to hold the walls, but to retreat back and let the constriction at the wall string out the assaulting force. Line up your archers in the courtyard and let the withering fire decimate the enemy as they attempt to close range. Use your more heavily armored infantry and cavalry to delay the enemy vanguard so the remainder get stuck waiting to engage and therefore subject to missile fire. This also limits allied troops wasting ammunition on targets since they have virtually no chance of not hitting or injuring. A final improvement to this tactic would be to position your melee troops to make enemy assault troops expose their unshielded sides when they attempt to engage them. In contrast, for a force of mostly melee troops, holding the breach points is very effective. At the very start of a defense, position every single man at your disposal to hold position right against the breach. You should also order them to stand closer together, this creates a very dense group of soldiers that the enemy struggles to break into thus turning their assault into a trickle of enemies who have at most one swing before they are killed. An additional tactic involving two-handed weapons can make defense considerably easier. Equip a strong, fast two-handed weapon such as a War Cleaver or a Great Sword, order your troops to crowd the siege ladder, place yourself behind one of the merlons next to the ladder, and mercilessly cut down incoming foes with overhead swings. A high enough Power Strike skill and strength, combined with a powerful weapon and high proficiency, will ensure that even the toughest enemies will fall in a single strike. With these tactics, you can defeat an army over 500 with around 70 men. Note, however, that you must not stay within the group as you could get trapped in a wide opening with many angry archers firing at you, immediately pull back as your men rush to that position. From this point, you can gain some excellent archer practice as the attackers are virtually standing still on the ramp. If you run out of ammo, you can gather projectiles or arrows. Also, defenses breached by wide ramps will make this tactic less effective as the attacker can put more troops into the breach which may clear space enough for a foothold. In the end, defense is all about exploiting defensive constrictions to achieve local numerical superiority. With Fire & Sword[] In With Fire & Sword, there are no siege towers, and only ladders are available. Before you begin to attack and put the ladders up, you can decrease the number of men inside by poisoning the water supply. The success of this action will depend on your Tactics, the more points you have, the less chance you will be caught but, if you fail, you have to fight your way out. You can attempt to poison the water again but not within the same day. After the poisoning of the water, you can choose to attack, wait until tomorrow, attempt to break through the gates (only if your besieging a town with a large enough party), or simply blow a hole into the walls with explosives. You may also see the commander of the castle you are besieging - when you speak to him, it might give you the option to bribe him to open the gates - depending on your persuasion - but comes at the cost of about 20,000 thalers. If their numbers are dwindling and yours are massive, you can persuade the commander to open the gates and let your troops in take the town/fortress with guarantees of mercy for the defenders (if your Persuasion is high enough). The presence of deadly firearms in With Fire & Sword makes holding the walls an extremely dangerous exercise, as enemies will swarm the walls from several sides and stray bullets pose a continuous threat. An alternative tactic is to give up the walls as soon as the battle begins, immediately retreat to the far end of the castle courtyard and hide your force in a corner behind buildings. The retreat is likely to cost the lives of many of your units, but the position you're retreating to will be a lot easier to hold. Enemy troops will have to run a far distance from their spawn point to reach your troops, usually only coming from one or two easily-defendable directions, and they will not get the opportunity to shoot at you from afar. Bottlenecks such as staircases or building corners tend to force enemies to run single-file, so the assault will be very spread out with enemies reaching you in small groups. Keep your infantry at the back and await the enemies with a line of musketeers or pistol-armed cavalry. If done right, the enemy will have no clear line of sight to your troops before they have rounded the corner of the building you are hiding behind, where they will be greeted by a massive volley of bullets from your army. Especially in cities, where masses of enemy units will easily be stuck between buildings, this tactic can allow a small force of Musketeers and Reiters to hold against a siege of several hundred enemies. After the Siege[] In the same way as after a normal battle, you may take any items from the castle or town, and you may also get some prisoners. You can also rescue prisoners held at the castle or town and hire them into your own army. If you have joined a faction, you may choose to ask your king for the land. After a short time, you will either receive it or not. If you asked the king for the land and did not receive it, you may renounce your oath and fief (you will not get the fief you just took either), or renounce your oath and take every fief including the one you just took, causing you to join the rebel faction, or you can accept the king's decision and take a payout (default is 900 denars). The prosperity of the fief will also decrease slightly. If you are already part of the rebel faction, you will just take the castle for yourself. Bannerlord[] In Mount&Blade II: Bannerlord, sieges have been greatly expanded. New siege tools are available to the player, such as battering rams, catapults, ballistae, fire catapults and fire ballistae. Ladders and siege towers also return from previous games. There are defensive holes through which soldiers can throw rocks down to crush enemies and ladders can actually be climbed instead of the walking animation being used and the player slowly scaling up. Defensive catapults and ballistae can also defend the castle from attackers. See Also[] Fortifications List of fortifications that require ladders List of fortifications that require siege towers" "Siegevold","Siegevold Settlement Information Type Village Kingdom Kingdom of Sweden Fortification Dynaburg Fortress World Map With Fire & SwordSiegevoldDynaburg FortressTemplate:World Map/With Fire & Sword Siegevold is a village initially owned by the Kingdom of Sweden, subordinate to Dynaburg Fortress. Layout[] Player Elder Fugitive Siegevold is built in a mountainous area across a waterway. It is a Swedish-style village with eight houses. The player starts on a path coming down from a hill, and must cross a bridge across the waterway to reach the village. Once at the village, the player sees a grape field with invisible barriers around it. The path then splits into two. To the left is a squash field and another cabbage field, each near a house. To the right are two houses with baskets next to them. The Village Elder can be found standing in front of the first house if the player takes the path on the right. If sent here during a Hunt Down Fugitive quest, the Nervous Man will hide behind the house near the cabbage field. Wikipedia has an article on this subject at:Sigulda Territory of the Kingdom of Sweden TownsKoenigsberg Reval Riga FortressesAllenstein Castle Dorpat Fortress Dynaburg Fortress Dzvinsk Castle Narva Vyborg VillagesElbing Leal Nidritsa Panevezys Pilve Plunge Salis Siauliai Siegevold Tapiau TormaWeissenstein Wesenberg" "Simple Cossack Saber/With Fire & Sword","Simple Cossack Saber Simple Cossack SaberOne-handedBase value: 300 thalersWeight: 1.0Swing: 20cSpeed rating: 98Weapon reach: 95Requires strength: 7With Fire & Sword" "Simple Hatchet/With Fire & Sword","Simple Hatchet Simple HatchetOne-handedBase value: 800 thalersWeight: 1.5Swing: 23cSpeed rating: 97Weapon reach: 60Requires strength: 8Bonus against shieldsWith Fire & Sword" "Simple Lance/With Fire & Sword","Simple Lance Simple LancePolearmBase value: 220 thalersWeight: 1.0Thrust: 23pSpeed rating: 85Weapon reach: 175Can crush though blocks" "Simple Pike/With Fire & Sword","Simple Pike Simple PikePolearm (two-handed)Base value: 800 thalersWeight: 2.0Thrust: 26pSpeed rating: 73Weapon reach: 325Requires strength: 7Cannot be used on horsebackCan crush though blocks" "Simple Saber/With Fire & Sword","Simple Saber Simple SaberOne-handedBase value: 525 thalersWeight: 1.25Swing: 24cSpeed rating: 94Weapon reach: 95Requires strength: 7With Fire & Sword Simple Saber Simple SaberOne-handedBase value: 420 thalersWeight: 1.25Swing: 22cSpeed rating: 93Weapon reach: 95Requires strength: 7With Fire & Sword Simple Saber Simple SaberOne-handedBase value: 330 thalersWeight: 1.25Swing: 20cSpeed rating: 92Weapon reach: 95Requires strength: 7With Fire & Sword Simple Saber Simple SaberOne-handedBase value: 380 thalersWeight: 1.25Swing: 21cSpeed rating: 95Weapon reach: 95Requires strength: 7With Fire & Sword Simple Saber Simple SaberOne-handedBase value: 300 thalersWeight: 1.0Swing: 25cSpeed rating: 97Weapon reach: 85Requires strength: 7With Fire & Sword Simple Saber Simple SaberOne-handedBase value: 400 thalersWeight: 1.25Swing: 22cSpeed rating: 94Weapon reach: 90Requires strength: 8With Fire & Sword Simple Saber Simple SaberOne-handedBase value: 500 thalersWeight: 1.25Swing: 24cSpeed rating: 95Weapon reach: 90Requires strength: 8With Fire & Sword" "Simple Tatar Saber/With Fire & Sword","Simple Tatar Saber Simple Tatar SaberOne-handedBase value: 850 thalersWeight: 1.0Swing: 20cSpeed rating: 103Weapon reach: 100With Fire & Sword" "Simple Yataghan/With Fire & Sword","Simple Yataghan Simple YataghanOne-handedBase value: 425 thalersWeight: 1.0Swing: 21cSpeed rating: 102Weapon reach: 80With Fire & Sword" "Sinelnikovo","Sinelnikovo Settlement Information Type Village Kingdom Crimean Khanate Fortification Kyzyl-yar Fortress World Map With Fire & SwordSinelnikovoKyzyl-yar FortressTemplate:World Map/With Fire & Sword Sinelnikovo is a village initially owned by the Crimean Khanate, subordinate to Kyzyl-yar Fortress. Layout[] Player Elder Fugitive Sinelnikovo is a Polish/Cossack-style village with fourteen houses, built on flat terrain. Ahead of the player's entrance is a water well. There are three stables, but only two of them are used — they shelter three horses. There are two cabbage fields — one close to the player's entrance, and one far away from it. The Village Elder stands in front of the large brick-roofed house, facing the water well. If sent here during a Hunt Down Fugitive quest, the Nervous Man can be found inside the cabbage field on the far end of the village. Wikipedia has an article on this subject at:Synelnykove Territory of the Crimean Khanate TownsAkkerman Azaq-kale Bakhchisaray Kyzykermen FortressesIzmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun FortressKyzyl-yar Fortress Perekop VillagesAk-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash SinelnikovoSivash Tumnek" "Sivash","Sivash Settlement Information Type Village Kingdom Crimean Khanate Fortification Bakhchisaray World Map With Fire & SwordSivashBakhchisarayTemplate:World Map/With Fire & Sword Sivash is a village initially owned by the Crimean Khanate, subordinate to Bakhchisaray. Layout[] Player Elder Fugitive Sivash is built on a flat surface, as a Tatar-style village with fifteen houses packed tightly together. There is one horse under a stable. The Village Elder can be found standing in front of the largest house in the center. If sent here during a Hunt Down Fugitive quest, the Nervous Man will hide among the houses on the left side of the player's entrance. Wikipedia has an article on this subject at:Syvash, Kherson Oblast Territory of the Crimean Khanate TownsAkkerman Azaq-kale Bakhchisaray Kyzykermen FortressesIzmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun FortressKyzyl-yar Fortress Perekop VillagesAk-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash SinelnikovoSivash Tumnek" "Slantsy","Slantsy Settlement Information Type Village Kingdom Muscovite Tsardom Fortification Novgorod World Map With Fire & SwordSlantsyNovgorodTemplate:World Map/With Fire & Sword Slantsy is a village of the Muscovite Tsardom. It is subordinate to Novgorod. Layout[] Player Elder Fugitive Slantsy is built on a flat surface, along a curved path. It is a Russian-style village with eleven houses and a chapel. Four houses and a chapel are on the left side of the path from the perspective of the player's entrance, and six houses are on the right side of the path. Between the first and second houses on the left, the path is branched for access to an additional house. The Village Elder can be found in front of the house furthest from the player's entrance on the left side of the path. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be standing in front of the house where the path is branched. Wikipedia has an article on this subject at:Slantsy, Leningrad Oblast Territory of the Muscovite Tsardom TownsCherkassk Moscow Pskov FortressesBryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' VillagesKlin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa TarusaValuiki Yefremovo" "Slave Crusher","Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Slave Crusher Troop Information Culture Manhunters Wages 38-20 denars Acquired from... Slave Hunter Upgrades to... Slaver Chief Upgrade Cost 120 denars XP for Kill 204 xp Ransom Value 170 denars Slave Crushers are fourth-tier bounty hunter units, acquired from Slave Hunters. They are mounted and use blunt weapons to capture their prey. Tactics[] Slave Crushers are medium cavalry units with better equipment than Slave Hunters. They are best used in their own command unit, as they are excellent for capturing enemies such as those needed for quests from lords. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Slave Crusher - Default Stats and Equipment Attributes Stat Points Level 22 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head Bascinet with Aventail, Bascinet with Nose Guard Body Mail Hauberk Hand (Possible): Mail Mittens Foot Mail Chausses, Splinted Leather Greaves Skills Skill Points Ironflesh ? Power Strike 3 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 5 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 110 Two Handed Weapons 110 Polearms 110 Archery 110 Crossbows 110 Throwing 110 Weapons Melee Sledgehammer, Spiked Mace Ranged ? Shield Heavy Round Shield Mount Hunter Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief" "Slave Driver","Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Slave Driver Troop Information Culture Manhunters Wages 17-9 denars Acquired from... Manhunter Upgrades to... Slave Hunter Upgrade Cost 40 denars XP for Kill 114 xp Ransom Value 96 denars Slave Drivers are second-tier bounty hunter units, acquired by upgrading Manhunters. They are mounted and use blunt weapons to capture their prey. Tactics[] Slave Drivers are light cavalrymen, so they are fast-moving and lack heavy protection. They do not have any ranged weapons, giving them somewhat of a disadvantage against other light cavalry that typically do, such as Desert or Steppe Bandits as well as Khergit troops. They will begin to get higher quality armor after upgrading to Slave Hunters in the next tier. Interestingly, the Spiked Staff they wield has a piercing thrusting attack, which can be fatal, although Slave Drivers will generally not use it and can be expected to accidentally kill fewer than 10% of their victims. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Slave Driver - Default Stats and Equipment Attributes Stat Points Level 14 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head Segmented Hemet Body Tribal Warrior Outfit Hand (Possible): Leather Gloves Foot Leather Boots, Khergit Leather Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 80 Two Handed Weapons 80 Polearms 80 Archery 80 Crossbows 80 Throwing 80 Weapons Melee Spiked Staff Ranged ? Shield (Possible): Nordic Shield Mount Steppe Horse Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief" "Slave Driver (Viking Conquest)","Slave Driver Troop Information Culture Manhunters Wages ? peningas/week Acquired from... Prisoners Upgrades to... Slave Hunter Upgrade Cost ? peningas XP for Kill ? experience Ransom Value ? peningas Slave Drivers are tier-one manhunter archers in Viking Conquest. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Slave Driver - Default Stats and Equipment Attributes Stat Points Level ? Strength ? Agility ? Intelligence ? Charisma ? Health ? Armor Head ? Body ? Hand ? Foot ? Skills Skill Points Sea-King ? Navigation ? Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Maintenance ? Weapon Master ? Athletics ? Riding ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons ? Two Handed Weapons ? Polearms ? Archery ? Crossbows ? Throwing ? Slings ? Weapons Melee ? Ranged ? Shield ? Mount None Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief" "Slave Hunter","Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Slave Hunter Troop Information Culture Manhunters Wages 26-14 denars Acquired from... Slave Driver Upgrades to... Slave Crusher Upgrade Cost 80 denars XP for Kill 156 xp Ransom Value 130 denars Slave Hunters are third-tier bounty hunter units, acquired by upgrading Slave Drivers. They are mounted and use blunt weapons to capture their prey. Tactics[] Slave Hunters are medium cavalry units, so they can fare better against stronger enemy units than their predecessors. They also start gaining the chance to carry two-handed weapons at this rank. The Courser they ride is the fastest horse, which can be more dangerous than useful if the Slave Hunters are too fast and rush into the enemy forces without any support. Either put them into a new troop type and order them to hold back, or ensure that you have enough other fast-moving troops so the Slave Hunters aren't on their own. Unlike Sword Sisters, who also mount fast coursers, Slave Hunters don't have the same benefit of heavy plate armor or any chance to carry ranged weapons. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Slave Hunter - Default Stats and Equipment Attributes Stat Points Level 18 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 44 Armor Head Kettle Hat Body Mail Shirt Hand (Possible): Leather Gloves Foot Leather Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 90 Polearms 90 Archery 90 Crossbows 90 Throwing 90 Weapons Melee Flanged Mace, Maul Ranged ? Shield Round Shield Mount Courser Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief" "Slave Hunter (Viking Conquest)","Slave Hunter Troop Information Culture Manhunters Wages 28 peningas/week Acquired from... Young Warrior- or -Slave Driver Upgrades to... Veteran Slave Hunter Upgrade Cost 368 peningas XP for Kill ? experience Ransom Value ? peningas Slave Hunters are tier-two manhunter archers in Viking Conquest. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Slave Hunter - Default Stats and Equipment Attributes Stat Points Level 23 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 67 Armor Head Old Anglo Saxon Helm Body Tunic Hand None Foot Rawhide Shoes Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 7 Power Strike 5 Power Throw 2 Power Draw 1 Weapon Maintenance 0 Weapon Master 7 Athletics 4 Riding 3 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 4 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 160 Two Handed Weapons 100 Polearms 170 Archery 40 Crossbows 0 Throwing 165 Slings 150 Weapons Melee War SpearHunting Knife Ranged Javelins Shield Svear Shield Mount None Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief" "Slaver Chief","Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Slaver Chief Troop Information Culture Manhunters Wages 52-27 denars Acquired from... Slave Crusher Upgrades to... N/A Upgrade Cost N/A XP for Kill 258 xp Ransom Value 216 denars The Slaver Chief is the highest tier troop available in the manhunter troop tree, but is only seldom seen on the battlefield since manhunter parties don't upgrade their troops. Tactics[] Slaver Chiefs can be generally compared to the heavy cavalry of other factions, although their charge is not as powerful due to the lack of lances. They also only have 0 ironflesh, making them quite vulnerable compared to other units in similar armour. Nonetheless, they can be considered the best choice for capturing higher-tier soldiers. One tactic is to field an all-cavalry army mixed with faction horsemen and slaver chiefs/other manhunters. With high Prisoner Management, you can pay the wages of your troops by selling the prisoners that the slavers capture to Ransom Brokers. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Slaver Chief - Default Stats and Equipment Attributes Stat Points Level 26 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head Guard Helmet Body Brigandine Hand Scale Gauntlets, Mail Mittens Foot Plate Boots, Mail Boots Skills Skill Points Ironflesh ? Power Strike 5 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 5 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 130 Two Handed Weapons 130 Polearms 130 Archery 130 Crossbows 130 Throwing 130 Weapons Melee Military Hammer, Great Hammer Ranged ? Shield Steel Shield Mount War Horse Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief" "Slaver Chief (Viking Conquest)","Slaver Chief Troop Information Culture Manhunters Wages 78 peningas/week Acquired from... Veteran Slave Hunter Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? peningas Slaver Chiefs are tier-four manhunter archers in Viking Conquest. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Slaver Chief - Default Stats and Equipment Attributes Stat Points Level 29 Strength 20 Agility 8 Intelligence 12 Charisma 12 Health 73 Armor Head Saxon Helm Body Common Long Gambeson Hand Leather Gloves Foot Leather Shoes Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 9 Power Strike 7 Power Throw 0 Power Draw 3 Weapon Maintenance 2 Weapon Master 9 Athletics 2 Riding 6 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 5 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 275 Two Handed Weapons 120 Polearms 250 Archery 40 Crossbows 0 Throwing 195 Slings 160 Weapons Melee Hand Axe Ranged Javelins Shield Rawhide Shield Mount None Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief" "Slavuta","Slavuta Settlement Information Type Village Kingdom Polish Commonwealth Fortification Zbarazh Fortress World Map With Fire & SwordSlavutaTemplate:World Map/With Fire & Sword Slavuta is a village of the Polish Commonwealth, subordinate to Zbarazh Fortress. Layout[] Player Elder Fugitive Slavuta is built on flat terrain, as a Polish/Cossack-style village with fourteen houses. A stable shelters two horses, and a shelter covers nine barrels. The Village Elder can be found directly in front of the player's entrance, past the water well. If sent here during a Hunt Down Fugitive quest, the Nervous Man can be found under a tree a long distance away on the direct left of the player's entrance. Wikipedia has an article on this subject at:Slavuta Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Slutsk","Slutsk Settlement Information Type Fortress Kingdom Polish Commonwealth Villages Dobrush World Map With Fire & SwordSlutskTemplate:World Map/With Fire & Sword Slutsk is a fortress of the Polish Commonwealth. It is initially ruled by Warlord Jan Zamojski. Its only village is Dobrush. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders The number of houses in this fortress make it resemble a town more. The Lord's Hall and prison are at the end of the accessible area. During a siege, three ladders are used; two on the left of the gate and one on the right. Trivia[] During the 17th century, the city of Slutsk was renowned for its manufacture of kontusz belts, apparel very popular with Poland-Lithuania's nobility, the szlachta. Due to its popularity, all belts on żupans, clothing commonly worn in-game, were historically referred to as Belts of Slutsk (Polish: pas słucki, Lithuanian: Slucko juosta, Belarusian: Слуцкі пояс Słucki pojas, Russian: слуцкий пояс slutskiy poyas), even if they were not originally made in the city. Wikipedia has an article on this subject at:Slutsk Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Small Grenade/With Fire & Sword","Small Grenade Small Grenade(7 / 7)Base value: 1000 thalersWeight: 4.0Damage: 100bSpeed rating: 70Shards radius: 3 paces. Damage radius: 2 paces.With Fire & Sword" "Smoked Fish","Smoked Fish Classic/Warband Viking Conquest Games Base value 59 65 65 90 Weight 15.0 Item Quantity 50 50 50 150 Morale Bonus +5 +4 +2 +4 Spoils No Goods Type Food Made From... N/A Made Into... N/A Smoked Fish is a food item that provides an average morale bonus. It is produced by towns and villages that are near the ocean or by rivers, and can usually be found for sale in large quantities. Smoked fish is mostly available in the markets of Tihr, Yalen, Jelkala and Wercheg. It sells high in Bariyye. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Smolensk","Smolensk Settlement Information Type Town Kingdom Polish Commonwealth Villages KrivichiLudinovoPonyriRudnyaSofronovoYartsyZamoshye World Map With Fire & SwordSmolenskKrivichiLudinovoPonyriRudnyaSofronovoYartsyZamoshyeTemplate:World Map/With Fire & Sword Smolensk is a town of the Polish Commonwealth, and is the closest city to the player's starting location. Being a long distance away from friendly forces, the isolated city often is conquered by the Muscovite Tsardom early in the game. Smolensk is initially ruled by Warlord Fyodor Obukhovich, and has seven villages. Contents 1 Layout 2 Trade 2.1 Produces 2.2 Trades with 3 Villages Layout[] At peace: Accessible area Player Lord's Hall Prison Tavern Merchants In a siege: Accessible area Player Siege Ladders During a siege only a portion of the town is accessible, and two ladders are placed on the left side of the gates. Trade[] Produces[] Dried Meat (leading producer) Wool Wine Vodka, Furs Trades with[] Kyzykermen Moscow Pskov Vilna Villages[] Smolensk has the most villages tied to it among all the fortifications, at seven: Krivichi Ludinovo Ponyri Rudnya Sofronovo Yartsy Zamoshye Wikipedia has an article on this subject at:Smolensk Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Snechko","Snechko Settlement Information Type Village Kingdom Polish Commonwealth Fortification Polotsk World Map With Fire & SwordSnechkoPolotskTemplate:World Map/With Fire & Sword Snechko is a village of the Polish Commonwealth, subordinate to Polotsk. Layout[] Player Elder Fugitive Snechko is built in a smooth region under plenty of trees. It is a Swedish-style village with six houses. On either side of the village there are fenced areas where stacks of straw are placed. The Village Elder stands in front of the first house on the left, viewing from the player's entrance. If sent here during a Hunt Down Fugitive quest, the Nervous Man will stand behind the second house on the left, inside the fenced area. Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Snovsk","Snovsk Settlement Information Type Village Kingdom Cossack Hetmanate Fortification Chernigov World Map With Fire & SwordSnovskTemplate:World Map/With Fire & Sword Snovsk is a village of the Cossack Hetmanate. It is subordinate to Chernigov. Layout[] Player Elder Fugitive Snovsk is unusual among villages in that it is surrounded by palisades. It is a Polish/Cossack-style village with eight houses. In the center of the village is a water well. There are two horses under a stable, as well as storage for a number of barrels (possibly beer), some boxes (possibly shag) and wood. In a corner there is a field that grows flowers. At the end of the village is a chapel, and beside it are three graves. The Village Elder stands in front of a large brick-roofed house near the player's entrance. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be found hiding in front of a grave. Wikipedia has an article on this subject at:Snovsk Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha" "Sofronovo","Sofronovo Settlement Information Type Village Kingdom Polish Commonwealth Fortification Smolensk World Map With Fire & SwordSofronovoSmolenskTemplate:World Map/With Fire & Sword Sofronovo is a village of the Polish Commonwealth, subordinate to Smolensk. Layout[] Player Elder Fugitive Sofronovo is built on a smooth terrain. It is a Polish/Cossack-style village with 21 houses. There are four horses sheltered under two stables. In the corner of the village is a chapel. The Village Elder can be found in front of an isolated brick-roofed house in the center of the village. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be hiding in the corner of the chapel. Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Solechniki","Solechniki Settlement Information Type Village Kingdom Polish Commonwealth Fortification Berestye Fortress World Map With Fire & SwordSolechnikiTemplate:World Map/With Fire & Sword Solechniki is a village of the Polish Commonwealth, subordinate to Berestye Fortress. Layout[] Player Elder Fugitive Solechniki is built in a hilly area by a creek. It is a Swedish-style village with eight houses. The village grows grapes and squash, blocked by invisible barriers. In the far end of the village there is a fishing house. In the creek near it, is an earth bridge and a series of nets, suggesting that fishing is done here. The Village Elder can be found in front of a large house just outside a fenced area. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be found in the corner of two houses, near the squash field. Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Southern Empire","Southern Empire Official Information Culture Calradic Empire Capital Lycaron Ruler Empress Rhagaea Claimant Unknown Ruling Clan Pethros Minor Factions EleftheroiEmbers of the FlameHidden HandLegion of the Betrayed Faction Location Southern Empire in dark purple The Southern Calradic Empire is a kingdom in Mount&Blade II: Bannerlord ruled by Rhagaea Pethros, the widow of Emperor Arenicos, who claims the throne for her daughter Ira, the late emperor's only child. Contents 1 Overview 2 Ruler 3 Vassals 4 Economy 5 Troop Tree 6 Clans 7 Territory 8 Gallery Overview[] The Southern Empire shares a border with the Aserai, the Khuzait, and the two other splinter states resulting from the fracturing of the Calradic Empire (Northern and Western). All three imperial sub-factions specialize in armored cataphracts and skilled archers. Ruler[] Empress RhagaeaPethros Vassals[] Archon PharonLeonipardes Archon OrosMestricaros Archon TuriadosHongeros Archon BaranorJulios Archon SichanisVizartos Archon SerandonAvlonos Archon AbalytosPrienicos Archon SatrosVetranis Economy[] Rich 7 cities 8 castles 34 villages Main products: silver, velvet, salt, wool (all in approximately equal proportions) Troop Tree[] Troops of the Calradic Empire Peasant Looter Recruit Infantryman Archer Vigla Recruit Trained Infantryman Trained Archer Equite Veteran Infantryman Menavliaton Veteran Archer Crossbowman Heavy Horseman Legionary Elite Menavliaton Palatine Guard Bucellarii Sergeant Crossbowman Cataphract Elite Cataphract Clans[] Clans of the Southern Empire Pethros Leonipardes Mestricaros Hongeros Julios Vizartos Avlonos Prienicos Vetranis Territory[] Territory of the Southern Empire TownsDanustica Lycaron Onira Phycaon Poros Syronea Vostrum CastlesChanopsis Castle Corenia Castle Jogurys Castle Lavenia CastleMelion Castle Morenia Castle Odrysa Castle Sestadeim Castle Villages Alision Amycon Atphynia Avalyps Caira Canoros Canterion Chanopsis Corenia Erebulos Ethemisa Eunalica Gorcorys Jogurys Lanthas Lartusys Lavenia Melion Metachia Morenia Odrysa Parasemnos Polisia Popsia Psotai Sagolina Sagora Saldannis Sestadaim Spotia Tegresos Tevea Vargonis Zestea Gallery[] Map of the Southern Empire at the release of Early Access (created by Vesper) Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Sovnya/With Fire & Sword","Sovnya SovnyaPolearm (two-handed)Base value: 1100 thalersWeight: 2.5Swing: 26cThrust: 24pSpeed rating: 79Weapon reach: 150" "Spearman (disambiguation)","This article is a disambiguation page for Spearman (disambiguation) The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Spearman may refer to: Rhodok Spearman Rhodok Trained Spearman Rhodok Veteran Spearman Vaegir Spearman Marksman Spearman (veteran) New Order Spearman Cuirassier Spearman (veteran) Angle Spearman (Cniht) Briton Spearman (Pedyt) Briton Elite Spearman (Gwrda) Norse Spearman (Drengr) Norse Elite Spearman (Thegn) Pictish Spearman (Octhigern) Saxon Spearman (Cniht) Spearman Khuzait Spearman Sturgian Spearman Sturgian Heavy Spearman Vlandian Spearman" "Spice","Spice Games Base value 880 Weight 40.0 Item Quantity 50 Morale Bonus +0 Spoils No Goods Type Trade Made From... N/A Made Into... N/A Spice is a high value, non-consumable trade good featured in the first three Mount&Blade games. It is primarily bought from towns, and is rare to find in villages. Due to its high price, spice is a valuable item for players to trade. Spice is used in feasts to demonstrate the wealth of the host lord. Spice can be bought cheaply at Tulga and sold for a large profit at Tihr. Although, if you fight gangs in towns, you will get 1 Spice in Bannerlord. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Staff Militiaman","Staff Militiaman Troop Information Culture Muscovite Tsardom Wages 1 thaler Acquired from... Prisoners, Russian villages, Infantry Commander Upgrades to... Posad Marksman, Lance Militiaman Upgrade Cost 10 XP for Kill ? xp Ransom Value thalers Staff Militiamen are village recruits of the Muscovite Tsardom. Tactics[] Almost utterly useless in combat, Staff Militiamen should be upgraded to Lance Militiamen or Posad Marksmen as soon as possible. Their sub-par melee weaponry, armor, and training makes them poor fighters all-around. However, they can easily dispatch looters. As they lack firearms, though, they may find bandits or brigands more challenging. Their few redeeming qualities are their cheapness and usefulness as cannon fodder, to distract enemy troops so that far superior friendly forces can destroy them. Stats and equipments[] Staff Militiaman - Default Stats and Equipment Attributes Stat Points Level 3 Strength 7 Agility 5 Intelligence 0 Charisma 0 Health 42 Armor Head Cap Body Caftan, Broadcloth Hand None Foot Bast Shoes Skills Skill Points Ironflesh 0 Power Strike 0 Grenade Throwing 0 Power Draw 0 Weapon Master 0 Shield 0 Athletics 0 Riding 1 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 55 Two Handed Weapons 35 Polearms 45 Archery 10 Firearms 20 Throwing 0 Weapons Melee Pitchfork, Bludgeon, Carpenter Axe, Lumberman Axe Ranged None Shield None Mount None Gallery[] Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard" "Staritsa","Staritsa Settlement Information Type Village Kingdom Muscovite Tsardom Fortification Rzhev Fortress World Map With Fire & SwordStaritsaRzhev FortressTemplate:World Map/With Fire & Sword Staritsa is a village of the Muscovite Tsardom, subordinate to Rzhev Fortress. Layout[] Player Elder Fugitive Staritsa is built on a high point in an uneven surface. It is a Russian-style village with seven houses. There are storages of wood and barrels, but there are no distinctive features. The Village Elder can be found in front of the second house on the left from the player's entrance, facing the center. If sent here during a Hunt Down Fugitive quest, the Nervous Man will stand beside the house furthest from the player's entrance. Wikipedia has an article on this subject at:Staritsa (town), Tver Oblast Territory of the Muscovite Tsardom TownsCherkassk Moscow Pskov FortressesBryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' VillagesKlin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa TarusaValuiki Yefremovo" "Staronowice","Staronowice Settlement Information Type Village Kingdom Polish Commonwealth Fortification Warsaw World Map With Fire & SwordStaronowiceKrakovTemplate:World Map/With Fire & Sword Staronowice is a village of the Polish Commonwealth, subordinate to Warsaw. Layout[] Player Elder Fugitive Staronowice is a Polish/Cossack-style village with fourteen houses built on a flat surface. On the side of the village there is a church, but there are no other distinctive features. The Village Elder stands in front of a large plank-roofed house near the center of the village. If sent here during a Hunt Down Fugitive quest, the Nervous Man will stand in front of a large straw-roofed house, beside a table and two stools. Wikipedia has an article on this subject at:Starachowice Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Stepan Razin","Stepan Razin Official Information Kingdom Muscovite Tsardom Monarch Tsar Alexei Mikhailovich Title Claimant Personal Details Gender Male Stepan Razin is a claimant to the throne of the Muscovite Tsardom. Although Stepan has no real claim to the throne, he says he wants it because Mikhailovich did not reward him well when he was in his service. He is involved in the quest The False Dmitry where either Stepan or the player will become Tsar. If the player becomes Tsar then Stepan will become a mere rebel lord. He is based on a real person who lead a sizable rebellion in southern Russia around 1670, capturing Cherkassk, Tsaritsyn (now Volgograd), and even Astrakhan, Moscow's ""window on the East"". Contents 1 Dialogue 1.1 Reporting back to Tsar Alexei Mikhailovich 2 Stats and equipment 3 Trivia Dialogue[] I am the chief of the Don Cossacks. Stepan Razin they call me. I have been on many raids against the Tatars at the behest of the Moscow Tsar. And how does he show his gratitude? My brother was executed on a calumny, I am now hunted and ordered to be jailed. The Tsar of Russia dreams of strangling all the liberties of the Don, yet the Cossacks shall stand up for themselves. Once a true heir to the throne arrives, we shall start a rebellion. And then just wait, Alexei Mikhailovich! In all sincerity, I would have long cried out the rallying cry, ""Saryn on kichka!"" But where can I find the one who would claim the Tsar's throne? Reporting back to Tsar Alexei Mikhailovich[] Word has it that one of the Cossack chiefs, what's his name... Stenka Razin, eh -- that he has started a rebellion against the Don. I can hardly wait to see him in the Kremlin. In chains, of course. We Romanovs are the rightful holders of the Cap of Monomakh, and these mutineers who resolved to rebel against us will be placed on racks and broken on the wheel. If you have involved yourself in their affairs by foolishness or lack of wit, then go to the Secret Department and confess all you know -- or pay the price. Stats and equipment[] Stepan Razin - Default Stats and Equipment Attributes Stat Points Level 38 Strength 20 Agility 20 Intelligence 20 Charisma 20 Health 55 Armor Head Marksman Cap Body Behterets, Broadcloth Hand None Foot Old Cavalry Boots Skills Skill Points Ironflesh 0 Power Strike 0 Grenade Throwing 0 Power Draw 0 Weapon Master 0 Shield 0 Athletics 0 Riding 3 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 2 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 4 Leadership 7 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 200 Two Handed Weapons 200 Polearms 200 Archery 200 Firearms 200 Throwing 200 Weapons Melee Club Ranged None Shield None Mount Hunter Trivia[] His real name was Stepan Timofeyevich Razin (Russian: Степан Тимофеевич Разин), also known as Sten'ka Razin (Стенька Разин). Razin is first noted in history in 1661, when he was part of a diplomatic mission from the Don Cossacks to the Kalmyks. Historian Paul Avrich characterizes Razin's revolt as ""a curious mixture of brigandage and revolt"", due to his initial plan of looting villages, but then he became a symbol of peasant unrest which turned his movement political. Razin's rallying cry ""Saryn' na kichku"" (Сарынь на кичку) was a battle cry of the Don Cossacks, originating from the language of Volga bandits. Its meaning is disputed. Wikipedia has an article on this subject at:Stenka Razin Muscovite Tsardom Monarch: Claimant: Tsar Alexei Mikhailovich Stepan Razin Vassals: Afanasiy Ordin-Naschokin Alexei Trubetskoi Alexei Vorotynsky Andrei Khovansky Boris Pushkin Boris Repnin-Obolevsky Fyodor Hvorostinin Fyodor Volkonsky Ivan Sontsov-Zasekin Naum Vasiliev Nikita Odoevsky Pavel Neskachikhin Semyon Prozorovsky Semyon Rakhmanin Semyon Urusov Vasiliy Buturlin Vasiliy Sheremetyev Yakov Cherkassky Yuri Boryatinsky Yuri Buynosov-Rostovsky" "Steppe Bandit","Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Steppe Bandit Troop Information Culture Bandits Wages 14-7 denars/week Acquired from... Prisoners Upgrades to... Khergit Tribesman Upgrade Cost 40 denars XP for Kill 96 experience Ransom Value 80 denars Steppe Bandits are bandit horse archers in Mount&Blade and Warband. Tactics[] Roaming the steppe areas of Calradia, they spawn in groups of 4-58. Steppe Bandits can be quite deadly due to their maneuverability and speed. Most infantry will find themselves at a heavy disadvantage when fighting them, although heavily-armored infantry should be fine. Keep in mind that Steppe Bandits can be equipped with lances, and cavalry that wield lances have access to deadly couched lance damage. While your men may fall victim to these almost guaranteed one-shot attacks, it is more important to stay out of harm's way yourself. Since Steppe Bandits randomly charge at you, they can be trapped and destroyed with large groups of upgraded infantry, such as Footman- or Archer-type units. This tactic is especially effective if you are lucky and encounter these Bandits when they are in low numbers, rather than in much larger amounts that can outnumber and charge through your infantry. If you are on your own or your army has been killed or knocked unconscious by Steppe Bandits, a simple tactic is to run to the side of the map (so you can't move any further) but not retreat. The Steppe Bandits will then arrange themselves in a line along the edge of the map to one side of you, making them easy to kill. Alternatively, if you are mounted, taking your time and circling the Bandits with a ranged weapon or polearm can be an effective way to pick off and eliminate them. If they are recruited into your party, they will upgrade into Khergit Tribesmen. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Steppe Bandit - Default Stats and Equipment Attributes Stat Points Level 12 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible) Steppe Cap(Possible) Nomad Cap Body Khergit ArmorSteppe ArmorLeather Vest Hand None Foot Hide BootsNomad Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw 3 Weapon Master ? Shield ? Athletics ? Riding 4 Horse Archery 3 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Crossbows 100 Throwing 100 Weapons Melee Light LanceSpearNomad SabreFlanged Mace Ranged Nomad BowShort BowArrowsJarids Shield (Possible) Leather Covered Round Shield Mount Steppe HorseSaddle Horse Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr" "Stryi","Stryi Settlement Information Type Village Kingdom Polish Commonwealth Fortification Dubensk Castle World Map With Fire & SwordStryiBar FortressTemplate:World Map/With Fire & Sword Stryi is a village of the Polish Commonwealth, subordinate to Dubensk Castle. Layout[] Player Elder Fugitive Stryi is built on flat surface, as a Polish/Cossack-style village with fifteen houses. In the center of the village is a church. Near the player's entrance there is a fenced area, containing a stable with two horses, and two tables with eight stools. Opposite this area, on the right side from the player's perspective, there is another stable with two horses. The Village Elder can be found standing in front of the large brick-roofed house in the aforementioned fenced area. If sent here during a Hunt Down Fugitive quest, the Nervous Man can be found in front of another large brick-roofed house to the left of the fenced area, beside a table and two benches. Wikipedia has an article on this subject at:Stryi Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Sturgia","Sturgia Official Information Capital Balgard Ruler Grand Prince Raganvad Claimant Aliky Ruling Clan Gundaroving Minor Factions SkolderbrodaForest PeopleLake Rats Faction Location Sturgia in blue The Principality of Sturgia is a kingdom in Mount&Blade II: Bannerlord ruled by Raganvad Gundaroving. It occupies the snowy northernmost mountain territories of the continent of Calradia. Contents 1 Overview 2 Ruler 3 Vassals 4 Official Description 5 Lore 6 Economy 7 Tactics 7.1 Strengths 7.2 Weaknesses 8 Troop Tree 9 Clans 10 Territory 11 Trivia 12 Gallery 13 References Overview[] The principality's history began when Nordic traders and adventurers migrated from the northeast territories seeking land and wealth, and eventually formed diplomatic and marriage alliances with the native tribes of the Sturgian region, merging the two cultures together into something new, with a violent, warlike but also mercantile mentality. Heavily armoured infantry bearing thick shields to form a shieldwall is the core of Sturgian military, although cavalry and archer units are also employed prominently. Their Cultural Bonus has their costs for upgrading and recruiting of infantry reduced by 25%. Also, their Armies lose 20% less daily cohesion. Their cultural Penalty is that relations get damaged 20% more when dissaproving in kingdom decisions. 173 years later, in Mount&Blade: Warband, the Sturgian empire has extended its holdings southward to some of the Empire and Battania, but the Sturgians have experienced a cultural split, with the Sturgian Nords living in the west and the Sturgian Vaegirs in the east. Ruler[] Grand Prince RaganvadGundaroving Vassals[] Knyaz OlekKuloving Knyaz GodunVagiroving Knyaz YorigOrmidoving Knyaz VyldurTogaroving Knyaz FafenIsyaroving Knyaz VashorkiVezhoving Knyaz TovirUbroving Knyaz RolanKostoroving Official Description[] “ The confederation of small kingdoms that is now the Principality of Sturgia came into being only a century ago. As boomtowns sprung up along the great rivers of the north, the local tribal leaders forged marriage pacts with Nords and other adventurers, hiring their swords to subdue their neighbors. Under pressure from the Empire, they elected a prince to lead them in war, and eventually the princes became a hereditary office. But the idea of a monarchy has never sat easily with the independence-minded boyars, and the potential for rebellion always lurks under the surface of Sturgian politics. ” Lore[] ""The Sturgian forests are forbidding and cold, but great wealth lies within. Wild honey can be found, and bog iron, but the real prize has always been fur. For centuries, brave traders ventured there to buy the pelts of fox, rabbit and ermine from the tribes of the woods. As the empire expanded eastward, that trickle of traders became a flood. Great towns sprung up on the rivers. Fortune-seekers came from the coast, from the steppes, and most of all from the Nordlands. Tribal elders made alliances with the newcomers, sealed by wedding vows, and with their share of the trading profits hired mercenaries to subdue other tribes. Sturgia became a collection of principalities, then a kingdom, the great powerhouse of the north."" Economy[] Medium 7 towns 8 castles 32 villages Main products: fur (main producer), flax (main producer), cattle (main producer), fish Tactics[] Strengths[] Powerful heavy infantry options. Noble shock cavalry on par with other cavalry, and doubles as effective infantry as they have increased athletics. Axes are commonplace among troops, giving them a significant edge in melee combat. Most infantry posses throwing weapons, greatly offset Sturgian mediocre archers. Mounted skirmishers provide an effective counter to cavalry. Large Round shields making the Sturgian very resistant to missiles weapons in siege. Weaknesses[] Mediocre archers. Lack of true mounted archers. Noble troops take a long time to level up into cavalry (tier five). Sturgian territory is stretched across a wide border, which can result in multiple wars fought on far away fronts. Unlike the Aserai, Sturgian suffer speed penalty on their home territories (snow) like everybody else. Making this faction slow to defend its frontier. The shield wall of Heavy Spearmen and Heavy Axemen is the basis of Sturgian battle tactics. This formation, once set up, is nigh invulnerable to archer fire and cavalry charges. However, unlike the pikemen formations of Vlandia and Battania, it cannot effectively decimate enemy cavalry. So it is best used in conjunction with noble shock cavalry, using a hammer-and-anvil tactics: the shieldwall slowly advances and tanks the attacking enemy troops, while the mounted Druzhinniks attack from the flank or rear, and score kills. The Sturgian light skirmishing cavalry is best used to harass, disorganize, and soften the attacking wave of enemy cavalry. Send it ahead early in the battle. Troop Tree[] Troops of Sturgia Peasant Recruit Woodsman Warrior Sea Raider Warrior Son Brigand Hunter Soldier Sea Raider Warrior Varyag Hardened Brigand Archer Spearman Line Breaker Sea Raider Chief Varyag Veteran Horse Raider Veteran Bowman Heavy Spearman Heavy Axeman Heroic Line Breaker Druzhinnik Druzhinnik Champion Clans[] Clans of Sturgia Major Gundaroving Kuloving Vagiroving Ormidoving TogarovingIsyaroving Vezhoving Ubroving Kostoroving Minor Forest People Lake Rats Skolderbroda Territory[] Territory of Sturgia TownsBalgard Omor Revyl Sibir Tyal Varcheg Varnovapol CastlesMazhadan Castle Kranirog Castle Nevyansk Castle Ov Castle Takor CastleUrikskala Castle Ustokol Castle Vladiv Castle VillagesAlebat Alov Borchovagorka Bukits Chornobas Dnin Dvorusta Ferkh ForinGlavstrom Ismilkorg Karbur Kargrev Korsyas Kranirog Kvol Mazhadan MarabrotNevyansk Omkany Ov Radakmed Rodobas Safna Skorin Takor Urikskala UstokolVisibrot Vladiv Yangutum Zhemyan Trivia[] The Sturgians are based on the Kievan Rus', a polity in medieval eastern Europe consisting of Slavic peoples and some Varangians, who were Norse and mixed Norse-Slavic traders, warriors, and adventurers. It was a loose federation of city states, most of whom were located in the area of modern Russia, Belarus and Ukraine.[1] They occupy the portion of the map that will become the lands of the Nords and the Vaegirs preceding the events of Mount&Blade/Warband. Leaders of Sturgian clans bear the title of Knyaz, a nobility title originating in Eastern Europe and particularly employed in Ukraine, Russia, and Hungary. Many Sturgian lords commonly use Noble Bows, two-handed axes, and lances as weapons. Most of them have the Brave personality trait. Gallery[] Sturgian civilians concept art References[] ↑ Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Supplies for a Feast","Supplies for a Feast Given by Village Elder Time limit 30 days Reward 500 thaler, 200 experience,Improved relation with village Supplies for a Feast is a quest in With Fire & Sword, given by a Village Elder in the summer months (June, July, August). The player is asked to bring 5 beer (called ""ale"" in the description), 5 grapes, 1 wine, 1 vodka and 1 shag to the village. If the game is played on Steam, on the first completion of this quest, the achievement Summer Fest is awarded: Complete the summer feast quest found in any village on the eastern side of the map.Contrary to the description, there is no restriction on the village's location to be eligible for the achievement. Contents 1 Summary 2 Transcript 2.1 Initiation 2.2 Completion 3 Tips 4 External links Summary[] The elder of the village of (Village) has asked you to bring him 5 ale barrels, 5 grapes, 1 wine barrel, 1 vodka barrel and 1 shag. Transcript[] Initiation[] Our village, like the others in this region holds feasts to celebrate the harvest every summer. This year we want to do the same. Lord knows the folks here need something lift up their spirits in the middle of all this misery and mayhem. If you can find 5 barrels of ale, 5 grapes, 1 barrel of wine, 1 barrel of alcohol and 1 bunch of tobacco, we can start this feast. Can you get these things around villages and towns? And of course you're welcome to join us for the festivities. Ok I will collect them and will be back here again. Thank you, sir/madam. Please be quick, our people are impatient for this year's feast. I don't have the time for this. Yes sir/madam, of course. I am sorry if I have bothered you with our troubles. Completion[] I've brought the goods you wanted. You can start the feast now. Great! I can see you collected all the goods we need for the feast. Now, our people will have a good time and forget their worries for a few short days. We are grateful to you. We've also prepared a reward. Here, please accept this. Unfortunately you do not have enough (missing item) with you, so we'll not be able to start the feast. Tips[] Some of the required items will be consumed by your party during travel, so it is advised to first obtain the non-consumables — vodka and shag. One should then obtain the wine and ale, as they come in stacks of 50 per slot and will be consumed at a slow rate. It would be helpful to buy a few more stacks than required for the quest, in case your party consumes a whole stack without you noticing. Finally one should get the grapes only near the end of the collection, as they are consumed much faster — coming only in stacks of 10. It is advised to buy even more grapes than required, for the same reason as above. External links[] Guide on Steam Community" "Svear Elite Vikingr","Svear Elite Vikingr Troop Information Culture Norse Wages 90 Acquired from... Liberating prisoners, recruiting prisoners Upgrades to... N/A Upgrade Cost N/A Sviar Elite Vikingarnir (singular: Svear Elite Vikingr) are bandits in Viking Conquest that can be found in raiding parties on the sea. Stats and Equipment[] Svear Elite Vikingr - Default Stats and Equipment Attributes Stat Points Level 29 Strength 20 Agility 8 Intelligence 12 Charisma 12 Health 75 Armor Head Norse Helm, Norse Helm with Nasal, Simple Norse Helm Body Scale Lorica, Norse Hringserks, Norse Tunic, Norse Light Armor, Norse Gambeson, Norse Long Gambeson Hand Leather Gloves Foot Quality Wrapping Boots Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 10 Power Strike 7 Power Throw 2 Power Draw 1 Weapon Maintenance 0 Weapon Master 10 Athletics 0 Riding 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 6 Inventory Management 6 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 280 Two Handed Weapons 150 Polearms 280 Archery 50 Crossbows 0 Throwing 245 Slings 170 Weapons Melee Sword, Seax, Short Hand Axe, Axe, Big Hand Axe, Light Long Spear Ranged Throwing Spears Shield Round Shield Mount ? Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr" "Swedish Army","A couple of Swedish Armies appear in Mount&Blade: With Fire & Sword during the Polish storyline quest The Deluge. Every Army numbers 250 men when spawned. It has around 70 Swedish Reiters, 100 Musketeers and 80 Pikemen. This is a very formidable force, with high ranged firepower and good defense from the pikemen. Battle[] Armies patrol around Warsaw and Krakov (Swedish at that time) trying to kill any Polish party. When it is destroyed, it will respawn at full strength. You shouldn't try take down this army head-on, even if you have several lords by your side, as it will respawn a week or so later. If it is unavoidable, you should try charging at it with heavy cavalry like Winged Hussars or Armored Cossacks and target their musketeers, then rally your men and order your musketeers to shoot at the pikemen with no ranged weapons and the Swedish Reiters who have pistols." "Swedish Dragoon","For the Polish unit of the same name, see Polish Dragoon. Swedish Dragoon Troop Information Culture Kingdom of Sweden Wages 8 thalers Acquired from... Commander Upgrades to... Swedish Dragoon (veteran) Upgrade Cost ? thalers XP for Kill ? xp Ransom Value ? thalers The Swedish Dragoon is a light missile cavalry unit employed by the Kingdom of Sweden in Mount&Blade: With Fire & Sword. Dragoons are also employed by the Polish Commonwealth. All nations (except the Crimean Khanate) have one type of mounted firearm-wielding troop. Even though the Muscovite Tsardom and the Cossack Hetmanate do not have units with the name ""Dragoon"", they have missile cavalry units that use late dragoon tactics: Moscow Reiters and Watchmen, respectively. The Swedish Dragoon resembles the Musketeer except for its uniform's color. They are armed with a Thrusting Sword, a Simple Wheelock Carbine, and ride Saddle Horses. Contents 1 Tactics 2 Stats and Equipment 3 Gallery 4 Trivia Tactics[] Dragoons wield carbines and have relatively good armor. However, there are substantial differences between the Polish and Swedish versions in terms of their melee weapons and effectiveness on horseback. Arguably, the Polish Dragoon is better at engaging in melee combat than his Swedish counterpart due to his shield, which adds extra protection against enemy blows, especially during sieges, when swarms of enemies block the entrance to the fort/town. The Swedish Dragoon's Thrusting Sword, though, is quicker at hitting the enemy but is still problematic during sieges. The tactical importance of dragoons in With Fire & Sword is much like horse archers to the Crimean Khanate (or the Khergit Khanate). Harassing the enemy with gunfire and, when the enemy threatens them, riding away. This has become a less potent strategy in With Fire & Sword, however, due to more infantry wielding pikes and guns. One strategy to use their mobility - and still have all the benefits of not riding into your enemy in battle - is to build your army out of only dragoons (or mounted ranged soldiers) and dismounting in the beginning of all battles. Downsides are only restricted to weakness to cavalry, and less athletics due to them being horsemen. Take up positions on a hill or on a field with long distance to your enemy and, if possible, in front of a river. It is recommended to use 'fire at my command', to make sure they will be able to fire when the enemy is very near. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Swedish Dragoon - Default Stats and Equipment Attributes Stat Points Level 8 Strength 8 Agility 8 Intelligence 0 Charisma 0 Health 43 Armor Head Hat Body Swedish Dragoon Uniform Hand Infantry Gloves Foot Old Jackboots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 3 Shield ? Athletics ? Riding 2 Shooting from Horseback 6 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 95 Two Handed Weapons 75 Polearms 85 Archery 0 Firearms 130 Throwing 0 Weapons Melee Sword Ranged Simple Wheellock Carbine, Bullets Shield ? Mount Saddle Horse Gallery[] Swedish Dragoon firing his carbine while mounted.Swedish Dragoon firing his carbine while dismounted. Trivia[] Dragoons get their name from the pistol form of the blunderbuss, the dragon, which was frequently used by French Army dragoons. Most nations in the Western World raised at least one dragoon regiment between the 17th and 19th centuries. Historically, dragoons were trained in both mounted and infantry combat. They were also originally used as mounted infantry, riding to the battlefield and then dismounting to fight. As time went on, though, they evolved into proper cavalry. Wikipedia has an article on this subject at:Dragoon Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran)" "Swedish Dragoon (veteran)","For the Polish unit of the same name, see Polish Dragoon (veteran). Swedish Dragoon (veteran) Troop Information Culture Kingdom of Sweden Wages ? thalers Acquired from... Swedish Dragoon Upgrades to... None Upgrade Cost None XP for Kill ? xp Ransom Value ? thalers The Swedish Dragoon (veteran) is a veteran light missile cavalry unit employed by the Kingdom of Sweden in Mount&Blade: With Fire & Sword. Dragoons are also employed by the Polish Commonwealth. All nations (except the Crimean Khanate) have one type of mounted firearm-wielding troop. Even though the Muscovite Tsardom and the Cossack Hetmanate do not have units with the name ""Dragoon"", they have missile cavalry units that use late dragoon tactics: Moscow Reiters and Watchmen, respectively. Tactics[] Dragoons wield carbines and have relatively good armor. They are used to skirmish the enemy and fire from range whilst running if an enemy chases after them, making them very effective against infantry. The tactical importance of dragoons in With Fire & Sword is much like horse archers to the Crimean Khanate (or the Khergit Khanate). Harassing the enemy with gunfire and, when the enemy threatens them, riding away. This has become a less potent strategy in With Fire & Sword, however, due to more infantry wielding pikes and guns. One strategy to use their mobility - and still have all the benefits of not riding into your enemy in battle - is to build your army out of only dragoons (or mounted ranged soldiers) and dismounting in the beginning of all battles. Downsides are only restricted to weakness to cavalry, and less athletics due to them being horsemen. Take up positions on a hill or on a field with long distance to your enemy and, if possible, in front of a river. It is recommended to use 'fire at my command', to make sure they will be able to fire when the enemy is very near. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Swedish Dragoon (veteran) - Default Stats and Equipment Attributes Stat Points Level 11 Strength 9 Agility 9 Intelligence 0 Charisma 0 Health 46 Armor Head Hat Body Swedish Dragoon Uniform Hand Leather Gloves Foot Old Jackboots Skills Skill Points Ironflesh 1 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 4 Shield ? Athletics ? Riding 3 Shooting from Horseback 7 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 110 Two Handed Weapons 90 Polearms 100 Archery 0 Firearms 145 Throwing 0 Weapons Melee Sword Ranged Wheellock Carbine, Bullets Shield ? Mount Saddle Horse Trivia[] Dragoons get their name from the pistol form of the blunderbuss, the dragon, which was frequently used by French Army dragoons. Most nations in the Western World raised at least one dragoon regiment between the 17th and 19th centuries. Historically, dragoons were trained in both mounted and infantry combat. They were also originally used as mounted infantry, riding to the battlefield and then dismounting to fight. As time went on, though, they evolved into proper cavalry. Wikipedia has an article on this subject at:Dragoon Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran)" "Swedish Militia Pikeman","For the Polish unit with the same name, see Polish Militia Pikeman. Militia Pikeman Troop Information Culture Kingdom of Sweden Wages 1 thaler Acquired from... Town Militiaman, Prisoners, Commander Upgrades to... Swedish Militia Pikeman (veteran) Upgrade Cost 10 Militia Pikemen are the Kingdom of Sweden's conscripts, armed with Simple Lances or Pikes. The Russian version is the Lance Militiaman. The Cossacks also have Militia Pikemen, the Poor Cossack Pikeman. Tactics[] Militia Pikemen are much weaker than the simple Pikemen. They are acquired from Town Militiamen, Staff Militiamen, or Countrymen. Militia Pikemen are very cheap, but not efficient fighters, so they shouldn't be used too often. Letting them attack is not very effective, because they can be killed by a single bullet and it's not hard for the enemies to fight them in melee. As with other pikemen, they are best used protecting Musketeers against the enemies' cavalry. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Militia Pikeman - Default Stats and Equipment Attributes Stat Points Level 5 Strength 7 Agility 7 Intelligence 0 Charisma 0 Health 44 Armor Head Hat Body Village Dress Hand ? Foot Boots with Stockings Skills Skill Points Ironflesh 1 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 75 Two Handed Weapons 55 Polearms 65 Archery 0 Firearms 0 Throwing 0 Weapons Melee Old Pike Ranged ? Shield ? Mount ? Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran)" "Swedish Militia Pikeman (veteran)","For the Polish unit with the same name, see Polish Militia Pikeman (veteran). Militia Pikeman (veteran) Troop Information Culture Kingdom of Sweden Wages 4 thalers Acquired from... Militia Pikeman, Prisoners, or Commander Upgrades to... N/A Upgrade Cost 10 Militia Pikemen (veteran) are the Kingdom of Sweden's conscripts armed with Simple Lances or Pikes. The Russian version is the Pike Militiaman (veteran). They are the upgraded versions of Militia Pikemen. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Militia Pikeman (veteran) - Default Stats and Equipment Attributes Stat Points Level 8 Strength 8 Agility 8 Intelligence 0 Charisma 0 Health 47 Armor Head Hat Body Village Dress Hand ? Foot Boots with Stockings Skills Skill Points Ironflesh 2 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 70 Polearms 80 Archery 0 Firearms 0 Throwing 0 Weapons Melee Pike Ranged ? Shield ? Mount ? Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran)" "Swedish Pikeman","For other uses, see Pikeman. Swedish Pikeman Troop Information Culture Kingdom of Sweden Wages 4-8 thalers Acquired from... Commander Upgrades to... Swedish Pikeman (veteran) Upgrade Cost ? thalers XP for Kill ? exp Ransom Value ? thalers Swedish Pikemen are the pike infantry of the Kingdom of Sweden in Mount&Blade: With Fire & Sword. Hence their name, these infantrymen carry pikes, a long polearm which they use with two hands, and are especially deadly against cavalry but vulnerable to musket fire. The Swedish Pikeman, the German Pikeman, and the German Infantry Pikeman are the most reliable as heavy pikemen units, while the New Order Spearman, the Marksman Spearman, and the Polish Pikeman tend to be more fragile as light pikemen units. Militia Pikeman units, armed with shorter Simple Pikes, tend to be less useful. There is a second version of the Swedish Pikeman in Multiplayer Captain modes, equipped with worse armor and a sword instead of a pike. Tactics[] Pikemen are likely one of the most important units in the game. They wield pikes, the longest melee weapon available, and it is specifically developed to stop enemy shock cavalry. Awlpikes existed in Warband but, especially in With Fire & Sword, horses will immediately stop with the slightest poke from a pike. Pikemen's main job is to protect vulnerable Musketeers from enemy cavalry, so they are best utilized in a line formation, either behind the Musketeers (or any ranged units) or in front of them if the terrain is adequate. When ordered to hold a position, some Pikemen will automatically crouch, and so they form a hedgehog-like formation. If invested in large numbers, it is almost impossible for the enemy AI cavalry to ""slip through"" the line. Similarly, it is not advised for the mounted player to even attempt going through the enemy Pikemen. In sieges, Pikemen units switch their pikes with swords, with Western European heavy pikemen using broadswords, Eastern European light pikemen using sabers, and Militia Pikemen using thrusting swords. With more protection, Western European heavy pikemen are more reliable at defending and besieging fortifications, while Militia Pikemen are the least reliable. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Swedish Pikeman - Default Stats and Equipment Attributes Stat Points Level 7 Strength 8 Agility 6 Intelligence 0 Charisma 0 Health 43 Armor Head Simple Morion Body Swedish Pikeman Uniform Hand Infantry Gloves Foot Shoes with Stockings Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 1 Shield ? Athletics ? Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 105 Two Handed Weapons 85 Polearms 95 Archery 0 Firearms 0 Throwing 0 Weapons Melee Simple Pike Ranged ? Shield ? Mount ? Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran)" "Swedish Pikeman (veteran)","For other uses, see Pikeman. Swedish Pikeman (veteran) Troop Information Culture Kingdom of Sweden Wages ? thalers Acquired from... Swedish Pikeman Upgrades to... None Upgrade Cost None XP for Kill ? exp Ransom Value ? thalers Swedish Pikemen (veterans) are the veteran pike infantry of the Kingdom of Sweden in Mount&Blade: With Fire & Sword and the upgraded version of the Swedish Pikeman. Hence their name, these infantrymen carry pikes, a long polearm which they use with two hands, and are especially deadly against cavalry but vulnerable to musket fire. The Swedish Pikeman (veteran), the German Pikeman, and the German Infantry Pikeman (veteran) are the most reliable as heavy pikemen units, while the New Order Pikeman (veteran), the Marksman Spearman (veteran), and the Polish Pikeman (veteran) tend to be more fragile as light pikemen units. Militia Pikeman units, armed with shorter Simple Pikes, tend to be less useful. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Swedish Pikeman (veteran) - Default Stats and Equipment Attributes Stat Points Level 11 Strength 9 Agility 7 Intelligence 0 Charisma 0 Health 46 Armor Head Morion Body Swedish Pikeman Uniform Hand Infantry Gloves Foot Shoes with Stockings Skills Skill Points Ironflesh 1 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 2 Shield ? Athletics ? Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 120 Two Handed Weapons 100 Polearms 110 Archery 0 Firearms 0 Throwing 0 Weapons Melee Pike Ranged ? Shield ? Mount ? Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran)" "Swedish Reiter","Swedish Reiter Troop Information Culture Kingdom of Sweden Wages 33 thalers Acquired from... Prisoners or Commander Upgrades to... Swedish Reiter (veteran) Upgrade Cost 160 thalers Ransom Value 109 thalers The Swedish Reiter is a heavy cavalry unit and the most powerful unit in the Kingdom of Sweden. They can be bought from a commander of a Swedish alignment in fortifications or can be acquired as a prisoner from enemy armies. The veteran carries a more-than-impressive Armet and has slightly better proficiencies. Strangely, half of the veteran Reiter's abilities are actually worse than the standard Swedish Reiter. Tactics[] Carrying impressive Swedish plate armor and equipped with a Good Broadsword and Good Pistol, the Swedish Reiter is possibly the most powerful melee cavalry unit in the game, rivaling the Russian Noble Guard and Polish Winged Hussar. They can easily defeat any type of medium or light cavalry units from other nations. Since a majority of Eastern European infantry and cavalry units are equipped with sabers, the Swedish Reiter's armor can deflect saber cuts, but can easily be pierced by thrusting swords or lances. They also ride Troop Horses, which are perfect for melee engagements. Swedish Reiter is the best cavalry unit that the Kingdom of Sweden can muster. Since it carries strong and powerful equipment, it can be deployed just to charge into enemies head on. Carrying one of the best pistols in the game, Reiters can shoot from a medium to close range distance for a hit-and-run method. Keep in mind that although the Swedish heavy cavalry unit has impressive equipment and stats, it can easily be killed from a well-aimed musket shot or a couched lance or pike. In a strategic sense, like all melee cavalry units, Swedish Reiters are vulnerable to musketeer units at long range, as well as shock cavalry and pikemen in melee. Charging at full speed into enemy formations can result in many enemy casualties and eventually forcing them to run, but don't expect 10 or less Reiters to completely defeat an enemy army of 90 troops or more. In the worst scenario, the Reiters can get shot to pieces from afar and will be overwhelmed with shock cavalry and pikemen. Therefore, to use them effectively, you should have at least 20 or more Reiters should the enemy have Winged Hussars or Noble Guards. Order them to form 2 columns and then to follow you. As you approach the enemy, which will fire a round at you, order your Reiters to open fire with their pistols, then tell them to hold fire and charge the enemy (always charge with your Reiters into enemy musketeer or cavalry units - don't charge them into enemy Pikemen Units, or else their horses will stop moving, allowing the enemy to swarm around your Reiters and shoot them down). If there are large amount of enemies, inflict as much casualties as possible to the enemy musketeers and cavalry, so you can retreat in order and use your pistols and mobility to shoot down the pikemen. During sieges, Reiters can be classified as Heavy Infantry, as they can inflict a lot of casualties to the enemy attackers and defenders. If you mix them with pikemen at the bottom of the staircase, you can bet that they will hold their position well from enemy waves. Like their other Heavy Cavalry counterparts, Swedish Reiters are expensive troops and are very rare to find, as they can only be acquired from commanders in fortifications or as prisoners from enemy armies or patrols from either the Polish Commonwealth or the Muscovite Tsardom. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Swedish Reiter - Default Stats and Equipment Attributes Stat Points Level 21 Strength 13 Agility 7 Intelligence 0 Charisma 0 Health 60 Armor Head Reiter Helmet Body Reiter Half-Armor Hand Infantry Gloves Foot Good Jackboots Skills Skill Points Ironflesh 6 Power Strike 3 Grenade Throwing 0 Power Draw ? Weapon Master 6 Shield ? Athletics ? Riding 4 Shooting from Horseback 6 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 180 Two Handed Weapons 160 Polearms 170 Archery 0 Firearms 140 Throwing 0 Weapons Melee Good Broadsword Ranged Good Pistol, Bullets Shield ? Mount Hunter Wikipedia has an article on this subject at:Reiter Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran)" "Swedish Reiter (veteran)","Swedish Reiter (veteran) Troop Information Culture Kingdom of Sweden Wages 46 thalers Acquired from... Swedish Reiter (upgrade) Upgrades to... N/A Upgrade Cost 160 thalers Ransom Value 140 thalers The Swedish Reiter is a heavy cavalry unit and the most powerful unit in the Kingdom of Sweden. They can be bought from a Commander of a Swedish alignment in fortifications or can be acquired as a prisoner from enemy armies. Tactics[] The Swedish Reiters don strong Reiter Armor and Helmets, Gauntlets, and wear Good Jackboots. This gives them a strong defense against melee blows and even firearms, requiring strong melee weapons (such as Flanged Maces or Good Czekans), powerful guns, or skilled headshots to dispatch easily. Wielding Good Pistols, Swedish Reiters can fire both accurately and frighteningly quickly, and with their Good Broadswords, they can kill most adversaries at both a distance and in melee combat. All of these amazing qualities, though, come at an amazing cost, at weekly wages of 46 thalers. This makes them affordable either in small numbers or for the richest of armies. However, they meet their match with the heavy cavalry of other nations, such as Polish Winged Hussars and the Noble Guards of the Muscovites, the latter of which mostly wield melee weapons useful against armor. They can even be defeated by elite gunpowder troops of their counterparts, such as Cossack Serduks, should they encounter them in a line and ready to fire. The veteran carries a more-than-impressive Armet and has slightly better proficiencies. Strangely, half of the reiter abilities in the veteran are actually worse than the standard Swedish Reiter. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Swedish Reiter (veteran) - Default Stats and Equipment Attributes Stat Points Level 25 Strength 14 Agility 8 Intelligence 0 Charisma 0 Health 59 Armor Head Armet, Reiter Helmet Body Reiter Half-Armor Hand Reiter Gauntlets Foot Good Jackboots Skills Skill Points Ironflesh 5 Power Strike 4 Grenade Throwing 0 Power Draw ? Weapon Master 7 Shield ? Athletics ? Riding 4 Shooting from Horseback 7 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 195 Two Handed Weapons 175 Polearms 185 Archery 0 Firearms 160 Throwing 0 Weapons Melee Good Broadsword Ranged Good Pistol, Bullets Shield ? Mount Hunter Gallery[] Wikipedia has an article on this subject at:Reiter Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran)" "Sword & Musket","Sword & Musket is a mod for Mount&Blade II: Bannerlord." "Swords of Damocles: Warlords","Sword of Damocles: Warlords Is a mod for Warband based on Sword of Damocles. The developers have treated the mod as an expansion, not a sequel. Warlords expands the deep economic system (for example, the tournaments became far more profitable) of the main game and makes the Imperial Legion a playable faction. The mod also includes firearms and new varieties of armour. It is considered to be one of the most popular and highly rated mods available for Warband. It has one of the biggest maps among mods, encompassing about ninety cities. Gallery[] Trailer[] Sword of Damocles Warlords 2.4 Trailer" "Swordsman","For other uses, see Swordsman (disambiguation). Swordsman Troop Information Culture Kingdom of Sweden Wages 14 thalers/week Acquired from... Guard Infantry Commander Upgrades to... Swordsman (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Swordsmen are guard infantry of the Kingdom of Sweden. Tactics[] Heavy shock infantry armed with mighty two-handed swords and covered in highly-resilient Half-Armor with a Morion on their heads, Swordsmen can perform admirably in a wide variety of close-combat roles - from holding castle walls to mopping up enemy infantry after a cavalry charge - and could even be used as impromptu anti-cavalry troops if your pikemen have been killed. Their main weakness, on the other hand, is steady enemy formations with firearms - enough guns fired at once can easily take them down. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Swordsman - Default Stats and Equipment Attributes Stat Points Level 15 Strength 14 Agility 6 Intelligence 0 Charisma 0 Health 53 Armor Head Morion Body Half-Armor Hand Infantry Gloves Foot Infantry Boots Skills Skill Points Ironflesh 2 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 5 Shield ? Athletics ? Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 155 Two Handed Weapons 135 Polearms 145 Archery 0 Firearms 0 Throwing 0 Weapons Melee Two Handed Sword Ranged None Shield None Mount None Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran)" "Swordsman (Custom Battle)","Swordsman The Swordsman is a character playable in the Custom Battle mode of Mount&Blade: With Fire & Sword. In-game description[] These fully armored and well-trained warriors fight with two-handed swords. Heavy infantry forces are by design placed in the front ranks, with the objective of breaking the enemy line. It is crucial to protect these warriors from enemy volleys, while in melee they can take care of themselves! Stats[] Swordsman - Default Stats and Equipment Attributes Stat Points Level 20 Strength 14 Agility 8 Intelligence Charisma Health Armor Head Armet Body Half-Armor Hand Armor Gauntlets Foot Infantry Boots Skills Skill Points Ironflesh 5 Power Strike 5 Grenade Throwing 0 Power Draw 0 Weapon Master 5 Shield 0 Athletics 1 Riding 0 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 150 Two Handed Weapons 150 Polearms 150 Archery 150 Firearms 150 Throwing 150 Weapons Melee Two-handed Sword Ranged Shield Mount This article is a stub. You can help out by expanding it. With Fire & Sword Custom Battle Troops Reiter Hussar Boyar Cuirassier Mounted Archer Musketeer Netyag Swordsman Rondartschier Pikeman Halberdier" "Swordsman (disambiguation)","This article is a disambiguation page for Swordsman (disambiguation) The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Swordsman may refer to: Mercenary Swordsman Swordsman (veteran) Scottish Swordsman (veteran) Vlandian Swordsman Mercenary Swordsman" "Swordsman (veteran)","For other uses, see Swordsman (disambiguation). Swordsman (veteran) Troop Information Culture Kingdom of Sweden Wages ? thalers/week Acquired from... Swordsman Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Swordsmen (veterans) are veteran guard infantry of the Kingdom of Sweden. Tactics[] Heavy shock infantry armed with mighty two-handed swords and covered in highly-resilient Half-Armor with a Morion on their heads, Swordsmen can perform admirably in a wide variety of close-combat roles - from holding castle walls to mopping up enemy infantry after a cavalry charge - and could even be used as impromptu anti-cavalry troops if your pikemen have been killed. Their main weakness, on the other hand, is steady enemy formations with firearms - enough guns fired at once can easily take them down. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Swordsman (veteran) - Default Stats and Equipment Attributes Stat Points Level 19 Strength 14 Agility 7 Intelligence 0 Charisma 0 Health 55 Armor Head Morion Body Half-Armor Hand Armor Gauntlets Foot Infantry Boots Skills Skill Points Ironflesh 3 Power Strike 2 Grenade Throwing 0 Power Draw ? Weapon Master 6 Shield ? Athletics ? Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 170 Two Handed Weapons 150 Polearms 160 Archery 0 Firearms 0 Throwing 0 Weapons Melee Two Handed Sword Ranged None Shield None Mount None Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran)" "Tactics (With Fire & Sword)","For the Tactics skill, see Skills. For more specific combat tips, see Player tactics. For tactics in Mount&Blade, see Strategy and tactics. In With Fire & Sword, the addition of firearms changes the dynamics of the battlefield from the prior games. Firearms are effectively extremely powerful and extremely slow loading crossbows. They feature sufficient power to drop many targets in one hit. In addition, pistols and carbines (which are not appreciably weaker than muskets) can be loaded and fired by mounted troops. In With Fire & Sword, there are 3 types of battles (excluding siege). The first type of battle is the skirmish battle, where your adversary just sends troops head on against your army, usually with cavalry first. The second type of battle is the ""line"" battle, where the opposing army is arranged in rows and will slowly approach your army before attacking. The last type of battle is the ""wagon"" battle, where the enemy retreats to a formidable wagon fort. Contents 1 Troops 2 Tactics 2.1 Fighting a ""Head On"" Battle 2.2 Fighting a ""Line"" Battle 2.3 Fighting a ""Wagon"" Battle (Offense) 2.4 Fighting a ""Wagon"" Battle (Defense) 3 Faction Specific Tactics 3.1 Cossack Hetmanate Troops[] Early troops are lightly armed and have mediocre armor e.g. Musket Militamen, Pikemen, Scythe Wielder. With proper tactics to face the enemy, less casualty, efficiency and shock can still be achieved. Later in-game troops are better equipped, well-armored and skilled, e.g. Dragoons, Hussars, Lifeguards etc. Your ability to judge the enemy's movement and applying these tactics while facing them will devastate your enemy whether you win or not. Tactics[] Fighting a ""Head On"" Battle[] This type of battle usually happens when your enemy outnumbers you significantly. The first thing that should be done is to bring up the troop order screen. Order any cavalry units to mount (this is because after a few seconds they dismount their horses). Observe the movement of your enemy in the troop order screen, if they are riding fast towards your position, quickly direct the Pikemen in the front lines and order them to arrange in 3 rows. At the same time, order the ranged infantry to stay behind the wall of Pikemen, ready to open fire. This will hold off the cavalry charge. Also while observing the enemy's movement, it is wise to move the cavalry in a moderate distant location in the map so that they can gain just enough momentum for a good cavalry charge. All of these steps must be done within 15 seconds to maximize efficiency. When the cavalry charge has been held off, order any infantry unit (including Pikeman) to charge, at the same time move the musketeers to a high place on the map and order them to fire at will. Later in-game, you'll have acquired better troops, such as German Infantry Musketeers, Musketeers, Winged Hussars, and Reiters. In a head on battle with these troops, you can just deploy them. The simplest way of deploying is the all-out-charge; order every cavalry unit to attack, no arrangements whatsoever. The musketeers however, and any infantry unit, should always be arranged and deployed onto high ground if possible. This way, your cavalry will take the pounding, keeping your infantry safe while attacking. Fighting a ""Line"" Battle[] As always, the troop order screen will be important. Bring it up as soon as the battle starts. Order your whole party to ""Hold Position"", order any mounted units to mount and cavalry must always be up front in this battle. To determine if a battle is going to be a line, look at the minimap in the order screen, if the red dots (enemies) are charging forward, then they start to disperse on both sides, then it is a line battle. Cavalry Arrangement If you have less than 75 cavalry units, assuming that they are already in front of your army, the best arrangement for them is the following commands: ""Hold Position"", ""Form 1 Row"", Click on ""Form 5 Rows"" for Very Tight Arrangement. Once, they're arranged, don't give the opposition a chance to fix their positions. Charge immediately. If you have around 75 or more cavalry units, assuming that they are already in front of your army, the arrangement should be similar to the first one but this time form 3 rows instead of 1. Then charge. Musketeer and/or Infantry Unit Arrangement All ranged units must be arranged in line and should be placed in high ground for a better view and shot of the battlefield. While all melee-based infantry units must always be in front of the ranged units and preferably on lower grounds, a couple of meters away from the ranged units to protect them from incoming cavalry attacks. Fighting a ""Wagon"" Battle (Offense)[] In this type of battle, infantry units (both ranged and melee) should be the most used. Cavalry in this type of battle are ineffective because of the wagons encircling and covering your adversaries, making them invulnerable to cavalry attacks. Unit Arrangements In this type of battle, musketeers/ranged units should be up front. Depending on how many of these units you have, arrange them in rows and deploy them half-way the distance to the enemy positions. Punch in the ""Fire at Will"" Command. Watch the enemy fall one-by-one, when they start to retreat. Order your melee-based infantry units to charge. When retreating enemy units manage to get out from the wagon fort, order the cavalry to chase after them. Note Bandits will never be smart enough to fight you in this type of battle (when defending) unless you mod the game. When the enemy is massively outnumbered by your party, sometimes they'd rather fight you in a head on battle. Fighting a ""Wagon"" Battle (Defense)[] When defending a wagon fort, immediately put your footmen into the back. This will stop enemy cavalry from flooding through early on. If the situation is extremely desperate, and you have a horse, make everyone charge into the enemy while you try to run away. You'll lose your troops, but you and your heroes will get away scot-free. (Because when you flee and leave your heroes behind, they remain in your party) Faction Specific Tactics[] Cossack Hetmanate[] The Cossack Hetmanate's tactics are based on the ability to move quickly on the battlefield using dragoons. Their armies are mostly built out of Djura, Watchmen, and firearm infantry (marksmen). All footmen in their army are armed with firearms, including their shock infantry, the Netyags, having a Pistol. One strategy is to build your army from infantry marksmen: Serduks and Netyags. When the battle starts, take high ground and decimate the enemy from afar. You could also build your army from only Serduks, but no matter what build you choose, remember to build a vast network of recruitment from commanders." "Taiga Bandit","Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Taiga Bandit Troop Information Culture Bandits Wages 11-6 denars/week Acquired from... Prisoners Upgrades to... Vaegir Recruit Upgrade Cost 40 denars XP for Kill 124 experience Ransom Value 104 denars Taiga Bandits are bandit archers in Mount&Blade: Warband. Tactics[] Roaming the snowy plains south of Rivacheg and east of Khudan, they spawn in groups of 4-58. Taiga Bandits' standard tactic is to swarm the enemy, launching arrows and javelins at them before closing in with their melee weapons. Much like Mountain Bandits in Warband, Taiga Bandits with bows will stay back to shoot at their enemy while the rest of the group rushes ahead with swords, lances, and javelins. When encountered en masse, Taiga Bandits can hit disproportionately hard as they are very proficient archers as well as employing deadly jarids when they close in. Lacking heavy armor, they are very easily beaten by cavalry charges and heavy infantry. As they are not mounted, they are one of the ways to safely acquire a lance for free. Default Stats[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Taiga Bandit - Default Stats and Equipment Attributes Stat Points Level 15 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible) Cap With Fur (Possible) Steppe Cap Body Nomad ArmorLeather Jerkin Hand None Foot Nomad BootsHide Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw 3 Power Draw 4 Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 110 Two Handed Weapons 110 Polearms 110 Archery 110 Crossbows 110 Throwing 110 Weapons Melee Light LanceSpearNomad SabreFlanged Mace Ranged Nomad BowShort BowArrowsJavelinsJarids Shield (Possible) Leather Covered Round Shield Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr" "TaleWorlds","TaleWorlds Founded in 2005 HQ Ankara, Turkey Key People Armağan Yavuzİpek YavuzCem Çimenbiçerer No. of Employees 131 (2020) Products Mount&Blade series Website TaleWorlds Entertainment is an independent Turkish video game development studio based in Ankara, Turkey. It is a brand of İkisoft Software Company. The studio has started its life with a garage project called Mount&Blade, which was developed with limited resources, but which nevertheless displayed the team's principles of good game design, fresh ideas, and deep open-ended gameplay. An alpha version of Mount&Blade was released to the public in 2005 and it quickly gained a significant fanbase among gamers. TaleWorlds continued to work on the game, eventually partnering with Paradox Interactive to bring out a retail version. The studio also grew with the game and is continuing to add talented graphics artists and programmers to its core team. Games[] Mount&Blade Mount&Blade: Warband Mount&Blade: With Fire & Sword Mount&Blade II: Bannerlord External Links[] TaleWorlds' official website TaleWorlds' official forums" "Talk to the Zamoshye Elder","Talk to the Zamoshye Elder Given by Jaques de Clermont Time limit None Reward +1 Relation (Faction) This is the first quest given when starting Mount & Blade: With Fire and Sword. Contents 1 Summary 2 Walkthrough 3 Quest Line 4 Transcript Summary[] Jaques de Clermont advised to visit Zamoshye. It would seem that the local elder is seeking brave men to run various errands. Walkthrough[] The quest is simple enough, you start your game near Zamoshye. So you can travel there easily and talk to the elder for more quests. You will be given 3 options on which quest to choose. It is highly recommended that you recruit the villagers to start a party on the way. Quest Line[] Talk to the Zamoshye Elder Zamoshye Bandits Peasant Taxes Bring Goods to Zamoshye Transcript[] Main article: Talk to the Zamoshye Elder/Transcript" "Tapiau","Tapiau Settlement Information Type Village Kingdom Kingdom of Sweden Fortification Koenigsberg World Map With Fire & SwordTapiauKoenigsbergTemplate:World Map/With Fire & Sword Tapiau is a village initially owned by the Kingdom of Sweden, subordinate to Koenigsberg. Layout[] Player Elder Fugitive Tapiau is built in a valley in a mountainous terrain. It is a Swedish-style village with five houses. The player starts on a path that leads to the village. On the left side of the path is a wheat field. The path leads the player to the center of the village, where there is a boulder and a tree. To the left of the tree is a fenced area with two houses, and between them are four rows of grapevines. Access to the grapevines are blocked by invisible barriers. Near one of the aforementioned houses are also six baskets of apples. Going forward from the tree in the center of the village, also on the left side there is another house with a pile of wood next to it, enclosed by invisible barriers. Behind this house is a water well, and a storage shed containing two stacks of furs, three barrels of beer, and several sacks of unknown product. Beside this is an oven with seven loaves of bread next to it. On the right side of the village (from the perspective of the player's entrance) are two houses joined together, next to which is a field that grows cabbages, grapes and squash. This field is surrounded on three sides, but is accessible from the player's starting point. Behind these houses is another field with cabbages and squash, as well as another oven with fourteen loaves of bread. Access to these is blocked by invisible barriers. If one continues to go forward, one will reach a slope; going up that will access a windmill. The Village Elder will stand in front of the cabbage, grape and squash field. If sent here during a Hunt Down Fugitive quest, the Nervous Man will stand behind the house on the left furthest away from the player's entrance, in front of the oven. Wikipedia has an article on this subject at:Gvardeysk Territory of the Kingdom of Sweden TownsKoenigsberg Reval Riga FortressesAllenstein Castle Dorpat Fortress Dynaburg Fortress Dzvinsk Castle Narva Vyborg VillagesElbing Leal Nidritsa Panevezys Pilve Plunge Salis Siauliai Siegevold Tapiau TormaWeissenstein Wesenberg" "Tarusa","Tarusa Settlement Information Type Village Kingdom Muscovite Tsardom Fortification Ryazan World Map With Fire & SwordTarusaRyazanTemplate:World Map/With Fire & Sword Tarusa is a village of the Muscovite Tsardom, subordinate to Ryazan. Layout[] Player Elder Fugitive Tarusa is built in a smooth area on uneven terrain. It is a Russian-style village with twelve houses. In the center of the village there is a water well, and there are tables and chairs scattered across the village. The Village Elder can be found in a fenced area, in front of the largest house. If sent here during a Hunt Down Fugitive quest, the Nervous Man will hide under a tree in a high area outside the boundary defined by the houses. Wikipedia has an article on this subject at:Tarusa Territory of the Muscovite Tsardom TownsCherkassk Moscow Pskov FortressesBryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' VillagesKlin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa TarusaValuiki Yefremovo" "Tatar Arrows/With Fire & Sword","Tatar Arrows Tatar Arrows (27 / 27)Base value: 300Weight: 2.3Piercing+1 to damage" "Tatar Bow/With Fire & Sword","Tatar Bow Tatar BowBase value: 2600Weight: 1.0Damage: 26Accuracy: 97Speed rating: 90Requires Power Draw: 3With Fire & Sword" "Tatar Cavalryman","Tatar Cavalryman Troop Information Culture Mercenaries Wages 6 thalers/week Acquired from... Mercenary Commander Upgrades to... Tatar Cavalryman (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Tatar Cavalrymen are national mercenary horse archers of the Cossack Hetmanate. They can only be hired if the player has at least a neutral relationship with the Crimean Khanate. Tactics[] Essentially what Bajrak are to the Crimeans, they are armed with bows and sabers, wear plain clothes, and have slightly better proficiencies than Tatar Infantrymen - unlike them, Tatar Cavalrymen replace shields with horses - but, just like them, they are only strong against militia-type troops. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Tatar Cavalryman - Default Stats and Equipment Attributes Stat Points Level 8 Strength 7 Agility 9 Intelligence 1 Charisma 5 Health 46 Armor Head Nomad Cap Body Robe Hand None Foot Old Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw 1 Weapon Master ? Shield ? Athletics ? Riding 4 Shooting from Horseback 5 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 75 Two Handed Weapons 75 Polearms 75 Archery 85 Firearms 0 Throwing 0 Weapons Melee Simple Tatar Saber Ranged LongbowTatar Arrows Shield None Mount Steppe Horse Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran)" "Tatar Cavalryman (veteran)","Tatar Cavalryman (veteran) Troop Information Culture Mercenaries Wages ? thalers/week Acquired from... Tatar Cavalryman Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Tatar Cavalrymen (veterans) are veteran national mercenary horse archers of the Cossack Hetmanate. Tactics[] Essentially what veteran Bajrak are to the Crimeans, they are armed with bows and sabers, wear plain clothes, and have slightly better proficiencies than veteran Tatar Infantrymen - unlike them, veteran Tatar Cavalrymen replace shields with horses - but, just like them, they are only strong against militia-type troops. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Tatar Cavalryman (veteran) - Default Stats and Equipment Attributes Stat Points Level ? Strength ? Agility ? Intelligence ? Charisma ? Health ? Armor Head ? Body ? Hand None Foot ? Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding ? Shooting from Horseback ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons ? Two Handed Weapons ? Polearms ? Archery ? Firearms 0 Throwing 0 Weapons Melee ? Ranged ? Shield None Mount ? Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran)" "Tatar Infantryman","Tatar Infantryman Troop Information Culture Mercenaries Wages 3 thalers/week Acquired from... Mercenary Commander Upgrades to... Tatar Infantryman (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Tatar Infantrymen are national mercenary archers of the Cossack Hetmanate. They can only be hired if the player has at least a neutral relationship with the Crimean Khanate. Tactics[] Essentially slightly better Kapikulu, they are armed with bows and sabers, wear plain clothes, and carry shields but, even though they have decent Athletics and medium proficiencies, they are only strong against militia-type troops. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Tatar Infantryman - Default Stats and Equipment Attributes Stat Points Level 6 Strength 6 Agility 8 Intelligence 4 Charisma 3 Health 42 Armor Head Nomad Cap Body Simple Robe Hand None Foot Village Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw 1 Weapon Master ? Shield 3 Athletics 3 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 60 Two Handed Weapons 60 Polearms 60 Archery 60 Firearms 0 Throwing 0 Weapons Melee Simple Tatar SaberSimple Saber Ranged LongbowTatar ArrowsArrows Shield Simple Shield Mount None Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran)" "Tatar Infantryman (veteran)","Tatar Infantryman (veteran) Troop Information Culture Mercenaries Wages ? thalers/week Acquired from... Tatar Infantryman Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Tatar Infantrymen (veterans) are veteran national mercenary archers of the Cossack Hetmanate. Tactics[] Essentially slightly better veteran Kapikulu, they are armed with bows and sabers, wear plain clothes, and carry shields but, even though they have decent Athletics and medium proficiencies, they are only strong against militia-type troops. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Tatar Infantryman (veteran) - Default Stats and Equipment Attributes Stat Points Level ? Strength ? Agility ? Intelligence ? Charisma ? Health ? Armor Head ? Body ? Hand None Foot ? Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons ? Two Handed Weapons ? Polearms ? Archery ? Firearms 0 Throwing 0 Weapons Melee ? Ranged ? Shield ? Mount None Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran)" "Tatar Mercenary Cavalryman","Camp Location[] Tatar Mercenaries hail from a camp deep in Crimean territory, to the northwest of Ak-Mechet. Troop Ranks[] Tatar Mercenary Cavalryman (recruit) Tatar Mercenary Cavalryman (experienced) Tatar Mercenary Cavalryman (veteran) Tatar Mercenary Cavalryman (elite) Tactics[] Tatar Mercenary Cavalrymen can be customized to match your preferred tactics. Initially armed with bows, their equipment ranges from a mounted Nomad to a Nokhor. As most Crimean Khanate troops do not carry lances, an opportunity presents itself to field heavy Tatar cavalry that can deliver killing blows in an initial charge. Basic Equipment[] Weapons Simple YataghanLongbow Head Armor Hat Body Armor Robe Foot Armor Janissary Shoes Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Tatar Mercenary Cavalryman (elite)","Tatar Mercenary Cavalryman (elite) Troop Information Culture Crimean Khanate Wages thaler Acquired from... Prisoners or Tatar Mercenary Cavalryman (veteran) (upgrade) Upgrades to... No Further Upgrades Ransom Value thaler The Tatar Mercenary Cavalryman (elite) is a Mercenary Cavalryman associated with the Crimean Khanate. Tactics[] Tatar Mercenary Cavalrymen can be customized to match your preferred tactics. Initially armed with bows, their equipment ranges from a mounted Nomad to a Nokhor. As most Crimean Khanate troops do not carry lances, an opportunity presents itself to field heavy Tatar cavalry that can deliver killing blows in an initial charge. Basic Equipment[] Weapons Simple YataghanLongbow Head Armor Hat Body Armor Robe Foot Armor Janissary Shoes Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Tatar Mercenary Cavalryman (experienced)","Tatar Mercenary Cavalryman (experienced) Troop Information Culture Crimean Khanate Wages thaler Acquired from... Prisoners or Tatar Mercenary Cavalryman (recruit) (upgrade) Upgrades to... Tatar Mercenary Cavalryman (veteran) Ransom Value thaler The Tatar Mercenary Cavalryman (experienced) is a Mercenary Cavalryman associated with the Crimean Khanate. Tactics[] Tatar Mercenary Cavalrymen can be customized to match your preferred tactics. Initially armed with bows, their equipment ranges from a mounted Nomad to a Nokhor. As most Crimean Khanate troops do not carry lances, an opportunity presents itself to field heavy Tatar cavalry that can deliver killing blows in an initial charge. Basic Equipment[] Weapons Simple YataghanLongbow Head Armor Hat Body Armor Robe Foot Armor Janissary Shoes Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Tatar Mercenary Cavalryman (recruit)","Tatar Mercenary Cavalryman (recruit) Troop Information Culture Crimean Khanate Wages thaler Acquired from... Prisoners or Mercenary Camp Upgrades to... Tatar Mercenary Cavalryman (experienced) Ransom Value thaler The Tatar Mercenary Cavalryman (recruit) is a mercenary cavalryman associated with the Crimean Khanate, though it can be hired by any faction. Tactics[] Tatar Mercenary Cavalrymen can be customized to match your preferred tactics. Initially armed with bows, their equipment ranges from a mounted Nomad to a Nokhor. As most Crimean Khanate troops do not carry lances, an opportunity presents itself to field heavy Tatar cavalry that can deliver killing blows in an initial charge. Basic Equipment[] Weapons Simple YataghanLongbow Head Armor Hat Body Armor Robe Foot Armor Janissary Shoes Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Tatar Mercenary Cavalryman (veteran)","Tatar Mercenary Cavalryman (veteran) Troop Information Culture Crimean Khanate Wages thaler Acquired from... Prisoners or Tatar Mercenary Cavalryman (experienced) (upgrade) Upgrades to... Tatar Mercenary Cavalryman (elite) Ransom Value thaler The Tatar Mercenary Cavalryman (veteran) is a Mercenary Cavalryman associated with the Crimean Khanate. Tactics[] Tatar Mercenary Cavalrymen can be customized to match your preferred tactics. Initially armed with bows, their equipment ranges from a mounted Nomad to a Nokhor. As most Crimean Khanate troops do not carry lances, an opportunity presents itself to field heavy Tatar cavalry that can deliver killing blows in an initial charge. Basic Equipment[] Weapons Simple YataghanLongbow Head Armor Hat Body Armor Robe Foot Armor Janissary Shoes Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Tatar Mercenary Infantryman","Camp Location[] Tatar Mercenaries hail from a camp deep in Crimean territory, to the northwest of Ak-Mechet. Troop Ranks[] Tatar Mercenary Infantryman (recruit) Tatar Mercenary Infantryman (experienced) Tatar Mercenary Infantryman (veteran) Tatar Mercenary Infantryman (elite) Tactics[] Tatar Mercenary Infantrymen can be customized to match your preferred tactics. The only Mercenary Infantrymen initially armed with a sword and a shield, their equipment includes that of a Kapikulu all the way to an unhorsed Nokhor. Basic Equipment[] Weapons Simple Saber Shield Shield Head Armor Hat Body Armor Robe Foot Armor Janissary Shoes There are several equipment options available from the Mercenary Captain: Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Tatar Mercenary Infantryman (elite)","Tatar Mercenary Infantryman (elite) Troop Information Culture Crimean Khanate Acquired from... Prisoners or Tatar Mercenary Infantryman (veteran) (upgrade) Upgrades to... No Further Upgrades The Tatar Mercenary Infantryman (elite) is a mercenary infantryman associated with the Crimean Khanate. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Tatar Mercenary Infantryman (elite) - Default Stats and Equipment Attributes Stat Points Level 20 Strength 10 Agility 1 Intelligence 0 Charisma 0 Health 51 Armor Head Hat Body Robe Hand None Foot Janissary Shoes Skills Skill Points Ironflesh 3 Power Strike 3 Grenade Throwing 0 Power Draw 4 Weapon Master 5 Shield 0 Athletics 3 Riding 2 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 133 Two Handed Weapons 113 Polearms 123 Archery 75 Firearms 64 Throwing 0 Weapons Melee Simple Saber Ranged None Shield Shield Mount None Tactics[] Tatar Mercenary Infantrymen can be customized to match your preferred tactics. The only Mercenary Infantrymen initially armed with a sword and a shield, their equipment includes that of a Kapikulu all the way to an unhorsed Nokhor. Basic Equipment[] Weapons Simple Saber Shield Shield Head Armor Hat Body Armor Robe Foot Armor Janissary Shoes There are several equipment options available from the Mercenary Captain: Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Tatar Mercenary Infantryman (experienced)","Tatar Mercenary Infantryman (experienced) Troop Information Culture Crimean Khanate Acquired from... Prisoners or Tatar Mercenary Infantryman (recruit) (upgrade) Upgrades to... Tatar Mercenary Infantryman (veteran) The Tatar Mercenary Infantryman (experienced) is a mercenary infantryman associated with the Crimean Khanate, though it can be hired by any faction. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Tatar Mercenary Infantryman (experienced) - Default Stats and Equipment Attributes Stat Points Level 10 Strength 8 Agility 9 Intelligence 0 Charisma 0 Health 45 Armor Head Hat Body Robe Hand None Foot Janissary Shoes Skills Skill Points Ironflesh 1 Power Strike 1 Grenade Throwing 0 Power Draw 2 Weapon Master 3 Shield 0 Athletics 3 Riding 1 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 102 Two Handed Weapons 82 Polearms 92 Archery 52 Firearms 41 Throwing 0 Weapons Melee Simple Saber Ranged None Shield Shield Mount None Tactics[] Tatar Mercenary Infantrymen can be customized to match your preferred tactics. The only Mercenary Infantrymen initially armed with a sword and a shield, their equipment includes that of a Kapikulu all the way to an unhorsed Nokhor. Basic Equipment[] Weapons Simple Saber Shield Shield Head Armor Hat Body Armor Robe Foot Armor Janissary Shoes There are several equipment options available from the Mercenary Captain: Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Tatar Mercenary Infantryman (recruit)","Tatar Mercenary Infantryman (recruit) Troop Information Culture Crimean Khanate Wages ? thalers/week Acquired from... Mercenary Camp Upgrades to... Tatar Mercenary Infantryman (experienced) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Tatar Mercenary Infantrymen (recruits) are mercenary infantry of the Crimean Khanate. They can be hired in the Mercenary Camp northwest of Ak-Mechet. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Tatar Mercenary Infantryman (recruit) - Default Stats and Equipment Attributes Stat Points Level 5 Strength 7 Agility 8 Intelligence 0 Charisma 0 Health 42 Armor Head Hat Body Robe Hand None Foot Janissary Shoes Skills Skill Points Ironflesh 0 Power Strike 0 Grenade Throwing 0 Power Draw 1 Weapon Master 2 Shield 0 Athletics 3 Riding 1 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 87 Two Handed Weapons 67 Polearms 77 Archery 41 Firearms 30 Throwing 0 Weapons Melee Simple Saber Ranged None Shield Shield Mount None Tactics[] Tatar Mercenary Infantrymen can be customized to match your preferred tactics. The only Mercenary Infantrymen initially armed with a sword and a shield, their equipment includes that of a Kapikulu all the way to an unhorsed Nokhor. Basic Equipment[] Weapons Simple Saber Shield Shield Head Armor Hat Body Armor Robe Foot Armor Janissary Shoes There are several equipment options available from the Mercenary Captain: Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran)" "Tatar Mercenary Infantryman (veteran)","Tatar Mercenary Infantryman (veteran) Troop Information Culture Crimean Khanate Acquired from... Prisoners or Tatar Mercenary Infantryman (experienced) (upgrade) Upgrades to... Tatar Mercenary Infantryman (elite) The Tatar Mercenary Infantryman (veteran) is a mercenary infantryman associated with the Crimean Khanate. As with other mercenaries from mercenary camps, it can be recruited by any faction. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Tatar Mercenary Infantryman (veteran) - Default Stats and Equipment Attributes Stat Points Level 15 Strength 9 Agility 10 Intelligence 0 Charisma 0 Health 48 Armor Head Hat Body Robe Hand None Foot Janissary Shoes Skills Skill Points Ironflesh 2 Power Strike 2 Grenade Throwing 0 Power Draw 3 Weapon Master 4 Shield 0 Athletics 3 Riding 2 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 117 Two Handed Weapons 97 Polearms 107 Archery 70 Firearms 52 Throwing 0 Weapons Melee Simple Saber Ranged None Shield Shield Mount None Tactics[] Tatar Mercenary Infantrymen can be customized to match your preferred tactics. The only Mercenary Infantrymen initially armed with a sword and a shield, their equipment includes that of a Kapikulu all the way to an unhorsed Nokhor. Basic Equipment[] Weapons Simple Saber Shield Shield Head Armor Hat Body Armor Robe Foot Armor Janissary Shoes There are several equipment options available from the Mercenary Captain: Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Tatar Mercenary Rifleman","Camp Location[] Tatar Mercenaries hail from a camp deep in Crimean territory, to the northwest of Ak-Mechet. Troop Ranks[] Tatar Mercenary Rifleman (recruit) Tatar Mercenary Rifleman (experienced) Tatar Mercenary Rifleman (veteran) Tatar Mercenary Rifleman (elite) Tactics[] Tatar Mercenary Marksmen can be customized to match your preferred tactics. They are basic cheap musketeers with access to a Miquelet Musket but with stats better suited for archery. Basic Equipment[] Weapons Simple YataghanMatchlock Musket Head Armor Hat Body Armor Robe Foot Armor Janissary Shoes There are several equipment options available from the Mercenary Captain: Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Tatar Mercenary Rifleman (elite)","Tatar Mercenary Rifleman (elite) Troop Information Culture Crimean Khanate Wages thaler Acquired from... Prisoners or Tatar Mercenary Rifleman (veteran) (upgrade) Upgrades to... No Further Upgrades Ransom Value thaler The Tatar Mercenary Rifleman (elite) is a mercenary marksman associated with the Crimean Khanate, though it can be hired by any faction. Tactics[] Tatar Mercenary Marksmen can be customized to match your preferred tactics. They are basic cheap musketeers with access to a Miquelet Musket but with stats better suited for archery. Basic Equipment[] Weapons Simple YataghanMatchlock Musket Head Armor Hat Body Armor Robe Foot Armor Janissary Shoes There are several equipment options available from the Mercenary Captain: Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Tatar Mercenary Rifleman (experienced)","Tatar Mercenary Rifleman (experienced) Troop Information Culture Crimean Khanate Wages thaler Acquired from... Prisoners or Tatar Mercenary Rifleman (recruit) (upgrade) Upgrades to... Tatar Mercenary Rifleman (veteran) Ransom Value thaler The Tatar Mercenary Rifleman (experienced) is a mercenary marksman associated with the Crimean Khanate, though it can be hired by any faction. Tactics[] Tatar Mercenary Marksmen can be customized to match your preferred tactics. They are basic cheap musketeers with access to a Miquelet Musket but with stats better suited for archery. Basic Equipment[] Weapons Simple YataghanMatchlock Musket Head Armor Hat Body Armor Robe Foot Armor Janissary Shoes There are several equipment options available from the Mercenary Captain: Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Tatar Mercenary Rifleman (recruit)","Tatar Mercenary Rifleman (recruit) Troop Information Culture Crimean Khanate Wages thaler Acquired from... Prisoners or Mercenary Camp Upgrades to... Tatar Mercenary Rifleman (experienced) Ransom Value thaler The Tatar Mercenary Rifleman (recruit) is a mercenary marksman associated with the Crimean Khanate, though it can be hired by any faction. Tactics[] Tatar Mercenary Marksmen can be customized to match your preferred tactics. They are basic cheap musketeers with access to a Miquelet Musket but with stats better suited for archery. Basic Equipment[] Weapons Simple YataghanMatchlock Musket Head Armor Hat Body Armor Robe Foot Armor Janissary Shoes There are several equipment options available from the Mercenary Captain: Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Tatar Mercenary Rifleman (veteran)","Tatar Mercenary Rifleman (veteran) Troop Information Culture Crimean Khanate Wages thaler Acquired from... Prisoners or Tatar Mercenary Rifleman (experienced) (upgrade) Upgrades to... Tatar Mercenary Rifleman (elite) Ransom Value thaler The Tatar Mercenary Rifleman (veteran) is a mercenary marksman associated with the Crimean Khanate, though it can be hired by any faction. Tactics[] Tatar Mercenary Marksmen can be customized to match your preferred tactics. They are basic cheap musketeers with access to a Miquelet Musket but with stats better suited for archery. Basic Equipment[] Weapons Simple YataghanMatchlock Musket Head Armor Hat Body Armor Robe Foot Armor Janissary Shoes There are several equipment options available from the Mercenary Captain: Tatar mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 14 Hat Weight 1.25, +5 to head armor 50 Simple Misiurka Weight 1.5, +20 to head armor, Requires Strength 7 103 Misiurka Weight 1.5, +23 to head armor, Requires Strength 7 172 Tatar Helmet Weight 2.75, +32 to head armor, Requires Strength 9 222 Tatar Helmet Weight 3, +37 to head armor, Requires Strength 9 Body Armor (Infantry, Marksmen, Cavalry) 33 Robe Weight 3, +14 to body armor, +5 to leg armor 67 Quilted Robe Weight 3.5, +20 to body armor, +8 to leg armor 223 Chain Armor Weight 11, +26 to body armor, +18 to leg armor, Requires Strength 8 244 Simple Behterets Weight 13, +35 to body armor, +8 to leg armor, Requires Strength 8 577 Yushman Weight 18, +50 to body armor, +14 to leg armor, Requires Strength 10 Boots (Infantry, Marksmen, Cavalry) 1 Village Boots Weight 1, +2 to leg armor 10 Old Boots Weight 4, +4 to leg armor 16 Cossack Boots Weight 2, +5 to leg armor 30 Good Boots Weight 4, +6 to leg armor 48 Cavalry Boots Weight 2, +6 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Reiter Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 160 Steppe Horse Armor 7, Speed 47, Maneuver 45, Charge 7, Hit Points 100, Requires Riding 3 240 Courser Armor 8, Speed 50, Maneuver 48, Charge 9, Hit Points 120, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 48, Maneuver 52, Charge 22, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 80 Longbow Weight 0.75, Damage 19, Accuracy 94, Speed rating 94, Requires Power Draw 1 200 Tatar Bow Weight 1, Damage 26, Accuracy 97, Speed rating 90, Requires Power Draw 3 300 Composite Bow Weight 1.25, Damage 30, Accuracy 99, Speed rating 85, Requires Power Draw 4 300 Wheellock Musket Weight 6.75, Ranged 88p, Accuracy 83, Speed rating 30, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 530 Miquelet Musket Weight 6.25, Ranged 93p, Accuracy 88, Speed rating 33, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Tatar Arrows Arrows 27, Weight 2.25, Piercing, +1 to damage 0 Barbed Arrows Arrows 27, Weight 2.5, Piercing, +2 to damage 0 Bodkin Arrows Arrows 27, Weight 2.75, Piercing, +3 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 250 Saber One-handed, Weight 1.25, Swing 28c, Speed rating 94, Weapon reach 90, Requires Strength 8 110 Good Yataghan One-handed, Weight 1, Swing 26c, Speed rating 106, Weapon reach 80 200 Tatar Saber One-handed, Weight 1, Swing 21c, Speed rating 105, Weapon reach 100 250 Good Crowbill One-handed, Weight 1.25, Swing 27p, Speed rating 98, Weapon reach 60, Requires Strength 10 60 Cavalry Lance Polearm (two-handed), Weight 1, Thrust 24p, Speed rating 84, Weapon reach 160, Requires Strength 7, Can crush through blocks Shield (Infantry, Marksmen, Cavalry) 14 Solid Shield Hit points 325, Weight 2, Resistance 2, Size 70, Speed rating 96 30 Tatar Shield Hit points 400, Weight 2.25, Resistance 2, Size 70, Speed rating 94 63 Kalkan Shield Hit points 500, Weight 2.5, Resistance 3, Size 70, Speed rating 91 120 Round Shield Hit points 600, Weight 2.75, Resistance 4, Size 70, Speed rating 89 232 Steel Shield Hit points 700, Weight 5.5, Resistance 15, Size 70, Speed rating 45 This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite)" "Tatar Raider","Tatar Raider Troop Information Culture Bandits Wages 3 thalers/week Acquired from... Prisoners Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value 13 thalers Tatar Raiders are bandit horse archers in With Fire & Sword. Tactics[] They are mounted and use tactics similar to the Crimean Khanate: hit-and-run tactics with bows and arrows or charging straight towards you with spears and sabers. Tatar Raiders should not be encountered by new or inexperienced players - they usually attack small groups of farmers, scouts, and foragers but will target you too if your party is rather small. They spawn in groups of 3-60. The prevalence of Tatar Raiders makes traveling Crimean lands dangerous to new and low-level players since they typically do not have enough cavalry, horses, or Path-finding skill to outrun them nor the means to defeat them in battle. Once the player has acquired a party of 15-20 troops, Tatar Raiders will run away from them, making access to lucrative trade routes to Azaq-kale, Bakhchisaray, and by extension the general Crimean area, much safer. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Tatar Raider - Default Stats and Equipment Attributes Stat Points Level 6 Strength 7 Agility 6 Intelligence 4 Charisma 4 Health ? Armor Head None Body RobeSimple Robe Hand None Foot Village Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw 1 Weapon Master ? Shield ? Athletics ? Riding 4 Shooting from Horseback 2 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 70 Two Handed Weapons 70 Polearms 70 Archery 70 Firearms 70 Throwing 70 Weapons Melee Cavalry LanceSimple Tatar Saber Ranged LongbowArrows Shield None Mount Saddle Horse Trivia[] Tatar Raiders could, in a sense, be considered the With Fire & Sword equivalent of Steppe Bandits, seeing as they are horse archers that roam around the Crimean steppe. Among other khanates established after the collapse of the Mongol Empire in Europe and the Middle East, the Crimean Khanate was a nation-state founded and dominated by Tatars. Wikipedia has an article on this subject at:Tatars Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr" "Tatar Saber/With Fire & Sword","Tatar Saber Tatar SaberOne-handedBase value: 1200 thalersWeight: 1.0Swing: 21cSpeed rating: 105Weapon reach: 100With Fire & Sword" "Tavern","For the Viking Conquest version, see Mead Hall. The interior of the tavern of Reyvadin Taverns, in addition to marketplaces, are a primary place to trade for information, help, and services. They are populated by a rotating cast of characters and reset periodically. Some quests originate and terminate within taverns. Taverns are not linked, so each town's tavern is a separate entity with the same characters rotating through them. Taverns are the only places to recruit new & unmet companions, sell prisoners, and buy books. They are also the only places where mercenaries may be directly recruited. Many taverns have bedrooms in the back or upstairs. While most of the activity is in the main room of a tavern, it is sometimes worth checking the other rooms to see if more NPCs are present. The Nord taverns in Sargoth, Tihr, and Wercheg all have a second floor while Suno does not have a second floor at all. People you might meet in a tavern include: A tavern keeper in Praven Tavern Keepers: Tavern keepers welcome those who keep the peace. Life as a tavern keeper is one possible outcome of a player's retirement. Players can offer to buy everyone's drinks for the night, at the cost of 1000 denars. This raises the player's reputation with the town by one, but this offer can only be made to one town per day. Tavern keepers are also the masters of gossip in their factions, and will let the player know if specific lords need to rescue family members, if lords need bandit camps cleared out, if other lords need unspecified (and generally unsavory) work done, and if Guild Masters have set bounties on any bandits. Players deliver ale for Guild Masters directly to tavern keepers of destination towns Tavern keepers have stored reputation, affected only by bar fights. The purpose of this reputation is unknown. Mercenaries: Groups of 3-7 (2-9 in With Fire & Sword) men looking to fight loyally for pay, represented by a head mercenary in the tavern. The player can choose to hire some or all of them for a hefty fee. They all come from the mercenary tier tree. Once hired, mercenaries disappear from that tavern until a new band moves in. Travellers: Travellers roam the land of Calradia, brokering information and gossip about the entire realm. They offer the player advice about life in Calradia. They also offer information on where to find claimants and lost companions for a 30-denar fee. Ransom Brokers: Ransom brokers buy prisoners (in Warband they pay different prices based on the prisoner's level) from the player. They also provide information about the whereabouts of imprisoned party companions and the possibility to ransom them. Ramun the Slave Trader is a special ransom broker who has traded in galley slaves ever since Zendar burned down, and is glad to teach players the manhunter trade. Wandering Poets: Going by various names (Wandering Ashik, Wandering Bard, Wandering Troubadour, Wandering Skald), poets are the masters of Calradian romance (Warband only). Poets provide all of a kingdom's gossip on courtships. They provide details on the personality of eligible ladies, as well as news on courtship developments in a kingdom. Both personalities and news are recorded in the player's character log along with the relevant date. Married ladies leave the poet's list of newsworthy maidens. From this courtship news, male players may issue duel to lords rivaling for their ladies' affections. Poets also teach new players the intricacies of wooing and eventually marrying in Calradia. Poets teach players poems, based on their specific poem set, that are used during courtship. These poems cost 300 denars and time will pass as they are taught. There are only a total of five poems. Belligerent Drunks: Men who drank too much and are looking to fight. Players with high renown can coax drunks into submission and to leave the tavern. Otherwise, the player has a bar fight on their hands (no projectile weapons by order of management). Killing or incapacitating the drunk will yield the player the drunk's Nordic Sword and 200 denars, along with either a slight positive or negative reputation gain with the tavern keeper (-1 for calling drunk 'animal' or killing him without a chance to draw his weapon, +1 for killing/knocking him unconscious after he draws his sword, or apologizing). A bar fight will also send all tavern occupants scrambling for cover. Book Merchants: Educated men peddling books for those who wish to better themselves. Books are expensive but often well worth the benefit. Quest Merchants: A merchant of the town, this local merchant will guide the player through his or her first steps in the dangerous world. After meeting the merchant in his home, he continues to support and offer tutorial quests to the player from the town's tavern. Companions: The backbone of a player party, all companions are initially met and recruited at a tavern. companions lost from a party, either from a loss in battle or over a disagreement with the player, after trying and failing to make it in Calradia will eventually wind up in taverns. The player may only attempt to recruit a companion a number of times in one day. Farmers: A farmer from a nearby village who asks the player for help ""evicting"" a band of marauding bandits. The farmer gives no direct rewards, rather a choice of rewards will be offered by the saved village. The quest he gives is called Save the village from marauding bandits. Hired Assassin: Very rare. Assassins are hired by enemy lords (with less than -20 relation) that have a sadistic (harsh) personality. They become active without notice once the player comes close to them. At most, they appear once every 7 days." "Taxes","Taxes may be collected every week from the populace of your fiefs. In Mount&Blade, taxes accumulate so you don't have to visit every week. Warband improved on tax collection by removing the need to visit at all, as you automatically receive taxes along with your weekly payments. Contents 1 Base income 2 Variables 3 Tax inefficiency 3.1 Strategy Base income[] Towns earn the most base taxes, villages and castles earn less. Fief type Base income / Towns 2400 1000 3600 Castles 1200 250 2200 Villages 1200 500 1700 Variables[] The prosperity of each fief also affects the amount of taxes they produce. You can raise the prosperity of a town by making sure that its caravans reach their destinations, and by completing quests from its Guild Master. For villages, stop them from being raided, kill bandits if they do invade, build improvements, and complete quests given by the Village Elders. Also, when repeatedly purchasing imported goods from a town or village, the prosperity will eventually drop due to the lack of these goods. The import items will no longer be available until caravans have returned them, which can take a rather long time. Tax inefficiency[] Affects only rents and tariffs of all the player's fiefs. Tax inefficiency depends on how many fiefs you personally own, and the campaign AI setting. You can hold certain amount of fiefs before tax inefficiency kicks in, and each fief increases inefficiency by a percent. Campaign AI Threshold / Inefficiency gain / Good 2/5% 2/10% Average 4/4% 4/8% Poor 6/3% 6/6% Note: In Warband and Viking Conquest, each town counts as 2 fiefs. The maximum efficiency loss on any difficulty is 65%. In Viking Conquest you can reduce tax inefficiency by owning a kingdom and hiring tax enforcement from advisor for 3000 a week. Strategy[] As a result of tax inefficiency, it is advisable once a strong economic basis is established (such as with Productive Enterprises), that you refuse villages and castles as fiefs (which often cost more than they're worth to defend anyway) and only accept towns. However, gaining towns often requires besieging them yourself and having high renown if you do not own your own kingdom. Alternatively, if you plan to capture the entire map or a large part of it, you may consider to keep all fiefs for yourself. since the minimum tax efficiency is 35%, the more fiefs you have, the more that 35% represents in actual taxes, and at some point, those taxes will be more than you can get from 2 to 6 fiefs at maximum efficiency. You will need about 3 times as many fiefs that you could manage at 100% efficiency to get the same tax revenue, any fiefs that you get after that are pure 35% profit per fief compared to the 100% efficiency strategy. The only reason, in that case, to have lords, is so that they can help 'police' your territory. If you give a lord only a single village, they will still be able to raise and support a 250-man army. This is very cheap and very helpful. Figure out a unit type that is cheap, but all have good/decent armor, and put 70-100 per fort and 150-200 per town to keep the guard cost low. They are only there to hold out long enough for you to help them fight off a siege." "Tepes","Tepes Appears in Official Information Culture Romanian Character Details Hire Cost 200 thalers Likes Bakhyt Liked by Victor De La Buscador Dislikes Priest Spasokukotsky, Oksana, Kill local merchant, Bring Back Runaway Serfs, robbing or raiding villages, failing quests, using the collected money of Collect debt from lord Disliked by Karlsson, Varvara Tepes is one of the Heroes in With Fire & Sword. According to his story, he is a descendant of Vlad the Impaler. Dialogue[] Main article: Tepes/Interactions Stats and equipment[] Tepes - Default Stats and Equipment Attributes Stat Points Level 3 Strength 8 Agility 8 Intelligence 10 Charisma 6 Health 45 Armor Head ? Body Village Dress Hand Infantry Gloves Foot Old Boots Skills Skill Points Ironflesh 1 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 1 Shield ? Athletics ? Riding 2 Shooting from Horseback 0 Looting ? Trainer 2 Tracking ? Tactics ? Path-finding ? Spotting 1 Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer 2 Persuasion ? Prisoner Management ? Leadership 3 Trade ? Proficiencies Weapon Type Points One Handed Weapons 60 Two Handed Weapons 60 Polearms 60 Archery 60 Firearms 60 Throwing 60 Weapons Melee Simple Saber Ranged ? Shield ? Mount Saddle Horse Trivia[] His name is properly written Țepeș, pronounced more like ""Tsepesh"". It comes from the Romanian word țeapă ""spike, thorn"". Player's Companions Algirdas Bakhyt Colonel Zagloba Fatima Fedot Ingri Karlsson Mamai NogaiOksana Priest Spasokukotsky Sarabun Tepes Varvara Victor de la Buscador Yelisei" "Tepes/Interactions","This is a list of interactions with Tepes. Contents 1 Introduction 2 Reencounter 3 Story: Kamanets 4 Story Recap 5 Like Quotes 5.1 Bakhyt 6 Dislike Quotes 6.1 Priest Spaspokoutsky 6.2 Oksana Introduction[] I beg your pardon, have we met before? Nay, not yet. My name is (player). ""I am the last survivor of an ancient house of Valash rulers. My famous ancestor, Vladislav Tepes, known as Dracula, was the scourge of the Turks, and the Lord of Transylvania! The King of Hungary is the mortal enemy of the Valachs, and spread dreadful rumors that my ancestor had a thirst for blood! These legends and tales have become the bane of our family. The descendants of Dracula left Trasylvania [sic], and I grew up in Kamenets, near the border. For a while now I have lived the life of a wanderer. It is not the life I would have chosen... Several years ago, Hmelnitski's army laid siege to Kamenets. Soon a plague hit the Cossack camp, and they withdrew. But the same dreadful epidemic took the lives of many townsmen, including my parents. I volunteered to be the captain of the town guard, and could only visit their graves after sunset, so busy was I. The graveyard keeper spoke of it in a pub, and invented a few tall tales involving grave digging. The merchants, their minds inflamed by the war and the plague, accused me of mortal sins, and bent themselves on my destruction. All I could take as I fled the city were my sword and a treatise on the art of war."" Well, a sharp blade is never out of place in my party. I hope you will forgive me if I will not join you at the table. I already had my supper, and I never dine afterward. I wield the sword with great skill, and I have mastered battle tactics through long study. In addition, I can do bloodletting in the case of a sickness. Well then, you are welcome to join my men. With pleasure. Just one pleas - last night I was somewhat unlucky at a game table. Could you pay my debt? The sum is pitiful, merely 200 thaler. But with this I can leave this town with a clean conscience. Here's 200 thaler. Travel with Dracula's offspring? No thanks. I am not looking for companions. Pardon me, I was confused... Reencounter[] I am a noble and have much war experience, but in my distress I have taken many jobs -- a guard for merchants, the night watch at a noble house -- and I have even fed myself by winning at cards. But perhaps you yourself are in need of a companion? Story: Kamanets[] Kamenets! I'll be damned if this is not the most beautiful place in the world. From here it is not far to Valachia, my homeland. This city has always been on one border or another. Many armies have come, to feel the tar poured on them by the city's defenders... The tumen of Batu Khan, the regiments of Algirdas. Nalivaiko, Krivonos, Bogun -- and even Hmelnitski himself have laid siege there. Together with other settlers, I have defended the city tower, from which I saw countless Cossack regiments surrounding the town. And this is how city dwellers repaid me... Story Recap[] For many years my kin ruled Valachia, but I myself was born and grew up in Kamenets. Like Quotes[] Bakhyt[] Let me just say that I wish there were more warriors like Bakhyt in our company! He is very educated man, and knows all about bloodletting. Just lately his knowledge of medicine saved my life. Dislike Quotes[] Priest Spaspokoutsky[] I cannot stand it any longer. That unfrocked monk Priest Spaspokoutsky stalks me all the time. I don't know what he's up to, but each night he draws a circle with chalk and prays inside of it, while he looks at me strangely. And the other day he tried to splash me with holy water... I respect religious feelings, but this has become absurd! Oksana[] Perhaps I speak out of turn, sir. but that Oksana is truly a witch. I met her at the cemetery the night when the moon was bright. She was gathering some roots. I fear to think what she's going to brew with them... Perhaps you want to ask what I was doing on the cemetery late at night? I was just walking by. Note that if you continue to keep the company of a witch, I shall have to leave your party." "Thaler","Thaler (invariable plural) are the currency used in Mount&Blade: With Fire & Sword. They are large silver coins that were traded throughout Europe for several hundred years from at least the 15th century. ""Thaler"" is also the etymologic origin of the modern dollar and Slovenian tolar. The term ""thaler"" used in With Fire & Sword is simply cosmetic, it is still referred to as denar in the game's code, and indeed, apart from the name, it is equivalent in every form to denar in other Mount&Blade games, as well as pening in Viking Conquest. Wikipedia has an article on this subject at:Thaler" "The Deluge","The Deluge is the main quest of the Polish Commonwealth, and also a real event. This quest is very hard, as it requires you to do large amounts of battles with enemy armies. It is important to note the following before starting this quest: You must not have joined the Polish Commonwealth when you first start the questline. You cannot back out of the questline once you start it. If you do not want your player to die, restart the game. You cannot join another nation once you start the questline. There is a glitch that causes the dialog box to freeze upon asking for Colonel Jan Skrzetuski's support If the Cossack Hetmanate was destroyed in the Crimean Coup. There is currently no fix for this, and you can progress no further in the quest. Walkthrough[] Achieve at least +10 relations with Poland. Ask a Polish lord ""Tell me - what news have we from the Polish Commonwealth?"". He tells you that Poland is in danger and asks your help. You must accept if you wish to start the main quest. Ask Polish lords ""Perhaps you can tell me of a way to help the Polish Commonwealth?"" until one tells you to make friends with Colonel Zagloba, who must be in a tavern. Find Colonel Zagloba and invite him to your party. Talk to Zagloba and he will advise you to find any Polish lord and ask him for a special mission. Any Polish lord when asked will give you a letter to be delivered to King Jan Kasimir. When the King reads it, you will find out that the letter warns of a Swedish invasion. King Jan Kasimir will ask you to capture a Swedish soldier. You need to take prisoner any Swedish unit - easiest way is to intercept a small patrolling party and kill one of them with a blunt weapon like mace (don't forget that horses and firearms in melee also deal blunt damage). Hand him to Jan Kasimir, he tells you to come a week later, after the prisoner is interrogated. You actually need to wait 2-5 days. Meanwhile Warsaw and Krakov become Swedish and Swedish Armies appear. Other nations will most probably take an opportunity and grab few Polish settlements. Warning: it is recommended to make a backup save at this stage in case a bug happens when you get to step 9 below. When you are back to Jan Kasimir, he tells you to stop Swedish bandits from looting Chenstokhova. Warning: bandits are actually quite large party of regular Swedish troops. Jan Kasimir will then tell you to take back Warsaw. It is strongly garrisoned (around 300 troops), so to make it easier, the King gives you a letter with an order to all Polish lords to follow you. You can show the letter to any Polish lord and he will usually agree to follow you for 1-2 days. There are time periods when the letter does not work and all lords decline, telling they have no time - simply wait for 1-2 day and try again. After Warsaw it taken, the King makes you a Polish lord and grants you a very poor (usually recently looted) village. He also orders you to take any Swedish lord prisoner. Warning: there is a bug in this step — if at any stage between step 7 and 9 Warsaw is taken back by Poland, then it will not fall again to Sweden and the quest will be permanently bugged. Do it and wait for a week, until you get a letter to visit the King. He then will ask you to stage a coup, by replacing Khan Islam Giray with Mehmed Giray, so that the Crimean Khanate will support Poland. Resign your oath to Jan Kasimir and find Mehmed Giray (ask a Traveller). This will start Crimean Khanate rebellion. Start devastating the Crimean Khanate and conquer it. After this Zagloba advices you to remind Mehmed of his agreement. If you decline the quest will end. If you agree - talk to Mehmed Giray (if not found , wait 1-2 weeks) will tell you to conquer 2 cities of the Muscovite Tsardom. Now he will give you a letter for the King of Poland. Crimea and Poland will now form an alliance. Talk to the king and ask to be his lord again. The king will decline, with politics as an excuse. You now have to restore your reputation with the lords. Zagloba will tell you to win support of 3 popular gentry men — namely Colonel Jan Skrzetuski, Colonel Michal Wolodyjowski and Colonel Andrzej Kmicic. Do quests for those three (Zagloba can offer help on each of these 3 quests). Now the king will be forced to accept you as a lord. He will give you a village, but you will have to conquer the town he promises you. Now you can go to the King to demand the title of marshal. He says that it is an elected position, so you will have to win the lords' support. Talk to Zagloba. He'll tell you to talk to all of them. Talk to them, and click the option that says ""Zagloba is supporting me"". The lord will say ""Well that changes things"" and will vote for you. After you're confident, go to the King and click ""start the elections"". As long as you talk to more than half of the lords, you will easily become marshal. The next special mission is from the King and he'll tell you to conquer some cities. Then he'll tell you to capture the Tsar, Zagloba will tell you to talk to the three lords who supported you. With all three of them, your chance to capture the Tsar will be 100%. Soon, Zagloba will suddenly want to become King. You can agree to join him or disagree. If you join him, you'll need to conquer Poland. If disagree, you'll need to tell King Jan Kasimir and he'll demand proof. Talk to any lord and he'll tell you that Zagloba is making a royal decree. Ask Zagloba for it and he'll fight you. If you win take Zagloba to the King. If Zagloba loses, the King will have a plan to buy German mercenaries to kill the rebels and to get rid of democracy. If you agree, the king and you will die soon. If you don't, the King will make you a commoner again, and you will have to fight 7 German armies. If you win, Zagloba will find you and ask you to join the rebellion again. If you disagree, the quest will finish, if you agree, the quest will continue. Now you are a Polish Rebel. If you manage to convince three-quarters of the lords to join you before a certain time, you will have the option to demand Jan Kasimir's abdication. When you do this, the King will call his guards and you will have to fight them. If you lose, you'll be captured, but if you win, he abdicates and leaves the faction. Talk to Zagloba and he'll make you King. Conquer all the other factions. A short time after doing this, an assassin will kill you. Trivia[] The Deluge caused more destruction to Poland than World War II. The Polish Commonwealth lost 40% of its population during the Deluge. Wikipedia has an article on this subject at:Deluge (history) Links[] Official Walkthrough With Fire & Sword Storyline Quests The Deluge The Secret of the Black Mace The False Dmitry" "The False Dmitry","False Dmitry is the main quest of the Muscovite Tsardom. It is important to note the following before starting this quest: You must not join Muscovite Tsardom once you have started the questline. You cannot back out of the questline once you start it. You cannot join another nation once you start the questline. Walkthrough[] Increase your relations with Muscovite Tsardom up to +10, then tell to any lord ""Advise me how to win fame and honor"". He will want you to raid 3 Polish villages. Warning: this quest will fail immediately if you decline him. After raiding the villages, talk to the lord again and he will tell you to go to Trakai, to find Gerasim Evangelic. After you reach Trakai, the elder will refuse to tell you where Gerasim is until you retrieve a holy icon from a priest who stole it from Vilna. Talk to the population, and they will tell you to go to Riga. Do the same there and then go to the pub. Either persuade, attack or bribe to obtain the icon. Return to Trakai. The village elder will tell you to go to a village. At the village, there will be the option to talk to Gerasim Evangelic. Halfway through the talk, bandits will attack. Kill the bandits to continue the talk. Gerasim will die soon after telling you the story of False Dmitry, and will give you a cross and a good pistol. He tells you to go to the lord of Novgorod — Warlord Yuri Buynosov-Rostovsky. Warning: if your inventory is already full then you will not receive the pistol. The lord of Novgorod tells you to deliver King Carl Gustaf's niece, Eleanor, to him. Talk to the jailor to have Eleanor join your party (he's standing guard at the entrance to the jail, the first door to the right after exiting the Lord's Hall). Halfway through the journey though, Eleanor, the niece, asks the player to deliver her to Warlord Obolensky, who is her father. If you chose to deliver her to Obolensky, your relation with the Swedish becomes -60. The person you delivered Eleanor to will give you a letter and direct you to the Tsar. When talking with Tsar, just before you are made a vassal, the tsar sees the cross on your neck and arrests you. Now you have to fight a large amount of guards to escape the prison of Moscow. The quickest way out of the dungeon is by taking the tower stairs strait to the top. Don't go left at the intersection at the base of the tower stairs and don't get off on the middle floor of the tower. Before you talk to the Tsar, it would be helpful to equip 2 guns: one as your main gun and one you can whip out any second, which will be helpful in close quarters where you can't see around the next corner. Now the Muscovite Tsardom is your enemy. If you talk to one of the lords, they'll tell you to look for the claimant, Stepan Razin. To find Stepan Razin, go to taverns and ask travellers. Try all the options until it says ""I want to know a location of a claimant"". Pay the traveller and he will tell you. Stepan tells you to pretend that you are the grandson of Dmitry, therefore, making another False Dmitry. To gain support, you must go to Nikita Odoyevsky. He will tell you that he'll support your rebellion if you free his daughter free from the Tatars. Go to Kafa, bribe the slaver to tell you who bought the girl (3000 thalers). Go to the lord. Buy the girl (100,000 thalers), sneak her out, or fight. Nikita Odoyevsky will give you a letter. When trying to convince lords to join your rebellion, at the bottom will be an extra option to show them the letter. The lords will instantly join your rebellion if you click this option. After some time, a Muscovite lord will ask you if you or Stepan will become Tsar. If you say Stepan will be, you lose relation with the lords and some will go against the rebellion. If you claim to be the Tsar, Stepan will become a mere rebel lord. If Stepan became the Tsar, there will be a vote to elect a Tsar. If you win this you will be Tsar so up your relation with the Muscovy lords. Soon Stepan will rebel against you, with all the Russian lords that dislike you. Warning: There is a bug if the player claims to be the Tsar, where, after the rebellion is complete, the quest to conquer the map is started immediately without Stepan's rebellion. The player will never get a chance of becoming marshal, therefore being unable to call a campaign and will have to rely on running around and asking lords to follow the player. Once you kill Stepan, all the other nations will become hostile to Muscovy. Beat them all to win the game. Trivia[] The term ""False Dmitry"" (Russian: Лжедмитрий Lzhedmitriy) refers to three (or four, or even five, depending on the source) impostors that passed themselves off as Tsarevich Dmitry Ivanovich, the youngest son of Ivan the Terrible, after the real Tsarevich Dmitry died at the age of eight in 1591. The most famous of these, False Dmitry I, actually reigned as tsar from 1605–1606. In the game, the storyline quest is called ""Tsar secrets..."" The final quest to conquer the map is called ""False Dmitry the Third,"" not to be confused with the historical False Dmitry III who died in 1612, having never actually ruled the Tsardom. There may have been a False Dmitry IV, but almost nothing is known about him, and he could also have just been False Dmitry III due to bad record keeping. The only way the player could be known as False Dmitry the Third is as the grandson of the original False Dmitry, as Mount&Blade: With Fire & Sword starts in 1655. Wikipedia has an article on this subject at:False Dmitry Links[] Official Walkthrough With Fire & Sword Storyline Quests The Deluge The Secret of the Black Mace The False Dmitry" "The Red Wars","The Red Wars is a mod for Mount&Blade: Warband 1.172. Its current version is 1.90. Contents 1 Summary 2 Factions 3 Features 4 Links Summary [] In the year 1923, war erupts across Calradia and Balion once more, bringing life to a new age of mechanization, revolution and nationalism, and a fourth era of technology that will forever shape the face of warfare. Factions[] Swazi Reich United Federation of The Vaegirs People's Republic of The Khergit Republic of The Nords Rhodokian Nationalist Workers Union Sarranid Islamic Confederation Kingdom of Helvetia Confederate States of Balion New Albion Republica Socialista de San Gevera Features[] Calradia in the 20th century. Four additional factions. Firearms including pistols, assault rifles, sniper rifles, and machine guns. Explosives such as stick grenades. Trains, pay a fee to transport your army from one town to another. Links[] ModDB" "The Secret of the Black Mace","The Secret of the Black Mace is the main quest of the Cossack Hetmanate. The reward is to be the ruler of the nation and obtain the Black Mace. It is one of the three main quest lines in With Fire & Sword, with the other two being The Deluge and The False Dmitry. It is important to note the following before starting this quest: You must not have joined the Cossacks when you start this quest! This quest contains multiple bugs. It is highly recommended to make a backup saving file every time you continue to the next step. It's best to have 200 renown until step 5 otherwise it will be long and challenging. Walkthrough[] Increase your relations with Cossack Hetmanate up to +10, then talk to any lord (or if you have enough renown, you may just pledge allegiance to Hetman Bogdan Hmelnitski and talk to him again). The lord will tell you to stop bandits from looting a village (or just retreat). Warning: the bandits are elite troops, e.g. Swedish Reiter. After killing the bandits, an old man will tell you that there is a Black Mace, but dies while in the middle of the tale. Talk to the lord who issued you the quest to get the reward. Ask a Cossack lord about the Black Mace, if he tells you nothing important, then ask again (or talk to different lords) till you are told to talk to Jaques de Clermont. There is a random chance that a lord will tell you where to look, so you could just repeatedly click the button to quickly locate where to go, or you can ask a Traveller. Clermont will either be in some city or, if he is not, then he will be riding around Smolensk in a big circle (you must look carefully in the map to find him). He will tell you to find a Cossack lord (random in each game), which commences the Story Quest 'Errands'. When your relations are high enough (above +10) with that lord, he will tell you about Janusz Radziwill, commencing the Story Quest 'For Great Lithuania'. Wait for about a week or so, ask travellers in taverns where Radziwill is (it's usually any city within the Polish Commonwealth). Find him and he asks for your support first (renown +200). Accept, which commences the 'Radziwill Rebellion'. Go to the party screen and talk to Radziwill. Ask him for a mission, and he will give you a task to capture any city/castle for him. When it's done, Radziwill will disappear from the party and will stay there. He will not be visible in the city/castle info on the campaign map, so you need to remember where you left him. You will need to go to the throne room of the captured city/castle to talk to him. Talk to Radziwill and he will order you to capture Kiev, which becomes polish for that cause. Talk to Radziwill after you capture Kiev and he will tell you to meet a mayor of Kiev. The mayor will tell you some information about the Black Mace, commencing 'Retractable Radziwill'. Warning: it is essential for you to report what you heard from the mayor to Radziwill before the rebellion wins, or else the quest will bug! If Radziwill disappears from the map without a trace after capturing Kiev, the quest is irreversibly bugged. Talk to Radziwill and he will order you to capture a Crimean Khanate lord. Once you capture one, he will drop a letter, saying there is a Templar Archive in Riga that can tell you more about the Black Mace, commencing 'The Templar Archive'. Warning: there is a bug, which could trigger completion of this task, when you simply talk to Radziwill or a mayor. To access the archive, you must either achieve high relations (+26) with the city lord, or simply conquer it. When you are granted access inside the archives, the character will learn of a Radziwill family crypt, commencing 'Family Crypt'. Asking Radziwill himself will worsen your relations with him. Asking generals that the player has good relations (relations +35) with will tell the player that the crypt is in the village of Nesvizh, Commencing 'Nesvizh Legend'. If you go to Nesvizh and talk to the Village Elder before finishing Radziwill rebellion, he will give you two possible responses, but neither will help to proceed the Black Mace quest. You must now complete Radziwill rebellion conquering Polish Commonwealth and giving him the crown. You can talk the Polish lords into joining your cause, leading to a bigger army. Capture all Polish cities and villages and wait for couple of days until the rebellion is declared successful. Radziwill becomes new Polish king and you become a lord of Polish Commonwealth. Warning: Before you finish the rebellion, you must grant Radziwill at least one city/castle or you won't be able to finish step 24.1. Now go to Nesvizh and tell the Village Elder that you are here in the name of the king Radziwill. The elder will say that a Russian prince was also looking for the Mace, but he was killed by bandits. When you leave the village, a huge army (about 200 men) appears. You can either defeat them or simply pay 5000 thalers. They tell you the name ""Boryatinsky"", commencing 'The Secret of House Oleg'. You need to find the Muscovite lord, Prince Yuri Boryatinsky, to continue the quest. Speak to any Muscovite lord or general and ask them where Prince Yuri is. When found, Boryatinsky will say that his father had a book telling more about the Black Mace but he sold it, commencing 'Book of the Crow'. Search for a Book Merchant who will sell it for 7000 thalers. If you have Intellect 15 you will read the book yourself, otherwise you will need a translator, thus commencing 'Pafnuty'. To get a translator talk to some lords until one mentions ""Saint Pafnuty"" in Novgorod. When you talk to him, he will request an escort to the city. Once there, he will tell you to come back in two weeks (in some case you actually have to wait two days). Once you read the book, you find out about an old Cossack hero, thus commencing 'Cossack Legends'. Talking to Cossack generals will result in learning that you need to find a companion named Mamai (possibly located in Sich's tavern). After recruiting Mamai (you will need to pay 5000 thalers which he owes the innkeeper), talk to him through the party menu. He will tell you to talk to the Cossack claimant, Ivan Barabash, commencing 'Hetman Barabash'. Ask a traveller where to find him, he is in a usually in Krakov or in Warsaw Barabash tells you about the Black Mace's true power - to lead all Cossack lords, commencing 'Nesvizh'. After that Cossack lords together with their cities/castles will be defecting to Polish Commonwealth, one lord per three days on average. If you wait long enough for all Cossack lords who own settlements to defect, there will be a message that Radziwill united all lands under his banner and the game is over. Warning: strangely defected Cossack lords will not return back to Cossack Hetmanate after Polish Commonwealth looses the mace, so you may wish to finish next steps as soon as possible (in one day if you don't want anyone to defect). Now you have to return to Nesvizh. There will be a force of elite Polish troops. You have to defeat them wave after wave (losing gameover), or simply exit the combat with Tab (it's a bug). Warning & Advice: The battle with the Polish troops at Nesvizh will be one of the most difficult battles yet. Both you and the enemy spawn very close to each other and you will be set upon immediately. Every wave of enemies will spearhead with many Winged Hussars, Dragoons, and other elite Polish cavalry (or cheap militia), backed up by many Zolniers (Musketeers). Hold Position on the hill behind your spawn point outside of city, pikemen in front if you have them. Let them come to you as they funnel through the city's fences and wells. Your own cavalry won't do very well in the city either due to all the obstacles, hence setting up just outside of city. If your cavalry has firearms, you can place them on the other hills so that they can together with your musketeers decimate the enemy. Do not set up near their spawn point or their muskets will cut your forces down very quickly. After finishing the combat, one of the captured prisoners tells you that Radziwill ordered to kill anyone who is searching for the mace. Then Mamai tells you, that Radziwill declared you an outlaw and is recruiting the Cossack gentry. After that, you will lose all fiefs and stationed troops in your cities/castles you've got. Commencing 'Hetman Radziwill'. Now Mamai gives you 2 choices, either way you will get the Black Mace when you win: Fight Radziwill and his guards (6 Swedish Cuirassiers) alone, by approaching him while he is in a city/castle. This way you kill Radziwill and escape with the mace. Fight him in the open with your army (Radziwill has around 125 troops equivalent to your level and most of them are elite soldiers). This way he will die later of a heart attack. If you talk to Barabash now, he will offer to make you his marshall and start the rebellion. If you decline, Mamai will pursuade Hetman Bogdan Hmelnitski to make you the marshall of Cossack Hetmanate. If you choose to become Barabash's marshall, he tells you to get support from Cossack lords before starting the rebellion Now you need to talk to Cossack lords and show them the mace. There is a chance, that a lord gives his support to Barabash or declines, you can see their choices in the quest notes. Regardless of their decision, lords will advice you to talk to Hmelnitski first. You can either continue getting support from the lords, or talk to Hmelnitski first. If you ignore Hmelnitski and get support from half of the lords, the rebellion will start, with all those lords on your side. If you talk to Hmelnitski before, he advices you to intercept a polish caravan with a letter, which proves that Barabash is conspiring with the polish king. If you decline, relations with Hmelnitski drop by -60 and you return to persuading the lords before rebellion. If you accept, then you need to capture the caravan, which heads from Chernigov to a variable city. Warning: caravan is fast, so you should either talk to Hmelnitski when he is near Chernigov, or use cheats to teleport your party. Caravan is actually a huge polish army (about 200 men). After defeating the caravan you learn that Barabash promises half of Cossack Hetmanate to polish king for support. When you tell this to Hmelnitski he makes you his marshall and your quest for Barabash is over. In case you proceed with Barabash rebellion and win, Barabash gives you an order to conquer the Muscovite Tsardom, commencing ""To Muscovite""; If you become Hmelnitski's marshall, he will give you an order, commencing ""To Poland"". You need to conquer Polish Commonwealth now. After conquering Poland, King Jan Casimir may start rebellion with his lords. From this moment onwards, the story is the same regardless of who is the Hetman – Barabash or Khmelnyts'kyy. After some time has passed since your victory over Muscovy or Poland, the Hetman will call you for a talk and will declare that he intends to create a new nation – the Grand Principality of Rus. You will have to conquer the remaining faction (Muscovy or Poland), but as there's peace between your nations, you will have to provoke a war. Leave the Zaporozhian Host and conquer one enemy city. After conquering Poland or Russia, talk to the Hetman. The Zaporozhian Host will now become the Grand Principality of Rus. To end the aristocratic free reign, the Hetman needs to be crowned with the ancient crown of Vytautas. You need to find the crown and bring it to the Hetman. Ask Mamai for help. He will recall an ancient legend which says the crown is in one of the monasteries. Mamai will ask you for some money and will set out on an errand. After he returns, he'll tell you which settlement the crown is hidden in. Talk to the Hetman. He'll refuse to send an army, so you'll need to dress as a monk and infiltrate the village on your own. After you deliver the crown, the Hetman becomes the Grand Prince and promises support for you as a candidate for marshall. Once you are elected marshal, you get a mission to conquer all remaining factions. After you complete this mission, an old soothsayer arrives and takes the Black Mace to keep it in a secret place... Trivia[] Unlike The Deluge or The False Dmitry, this quest is not based on any notable historical event, nor is it mentioned in the book With Fire and Sword. Links[] Official Walkthrough With Fire & Sword Storyline Quests The Deluge The Secret of the Black Mace The False Dmitry" "Thoroughbred Horse","This article is a stub. You can help out by expanding it. The Thoroughbred Horse is a new type of horse added in With Fire & Sword. Stats[] Horse Armour Speed Maneuver Charge Hit Points Riding True Value Thoroughbred Horse 10 46 47 16 150 5 3750 Thoroughbred Horse 10 48 52 22 150 5 4250" "Thrown weapons","Thrown Weapons are ranged weapons cast directly from the hand. Like crossbows, their reticle does not expand over time compared to bows. Like them, they get their damage augmented by a skill, specifically Power Throw. Thrown weapons have the lowest projectile speeds out of all ranged weapons, making long-range use nearly impossible for players who cannot predict their opponents' movements, but they are also some of the fastest ranged weapons at short range. Some thrown weapons also tumble as they travel through the air, increasing their vertical profile and making it easier to hit targets. Thrown weapons suffer from very low ammunition counts and can be quite expensive but offer excellent damage. The weapons are munitions themselves and therefore do not require another item, like arrows or bolts, in order to be used. Some throwing weapons, like Stones, cannot be retrieved after they have been thrown and missed their target. Those that can be retrieved are picked up by interacting with the weapon, with the location being dependent on the weapon. Axes, knives, and daggers are picked up from the head or tip of the weapon, where the blade is, while most javelins and spears can be picked up anywhere along the shaft. All thrown weapons are single-handed, so they may be used with a shield and on horseback. These weapons have the smallest accuracy penalty while moving out of all ranged weapons, both on foot and on horseback. When used with a shield, readying the weapon to be thrown places the shield in front of its user, albeit at an angle that makes it less likely to block incoming projectiles. The arc when throwing from horseback appears to cover a perfect 180 degrees, starting 70 degrees to your right and ending 110 degrees to your left. Something to remember when throwing in first person is that your camera is locked to your character's head. Because of how much your character's body moves when throwing, your aim will be thrown off slightly to the left and below where you were aiming when you started the throw. When the ""Toggle Weapon Mode"" key (""X"" by default) is pressed, some throwing weapons turn into melee weapons. With the exception of Throwing Spears, polearm/throwing weapons are generally useless in melee while throwing axes are only slightly behind normal one handed axes because of slightly shorter reach. List of Thrown Weapons[] ▼ Show/Hide Thrown weapons ▼ Weapon Stack Amount Power Throw Throw Damage Attack Damage Attack Speed Missile Speed Weight Price Modifiers Stones 18 - 11(blunt) - 97 30 4.0 1 Large Bag Throwing Knives 14 - 19(cut) - 121 25 3.5 76 Large BagBalancedHeavyBent Throwing Daggers 13 - 25(cut) - 110 24 3.5 193 Large BagBalancedHeavyBent Darts 7 1 22(pierce) - 95 28 5.0 155 Large BagBalancedHeavyBent War Darts 7 1 25(pierce) - 93 27 5.0 285 Large BagBalancedHeavyBent Javelins 5 1 34(pierce) SWING12(cut)THRUST14(pierce) SWING91THRUST95 25 5.0 300 Large BagBalancedHeavyBent Throwing Spears 4 2 44(pierce) SWING18(cut)THRUST23(pierce) SWING87THRUST91 22 4.0 525 Large BagBalancedHeavyBent Jarids 4 2 45(pierce) SWING16(cut)THRUST20(pierce) SWING89THRUST93 24 4.0 560 Large BagBalancedHeavyBent Light Throwing Axes 4 2 35(cut) SWING26(cut)THRUSTNone 99 18 5.0 360 Large BagBalancedBent Throwing Axes 4 3 39(cut) SWING29(cut)THRUSTNone 98 18 5.0 490 Large BagBalancedBent Heavy Throwing Axes 4 4 44(cut) SWING32(cut)THRUSTNone 97 18 5.0 620 Large BagBalancedBent ▲ Show/Hide Thrown weapons ▲ Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment" "Thrusting Sword/With Fire & Sword","The Thrusting Sword can be used effectively with a shield. Thrusting Sword Thrusting SwordOne-handedBase value: 200 thalersWeight: 1.0Thrust: 19pSpeed rating: 96Weapon reach: 100With Fire & Sword Thrusting Sword Thrusting SwordOne-handedBase value: 300 thalersWeight: 0.75Thrust: 21pSpeed rating: 97Weapon reach: 100With Fire & Sword Thrusting Sword Thrusting SwordOne-handedBase value: 370 thalersWeight: 0.75Thrust: 23pSpeed rating: 99Weapon reach: 100With Fire & Sword" "To the Sich with a Prisoner","To the Sich with a Prisoner Given by Colonel Vasil Zolotarenko Reward 100 thaler200 experience+10 relations with Zolotarenko+7 relations with Cossack Hetmanate Penalty -7 relations with Cossack Hetmanate To the Sich with a Prisoner is a quest unique to With Fire & Sword, given by Colonel Vasil Zolotarenko immediately on the player's first encounter with him. Without presenting himself/herself to Zolotarenko, the player will immediately ask about the quest. As the quest's title suggests, upon acceptance, the player will have a character referred to simply as ""Tatar"" added to his party, and will be expected to transport him to Sich and hand him over to Army Chief Pavlo Gomon. The player will also receive two Zaporozhian Infantrymen in his party and a Cossack Saber added to his inventory. In addition, the player's party will gain morale. If the quest is denied, the player's relations with Zolotarenko will deteriorate by -15. On success, the player will get 100 thaler, 200 experience, +10 relations with Gomon and +7 relations with the Cossack Hetmanate. Alternatively, the player can let the Tatar go for 80 thaler, but at a cost of -7 relations with the Cossack Hetmanate and failing the quest. A third option would be to send the Tatar to Perekop, with the same -7 relations with the Cossack Hetmanate and failing the quest, but with a new quest ""To Perekop"". Once that quest is done, the player will receive 1500 thaler. Contents 1 Transcript 1.1 Initiation 1.2 Talk with the Tatar 1.3 Arrival at Sich 1.4 To Perekop Transcript[] Initiation[] Player: Greetings, brother Cossack. Where is it you're heading? Colonel Vasil Zolotarenko: Greetings to you, stranger. I am Colonel Vasil Zolotarenko, and I am leading the Cossacks to aid the Tsar of Moscow, under the orders of the Hetman. Player: So it is true that Cossacks and Muscovites are now united against the Polish king? Colonel Vasil Zolotarenko: Yes, 'tis true... You know the saying: even old men are strong in numbers. Thus our glorious hetman Bogdan Hmelnitski has made a bargain with the Muscovite Tsar -- together we shall beat the Poles! The orders of the Hetman are such that my regiment, together with marksman warlords, will take on the Polotsk. But meanwhile, in addition to the Poles -- may the devil take them! -- a new foe has appeared: the Crimean Khan. Player: What has the Khan of Crimea to do with this war? Crimea is a distant land, far away from Smolensk... Colonel Vasil Zolotarenko: I see you know little of our local affairs... The Khan would not sit idly by as one of his neighbors gains overwhelming strength. Thus he sends spies to Lithuania, to see who would win this war -- and whom he should support. Player: And you have seen hide or hair of these Tatar spies? Colonel Vasil Zolotarenko: Why, of course we have. We even caught one. Told us quite a lot, the infidel. Colonel Vasil Zolotarenko: Now we are looking for a loyal (man/lady), one who might deliver to the Sich this infidel captive, along with the deed in which all that he told us is written. Perhaps you could aid us in this, friend? (Agree) Player: Would that I could, but I dare not take the journey alone, I fear. Colonel Vasil Zolotarenko: Truly spoken. The task is perilous, and the path is long. But if you should make up your mind to go, I shall give you money for your travel, and a pair of good, reliable Cossacks. Player: Very well, Colonel. I shall set out at once to the Sich. Where is this infidel of yours? Colonel Vasil Zolotarenko: We're bringing him out now. Do not fail me, Player. The Sich of the Cossacks shall reward you in our traditional way. One more thing -- speak not to the infidel along the way. He speaks with the devil's tongue, and may bewilder and beguile anyone. (Refuse) Player: Nay, colonel, escorting prisoners is not for me. Colonel Vasil Zolotarenko: As you wish. But know this: we Cossacks treat our friends with open arms, but those who are no friends of ours will find no quarter amongst us. Do not make a choice you will regret later. Talk with the Tatar[] Before you can walk away from the Cossacks, the prisoner tries to speak to you. Talk to the Tatar. Tatar: Dear (sir/madam), listen to me, for the love of Allah! Player: What is it now? Tatar: Please -- untie my hands and give me water. I promise I shall not run away. (Untie him and give him a drink...) Player: All right, quit whimpering, I'll untie you. Here is the water flask. Tatar: Thank you, dear (sir/madam). I thought I would die of thirst. To show you my thanks, I shall tell you something important. (Leave the prisoner bound...) Player: Be quiet. One more word and I'll chop off your head, Zolotarenko's orders be damned. Tatar: Don't be angry, (sir/madam). Allow me to speak a few words to you in private. It's very important. Player: Well, what is it? Speak, and be quick about it! Tatar: I notice you have little knowledge of local affairs. In the name of Allah the most merciful, I assure you that we, the servants of the Khan of Crimea, have betrayed no one and do not wish to attack anyone. Player: Right, and the next thing you'll say is that the Cossacks betrayed you. Tatar: Verily so, mister! The Cossacks have made a brotherly bond with our sworn enemy, the Tsar of Moscow. After they wipe out the Polish Commonwealth, they shall turn their pistols towards Bakhchisaray, and bring war to our people. Player: And how would you know that? Tatar: I posed as a merchant, and brought some carts to Bryansk. There I bribed a courier who was carrying a message from Hmelnitski to the Tsar. That letter explained all the treacherous plans of the Cossacks and the Muscovites. Player: And you have this letter, I assume? Tatar: Yes, I made a precise copy of it. Here, read it. Player: Hmm. Interesting things it says: ""...and afterwards, Your Highness, Tsar of Moscow, we shall gather our forces and march upon Crimea. You may take Bakhchisaray, Kafa and Azov, while I lay claim to Akkerman and Sugdeya. And once the Tatars have fallen, we shall visit our good friend, the Sultan of Istanbul..."" 'Tis well written, but I do not trust you. Had this deed the Hetman's seal, it would be quite another matter. But this you could easily have forged yourself. Tatar: Believe me, Player-bey!!! I swear by Allah this is all true. Free me, my good {man/lady}, and together let us deliver this terrible news to Perekop. The Mirza shall reward you greatly. Believe not the Cossacks, for they will deceive you. (Player: Do not trust the infidel...) Player: Hey Cossacks! Give this godless heathen a taste of the whip. Tie him fast and put a piece of lard in his mouth, to still his dark speeches and dirty tongue. With a piece of lard in his mouth, the Tatar can hardly speak. (Player: I had best let him go, but steer myself out of harm's way.) Player: Very well, Tatar. Your words have the ring of truth, but I do not wish to bring the anger of the Cossack Sich down upon my head. If you have any money hidden away, give it to me -- and then I will help you escape. Tatar: There is some silver is inside my hat. Take it and leave me there by the tree. Then in a while, send pursuers after me. I will be far away by then. Player: That is what I will do. Give me the hat. The Cossacks have discovered your betrayal... Zaporozhian Infantryman: So this is how you keep your word to the Colonel! We shall ride to the Sich at once, and tell everyone of your betrayal! You shall pay for this! Now you can continue your journey. (Player: I will bring the Tatar to Perekop. I badly need money right now, and this reward sounds most promising.) Player: Very well, Tatar. You have convinced me. We head for Perekop. But forget not, the Mirza had better draw a hefty reward from his pouch... Tatar: Not just the Mirza, but his serenity the Khan himself shall repay you for this noble deed. Give me a saber and a horse, and take me into your company. The Cossacks have discovered that you betrayed them. Zaporozhian Infantryman: So this is how you keep your word to the Colonel! We shall ride to the Sich at once, and tell everyone of your betrayal! You shall pay for this! Now you can continue your journey. Arrival at Sich[] On the entrance screen of Sich there will be an option to ""Hand over the Tatar"". Player: Please, tell me -- to whom should I give the captive Tatar? Zaporozhian Cossack: Ah, him -- you should go to the Kosh Ataman, Pavlo Gomon. He is in charge of military matters. The player is then expected to talk to Army Chief Pavlo Gomon. Player: I have brought the Tatar spy whom Zolotarenko took captive near Smolensk. Army Chief Pavlo Gomon: You have arrived just in time. That infidel is of great importance. Player: He is in the cart. Your Cossacks can find him there. But tell me, why is he so important? Army Chief Pavlo Gomon: Zolotarenko sent him as a sign. That infidel is our proof that the Crimean Khan is preparing to stab us in the back. This cannot be allowed to stand! We shall set forth at once! Here, take this gold for your faithful service. The Cossacks shall always remember this deed. To Perekop[] You have arrived in Perekop. Tatar: Halt, Mirza! Quiet your dogs. Don't you recognize me? Speak not my name -- that is an order. Prepare a bath at once, and bring forth our finest female captives. Lay out a decorous dress -- a robe, wide trousers, a sash of Greek silk, and boots of the finest leather. And as for this valiant warrior, see that he is rewarded generously. Player: Remember, I expect a hefty reward. Tatar: Here it is. We value your faithful service. Player: So perhaps you have not deceived me. But why conceal your name, for the devil's sake? Tatar: Quiet. Speak not the shaitans' name in vain. And the time has not yet come for you to speak out my name either. If you wish to know it, come into the service of our Khan. A war is brewing, and we shall need good men like you. But for now, farewell. This article is a stub. You can help out by expanding it." "Tools","Tools Classic/Warband Viking Conquest Games Base value 410 Weight 50.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Trade Made From... Iron Made Into... N/A Tools are a type of trade good that are generally quite valuable to buy and sell, however they are heavy and may affect party speed. Tools can be made from iron if an ironworks is constructed. It will produce two tools from two units of iron per week (the player may buy the iron themselves). You can buy one in game. It has an initial cost of 3,500 denars and upkeep costs 60 denars per week. the average profit is 232 denars per week with a return of 6.6%. Most villages do not sell tools, so a town like Dhirim is the best place to buy this item. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Torma","Torma Settlement Information Type Village Kingdom Kingdom of Sweden Fortification Vyborg World Map With Fire & SwordTormaVyborgTemplate:World Map/With Fire & Sword Torma is a village initially owned by the Kingdom of Sweden. It is subordinate to Vyborg, despite the distance between the two places. Layout[] Player Elder Fugitive Torma is built between a mountain and a river. It is a Swedish-style village with eight houses. The player starts between the river and a fence and needs to cross a bridge to get to the main part of the village. There are fields that grow cabbages, wheat and squash, and on the walls of some houses one can see hanging beef and garlic, suggesting that Dried Meat is produced here. There is also a fishing house complete with nets and a bowl of Smoked Fish. The Village Elder can be found at the highest point of the village, under the hanging cloth. If sent here during a Hunt Down Fugitive quest, the Nervous Man will hide beside the fishing house. Wikipedia has an article on this subject at:Torma, Estonia Territory of the Kingdom of Sweden TownsKoenigsberg Reval Riga FortressesAllenstein Castle Dorpat Fortress Dynaburg Fortress Dzvinsk Castle Narva Vyborg VillagesElbing Leal Nidritsa Panevezys Pilve Plunge Salis Siauliai Siegevold Tapiau TormaWeissenstein Wesenberg" "Tournaments (classic)","For tournaments in Bannerlord, see Tournaments (Bannerlord). A tournament master. Tournaments are two different kinds of contests that can be found in any town. ""Melee fights"" are a free-for-all cluster of warriors of different ranks that is always available during the day. The main tournament is a high-risk, high-reward bout with progressions, but is not always available except when accompanying a feast. Arenas close at night, so if you arrive at a town hosting a tournament at the wrong time, you will need to wait until morning to participate. While tournaments have been around since the first Mount&Blade, and were improved upon in Warband, they were removed from With Fire & Sword. Contents 1 Melee Fights 1.1 Rewards 2 Tournaments 2.1 Equipment 2.2 Rewards 2.3 Tips 2.4 Tournament Regulars 2.5 Trivia Melee Fights[] Every town holds melee fights all day long, every day. If you talk to the Tournament Master, he can tell you the rules, as well as put you into a fight. There aren't really any rules though, and there are no teams; it is essentially just a brawl. All contestants start with no armor and a randomly generated practice weapon which may include a sword and shield, two-handed sword, staff, or a bow and arrows. The only aim is to survive and knock out as many opponents as possible. At the end of the fight, you will receive a certain amount of money, depending on how many opponents you knocked out. Other than the fighters that spawn initially, combatants only spawn one at a time, giving the player a good chance. When around 10 contestants are left from your kill count in the top left corner, they all spawn in quick succession. You can hang back and let them fight each other for an easier win, but the AI will band together against the player if they wait too long. Rewards[] A melee fight. Melee fights are generally a poor source of income, but it can be good for new players to level up their proficiencies without wasting points or risk losing a real battle. The amount of money and experience you get when you're knocked out depends on the number of enemies you defeated during the fight. You get the best rewards if you manage to be the champion, the last one standing. Enemies Denars Experience 0-2 0 0 3-5 5 5 6-9 10 10 10-19 25 10 20+ 60 10 Champion 250 200 Tournaments[] A tournament match. Larger tournaments are sponsored by a town and are one of the best ways to make money in the game. To find the locations of these tournaments, you can ask the Tournament Master in any Arena. Tournaments are often held in a town which also has an ongoing feast in the castle, but you cannot enter the castle due to the feast, unless you have high renown, are a lord of a faction that isn't at war with the faction owning the town, or if you win the tournament (you will be invited to the feast if you win the tournament). Tournaments will run for 12-14 days. The game will try to have up to three active tournaments at a time. If there are less than three, every 24 hours, it will pick a random town to receive a 30% chance of hosting a tournament. If the randomly selected town already has a running tournament, its remaining days will be reset. There will be 2-4 teams total in the arena and you will be on one of those teams. Note: you can still give your teammates orders (F1, F2, F3, etc.) as you would your regular troops. Each team can have anywhere from 1-8 contestants during each round causing fights to range from a 1 on 1 to a 32-man brawl. Your weapons will be decided for you and you won't have access to your inventory, but you can pick up weapons from fallen opponents who are knocked unconscious during the battle. Unlike melee fights, losing will not automatically end the tournament, if you have proven yourself worthy enough, you may continue on to the next round anyway. You only need to defeat one person to advance past the first tier, the second and third require you to knock out two people each time, and you will lose if you get knocked out from then on. Oddly, knocking out your own teammates may count toward your requirement to advance. Equipment[] The items you get depends on which faction owned the town at the beginning of the game. In Swadian tournaments, you will always get a lance and a horse In Rhodok tournaments you will often get a one-handed sword and a crossbow In Khergit tournaments you will often get a horse and a bow/javelins In Vaegir tournaments, you will often get an axe and shield In Nord tournaments, you will not get a horse or helmet In player's faction tournaments you will often get a random melee weapon Rewards[] You can win up to 4180 denars after winning a tournament, as long as you make cleverly-placed maximum bets on yourself each round. You must win 1st place to make any money and to be able to dedicate the win to a lady. In each of the six tiers, you may bet 5, 10, 20, 50, or 100 denars on yourself, earning you extra cash if you win the entire tournament. If you place a 100 denar bet on yourself every round, you can win up to 3980 extra from the tournament. Without betting, the standard winnings are normally just 200 denars making a total of 4180 possible. When you place the bet, it will tell you the odds of victory, the worse the odds, the greater the reward. The odds will automatically start out with you having an equal chance of winning with all the other contestants. If you lose the tournament it will not change, but if you win, your odds will increase causing future bets at the tournament to be less money. The increased odds will decrease over time so as long as you don't go to another tournament at that town for a while, with enough time, you can earn the full 4180 again. The amount of renown you gain for winning a tournament uses the same formula as all renown gains, giving 20 - (Current Renown / 200 [rounded down]). Your relation with the town in which the tournament was held will also increase by 1. This is still a decent way to get renown in the mid to late game, as the renown reward will not be reduced to 0 until you have at least 4000 renown. If the tournament is held during a feast, it will actually be held 3 or 4 times a day until the feast ends allowing you to join it multiple times. Whether or not you win the tournament, leave the town and move away from it until the garrison of the town no longer shows and then move back to it. When you re-enter the town, you can join the tournament again. If you won previously, however, you won't win as much for winning again. This can be a pretty good way of making money. It is especially effective if you find the tournament when it starts to maximize the number of times you fight in it. If you belong to a faction (other than your own), you will be invited to a feast every once in a while. If the feast is in a town, it will always have a tournament to go along with it. This way you can always know when a tournament starts and you can proceed winning it repeatedly. Each time you win, you can dedicate the win to a lady, so this can be a good way to court them as well. Tips[] The following practices might help you win a tournament: If you get a weapon you're not comfortable with (especially during the early stages), drag behind your teammates and grab a weapon when someone else falls in combat, but if you prioritize this too much, your enemies may disturb you from picking up the weapons. If you start out on foot in a match against mounted participants, you can steal a horse if anyone is dismounted. Particularly if you start out with only a bow and knife, you can be very vulnerable in a melee without the capacity to block. However, knives are still able to be used for chamber blocking. Remember that you can use team strategies (F1, F2, etc.). If you don't control the battle, you can often find your teammates splitting up and running against larger opposition. This is mostly useful when 3-4 teams are present - in this case holding position and waiting for the other teams to engage each other might be a good idea. Try to get rid of the mounted enemies first. If you remain the only mounted unit, you have a huge advantage! If you have no horse and a lancer is chasing you, try to make him run into a wall. This also applies in 1v1 mounted melee situation. If you are caught in the open, you can also block with your shield or parry to avoid a couched lance strike, and hitting a lancer with a ranged weapon just before he can strike you temporarily interrupts his couched lance status. During the early stages when you get a free pass for 1-2 knockouts, try to grab easy kills - drag behind a teammate and finish their weakened targets. Think before you attack. Attack the team with the most contenders alive. Let the enemies distract each other, and stab an enemy focusing on another target in the back when you have a free shot. Look around often! Lancers can take you down in a single hit if you're not observant. Also consider making lancers, or at least their horses, a priority target. Most ranged weapons have unusually large amounts of ammunition, and even though most enemies will have excellent shield skills, their shields will still break fairly easily. If you have or can steal a horse, then even if you are unskilled in the weapon you have, you can generally eliminate the enemy's horse first, breakthrough their shield second, then finally finish them off with unskilled and wild ranged attacks while your horse keeps circling away from the enemy at a steady trot. Victory is all that matters, nobody cares how unsporting it is for you to spend five minutes running away and throwing things at opponents with no horses and no ranged weapons. To this end, it is still a good idea to be at least passably compentent with ranged weapons. Some points invested into power draw/throw and at least 80 proficiency in each ranged weapon will greatly speed things up. Dismounted lancers may easily be ignored in favor of more serious targets, but be aware that they can still jab you for a lot of damage if you get into the right range. Alternatively, you may hold down the block button to block down. The following tips could be considered exploits as they take advantage of the AI and/or game mechanic in ways that go beyond general strategy: If you are fighting with a lance on horseback against enemies with lances on horseback, avoid charging straight at them. Even though it might seem normal since it would be like jousting, you are endangering your victory. Instead, circle around to your right and continually poke sideways until their horse dies. The computer AI is incapable of hitting you if you do it correctly and once their horse is dead, you can run them down with a couched lance. And if there is a lancer charging on you and you can't avoid him just hit him with an ordinary strike. It has a larger range than a couched lance strike so you would interrupt him. Enemies with lances do not seem to understand how ineffective lances are at very close range, and will repeatedly try to poke you for 0 damage while you are standing right in front of them. Enemy horse and lance units can also be run into a wall and will stand still to fight as long as you stay very close to them. In early rounds or rounds with at least 4 horses, you can make a horse fort. Park up your horse, get another one, park it up there, and then rinse and repeat until you have at least 4 horses forming an enclosed area. Since tournament horses are invulnerable when no rider is on them, your fort is easily indestructible and you can shoot away from the safely of your horse fort. Tournament Regulars[] There are three named NPCs that frequently participate in the tournaments, but do not show up elsewhere. They were originally supposed to be found in Zendar, but when that town was removed from the game, their existence was also reduced to nothing more than the tournaments. Dranton Kradus Xerina Note: These characters are extremely good at fighting. If you see that they are against you, you should fight them with extreme caution or, if possible, not at all. Even when you have extremely favorable weaponry, you may get hit and take unexpectedly high damage from their power strike. Furthermore, their high proficiencies mean that they swing very fast, or shoot accurately. Another strategy can be used when they are on your team in the tournament. Any fighter in the round you are in abides by the same rules as you for making it to the next round (though they might need only one knockout to make it to the next round instead of two), so if you have a ranged weapon and see that Dranton, for instance, is on your team, you can take him out before he gets any knockouts and you won't have to fight him in a later round. Don't be too greedy with this, since knocking out your teammates may make the current round very difficult. Other common participants are: Mercenary Swordsmen Hired Blades Sword Sisters Regular Fighters Veteran Fighters Champion Fighters Vassals (if present where the tournament is being held) Monarchs (if present where the tournament is being held) Heroes that are in your party Trivia[] If you disguise and sneak into an enemy town where a tournament is being held, you can still take part. If you win, you will gain honor and your relationship with the town will increase, but you won't be captured even though your cover should have been blown. In the Khergit tournaments, the AI is supposed to use the javelins' melee ability when they run out, but instead, after they run out, they start punching you because they can't pick up weapons, and the game gives them nothing else other than the javelins. If you participate in a tournament then talk to a lady in that same town, she will say that she saw you in the tournament and will skip introducing yourself. If you win, you can then tell her that you dedicate your victory to her, giving a small relationship boost. Tournament horses may be hurt as normal when mounted, but are invulnerable when dismounted." "Town Center","Main menu option Sub menu options The Town Center is a feature in Mount&Blade: With Fire & Sword that provides access to new services like the Academy, Merchant guild, Weapon-master, Armor-master, Horse master, and Commander. Each services offers different actions you can take. This article is a stub. You can help out by expanding it." "Town Cossack","Town Cossack Troop Information Culture Mercenaries Wages 3 thalers/week Acquired from... Infantry Commander Upgrades to... Town Cossack (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value 13 thalers Town Cossacks are regional mercenary archers of the Cossack Hetmanate and the Polish Commonwealth. They can be hired in Lviv, Krakov, Minsk, and Slutsk. Tactics[] Generally armed with muskets and sabers, they are useful in a firing line - on par with Zaporozhian Infantrymen - and competent in melee combat. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Town Cossack - Default Stats and Equipment Attributes Stat Points Level 6 Strength 9 Agility 8 Intelligence 2 Charisma 4 Health 52 Armor Head Cossack CapSimple Cossack Cap Body Rank Cossack Uniform Hand None Foot Old Boots Skills Skill Points Ironflesh 3 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 2 Shield ? Athletics 3 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 65 Two Handed Weapons 65 Polearms 65 Archery 0 Firearms 125 Throwing 0 Weapons Melee Simple Saber Ranged Simple Wheellock Musket Shield None Mount None Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran) Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "Town Cossack (veteran)","This article is a stub. You can help out by expanding it. Town Cossack (veteran) Troop Information Culture Mercenaries Wages ? thalers/week Acquired from... Town Cossack Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Town Cossacks (veterans) are veteran regional mercenary archers of the Cossack Hetmanate and the Polish Commonwealth. Tactics[] Generally armed with muskets and sabers, they are useful in a firing line - on par with veteran Zaporozhian Infantrymen - and competent in melee combat. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Town Cossack (veteran) - Default Stats and Equipment Attributes Stat Points Level ? Strength ? Agility ? Intelligence ? Charisma ? Health ? Armor Head ? Body Rank Cossack Uniform Hand None Foot ? Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons ? Two Handed Weapons ? Polearms ? Archery 0 Firearms ? Throwing 0 Weapons Melee ? Ranged ? Shield None Mount None Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran) Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "Town Militiaman","Town Militiaman Troop Information Culture Kingdom of Sweden Wages 1 thaler Acquired from... Prisoners, Commander or Village Upgrades to... Militia Pikeman or Militia Musketeer Upgrade Cost 10 thalers XP for Kill ? Ransom Value ? thalers Town Militiamen are recruits for the Kingdom of Sweden. They can be later upgraded to a Militia Pikeman or Militia Musketeer. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Town Militiaman - Default Stats and Equipment Attributes Stat Points Level 3 Strength 7 Agility 5 Intelligence 0 Charisma 0 Health 42 Armor Head Hat Body Village Dress Hand ? Foot Boots with Stockings Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 60 Two Handed Weapons 40 Polearms 50 Archery 10 Firearms 20 Throwing 0 Weapons Melee Simple Lance Ranged ? Shield ? Mount ? Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran)" "Towns","For towns in Mount&Blade: With Fire & Sword, see Towns (With Fire & Sword). For towns in Mount&Blade II: Bannerlord, see Towns (Bannerlord). Towns are commerce and industrial centers in Mount&Blade. They are supported by raw materials from the surrounding villages and trade caravans from other towns. The player will interact with towns frequently to rest, sell loot, purchase goods and equipment, and establish businesses. Classic Mount&Blade had 18 towns in Calradia. Warband added one more faction, the Sarranid Sultanate, along with its four new towns, increasing the total to 22. Towns Khergit HalmarIchamurNarraTulga Nord SargothTihrWercheg Rhodok JelkalaVelucaYalen Swadia DhirimPravenSunoUxkhal Vaegir CurawKhudanReyvadinRivacheg Sarranid AhmerradBariyyeDurqubaShariz Note: Zendar was a neutral city where players began the game in, positioned between the Nords and Vaegirs. It was removed from the game in version 0.950. In order to take control of a town, you must besiege it or convince the owner to join your faction. Once you have successfully won control of a town, you can manage it and station a garrison there. Each town also grants control of two or more villages. Contents 1 Actions in Town 2 Guild Master 3 Buildings 4 Gallery 5 See Also Actions in Town[] Periodically a town may host a tournament: Join the tournament: Victory offers good betting profits and will improve your reputation with the town. If the controlling faction isn't hostile, you can do the following at a town: Go to the castle: This lets you enter the castle keep, where you can interact with nobles currently in the castle. Take a walk around the streets: From here, you can talk to villagers, trade with merchants, or visit the Guild Master to obtain quests. Visit the tavern: Here you can recruit mercenaries or heroes, interact with travellers, and sell prisoners to Ransom Brokers. You can also approach the tavern keeper and pay 1000 denars to make residents like you more by buying a drink for everyone. Enter the arena: Here, you can compete in melee tournaments. You must fight a large group of men and survive. You will gain some gold depending on how many men you have knocked unconscious. This ranges from 5 denars (if you defeat 3 men) to 250 denars (if you are the last one standing). Go to the marketplace: Here you can buy or sell arms, armor, horses, food, or goods. You can also assess local prices, which indicates opportunities to make money by trading. Wait for some time: If you own the town, this is free. If you do not own the town, waiting will cost 1 denar per 4 troops in your party per night. Buy land for a Productive Enterprise: This option was added in a recent update and appears if you talk the guildmaster. If you own the town, you can do the following as well: Station a garrison here: You may put soldiers from your party into the town as garrisons. They will defend the town from siege and make it less likely for prisoners to escape. You can also put captured prisoners in the city. Manage this town: You can build a Messenger Post (which lets you know when enemies are nearby) or a Prison Tower (which reduces the chance of prisoners escaping). If you are also a monarch of your own faction, you gain one more option (unless the town is already your capital): Move your court here: You may relocate the royal court of your kingdom to this city. This requires Velvet and Tools. Guild Master[] Guild Masters allow you to do multiple things within a town. If your reputation with the town and its lord is above zero, or you are the town's ruler, you may buy land within the town for a productive enterprise, which will earn a profit each week based upon a myriad of factors. Guild Masters can also give you jobs and quests, which increase your reputation with the town. Some quests can improve the prosperity of the town, which influences goods prices and taxes. A full quest list can be found on the quests page, but some of these jobs are: Escort caravan Bring ale/wine to tavern Rescue kidnapped girl Deal with looters (multiple small groups of nearby looters) Hunt down bandits (find and kill a small, fast group of bandits) Deal with troublesome bandits (kill a medium sized group of nearby bandits; very troublesome in Khergit or Sarranid towns where you will fight all-horsemen bandits) Bring cattle herd (to another town) When a faction is at war, a city may want you to silence warmongers preventing peace within the warring factions, giving you many Denars for doing so. Guild Masters also give you information about the politics of Calradia and inform you of the prosperity of the town and surrounding areas. They also guide you as to which towns are most dangerous for your own trade enterprise. With Fire & Sword replaces Guild Masters with Mayors and lets you build buildings and employ men for special jobs through them. Buildings[] In Mount&Blade and Warband, you can construct two buildings: Prison Tower: Decreases the chance of escape for imprisoned lords. Captured lords have a 50% chance to escape in your party and a 30% chance to escape while in prison. A prisoner tower reduces this chance to 5%. Messenger Post: Notifies you of nearby enemy movement even if you're far away. This building is identical to the village improvement. Gallery[] Temperate TownSnowy TownDesert Town See Also[] Fortifications List of towns" "Towns (Bannerlord)","For towns in Mount&Blade, see Towns. For towns in Mount&Blade: With Fire & Sword, see Towns (With Fire & Sword). Towns are the largest settlements present in Mount&Blade II: Bannerlord. Each town has a kingdom, clan, and lord that controls it. Each town has several villages attached to it. There are several characters in each town who represent different aspects of the town and may have tasks for the player. There is a lord's hall where lords and nobles may gather; however, if the player character is not a significant character of that faction, they must pay a bribe to enter. There is a total of 53 towns: Towns Northern Empire Amprela Argoron Diathma Epicrotea Myzea Saneopa Southern Empire Danustica Lycaron Onira Phycaon Poros Syronea Vostrum Western Empire Amitatys Jalmarys Lageta Ortysia Rhotae Zeonica Aserai Askar Hubyar Husn Fulq Iyakis Qasira Quyaz Razih Sanala Battania Car Banseth Dunglanys Marunath Pen Cannoc Seonon Khuzait Akkalat Baltakhand Chaikand Makeb Odokh Ortongard Sturgia Balgard Omor Revyl Sibir Tyal Varcheg Varnovapol Vlandia Charas Galend Jaculan Ocs Hall Ostican Pravend Rovalt Sargot Sneaking Into Towns[] Player's Chance to Sneak into Towns is determined by the following formula: Sneak Chance = (0.3 + ( Roguery Skill × 3) ÷ 1000 − 0.005 × GAUL − Max(0,15; PlayerRenown × 0,00015)) × 1.5[Two-Faced] where GAUL - Garrison's Average Unit Level. All units in the game have levels. Tier 0 = lvl 1, Tier 1 = lvl 6, Tier 2 = lvl 11, Tier 3 = lvl 16, Tier 4 = lvl 21, Tier 5 = lvl 26, Tier 6 = level 31. [Two-Faced] - the 1.5 multiplier is only applied if player character has Two Faced (Roguery 75) perk. Renown in this calculation being uncapped means that a Clan Tier 6+ player with over 6000 (6600 to be precise) renown will fully negate the bonus from even a maxed-out Roguery skill, inevitably leading to sneak chance permanently becoming 0." "Towns (With Fire & Sword)","For towns in Mount&Blade, see Towns. For towns in Mount&Blade II: Bannerlord, see Towns (Bannerlord). Towns are commerce and industrial centers in With Fire & Sword. They are supported by raw materials from the surrounding villages and trade caravans from other towns. The player will interact with towns frequently to rest, sell loot, purchase goods and equipment, and establish businesses. There are 18 towns modeled from Eastern Europe and distributed between the five nations. Towns Cossack ChernigovKievSich Crimean AkkermanAzaq-kaleBakhchisarayKyzykermen Muscovite CherkasskMoscowPskov Polish KrakovLvivSmolenskVilnaWarsaw Swedish KoenigsbergRevalRiga In order to take control of a town, you must besiege it or convince the owner to join your faction. Once you have successfully won control of a town, you can manage it and station a garrison there. Each town also grants control of one or more villages. Strangely, Akkerman and Lviv have no villages. Contents 1 Differences from Fortresses and Castles 2 Siege 3 Actions in Town 4 Mayor 5 Recruitment 6 See Also Differences from Fortresses and Castles[] The clearest difference between a town and a fortress or castles is that it is an eligible destination for merchant caravans. You can sneak into hostile towns but not into hostile fortresses. Siege[] In With Fire & Sword, towns all share the same siege options: Prepare ladders to attack the walls Call for a meeting with the fortress commander Poison water supply Demolish the wall using an explosive Wait until tommorrow Abandon the siege Actions in Town[] If the controlling faction isn't hostile, you can do the following at a town: Go to Lord's Hall: This lets you enter the keep of the town, where you can interact with any nobles who are currently in the town. Take a walk around the courtyard: This replaces the go to the castle option and assumes the old go to town center functions. Talk to the mayor: Instead of wandering around the much larger courtyards, directly talk to the Mayor. Go to the town center...: From here access specialists, like the Merchant Guild, Weaponsmith, Armorsmith, Horsebreeder, or Commander. Wait for some time: If you own the town, this is free, but if you do not own it then it will cost you a small amount of thalers per night. Visit the tavern: Here you can recruit mercenaries or companions, interact with travellers, and sell prisoners to Ransom Brokers. You can also approach the tavern keeper and pay 1000 thalers to make the residents like you more, by buying a drink for everyone. Go to the marketplace: Here you can buy or sell arms, armor, horses, food or goods. You can also assess local prices, which tells you some good ways to make money quick by trading. If you own the town, you can do the following as well: Station a garrison here: You may put soldiers from your party into the town as garrisons. They can help to defend the town if people want to siege it, and make it less likely for prisoners to escape. You may also put captured prisoners in the city. If you are also a monarch of your own, you may relocate the capital city of your realm by choosing this option (of course, this is disabled if the town already is the capital city): Move your court here: You may relocate the royal court of your kingdom to this city. Mayor[] Mayors are a new feature found within towns in With Fire & Sword. They are similar to Guild Masters. Mayors can give you jobs and quests, which increase your reputation with the town. Some of these quests can help improve the prosperity of the town, which influences goods prices and taxes. Mayors also give you information about the politics of their faction, as well as informing you of the general prosperity of the town and surrounding areas. New in With Fire & Sword, Mayors also issue trade permits and allow players to send Merchant Caravans. Trade permits are supposed to be waivers from taxes, which increases the amount of money you receive from caravans. Mayors also permit rulers of a town to build structures and fill offices. Recruitment[] When in an allied town, Troops may be trained by contacting the Commander through the ""go to town center"" option. Troops may be selected to be trained dependent on the hired commanders in the town. After the troops are trained they may be collected by contacting the Commander again. Steps Train Troops with Commander Collect Troops from Commander once trained. See Also[] List of towns Fortresses Fortification" "Training Field","A Training Field. Training Fields are small neutrally-owned tutorial areas on the map where you can go to learn or hone basic combat skills. You can use the Training Fields to earn minor experience bonuses and increase Weapon Proficiencies without the risk of capture. Early on this might be useful and if you're a capable player you can get better results because the experience your party gains is based on your performance during a specific training session. For example, you can train horse combat by going around a track which is lined with destructible targets. Hitting only some of the targets means only some party members will get a little bit of experience, but hitting all targets will net you a nice experience bonus for your whole party. One on one Sparring is a fairly simple way to get experience for your squad, presumably fighting more and higher skilled members of your party gives bigger experience gains. When using a training field, sparring will give the most exp. to melee infantry units, less to melee cavalry, and very little or none to ranged units. Sparring against melee units will give the best exp. gain to all melee units. Ranged weapon practice gives good exp. to all ranged troops (but never melee units). Hitting every target during ranged weapon practice gives a major exp. boost, so hitting all 10 targets at 10 yards will give more exp. than hitting 9 targets at 20 yards, and so on. Horseback training gives a good amount of exp. to all cavalry units - however, trying to hit one of the targets with a melee weapon is very hard, because the targets are very small and so it's hard to angle your lance or sword to hit them properly, so if you are skilled in archery or throwing, then that gives much better results, as the training gives exp. to all cavalry regardless of weapon choice, more depending on how many targets you hit. With Fire & Sword[] In With Fire & Sword, while the Training Field has been removed, its on-map model is reused for Mercenary Camps. See that article for details." "Trakai","Trakai Settlement Information Type Village Kingdom Polish Commonwealth Fortification Vilna World Map With Fire & SwordTrakaiVilnaTemplate:World Map/With Fire & Sword Trakai is a village of the Polish Commonwealth, subordinate to Vilna. Trakai is involved in the Muscovite main quest The False Dmitry. Layout[] Player Elder Fugitive Trakai is built in a hilly area. It is a Swedish-style village with six houses. The player starts at a lower altitude than the entire village. In the village there is a squash field and another field growing an unknown plant. The Village Elder can be found directly facing the player's entrance, in front of the house's steps. If sent here during a Hunt Down Fugitive quest, the Nervous Man will hide behind the same house, inside the plantation field. Wikipedia has an article on this subject at:Trakai Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Tribe of Osraige","Tribe of Osraige Official Information Ruler Ruire Cerball mac Dunlainge Tribe of Osraige is one of the 21 factions in Viking Conquest. It is one of the smallest factions in the game. It is a Christian Gaelic faction. Rulers[] Ruire Cerball mac Dunlainge Initial ruler Vassals[] Mael Diarmait mac Cerbaill Mael Cellach mac Cerbaill Ard Tiarna Riacan mac Dunlainge Territory[] Territory of the Tribe of Osraige TownsCeall Cainnigh CastlesMairg Laigen VillagesBal Mairg Laigen Bal Cainnighn North Bal Cainnighn South Wikipedia has an article on this subject at:Osraige Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Troop Horse","This article is a stub. You can help out by expanding it. The Troop Horse is a new type of horse added in With Fire & Sword. Stats[] Horse Armour Speed Maneuver Charge Hit Points Riding True Value Troop Horse 10 42 43 12 140 4 2600" "Troop trees","The following are the troop trees of the various factions across all games. Mount&Blade and Warband[] ▼ Show/Hide Troops ▼ Troops of the Khergits Steppe Bandit Tribesman Skirmisher Horseman Horse Archer Lancer Veteran Horse Archer Troops of the Nords Sea Raider Recruit Footman Huntsman Trained Footman Archer Warrior Veteran Archer Veteran Huscarl Troops of the Rhodoks Looter Mountain Bandit Tribesman Spearman Crossbowman Trained Spearman Trained Crossbowman Veteran Spearman Veteran Crossbowman Sergeant Sharpshooter Troops of the Sarranids Desert Bandit Recruit Footman Veteran Footman Skirmisher Infantry Horseman Archer Guard Mamluke Master Archer Troops of Swadia Looter Forest Bandit Recruit Militia Footman Skirmisher Infantry Man-at-Arms Crossbowman Sergeant Knight Sharpshooter Troops of the Vaegirs Taiga Bandit Recruit Footman Veteran Skirmisher Infantry Horseman Archer Guard Knight Marksman Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr Mercenary Troops Sellswords Sword Sisters Farmer Townsman Caravan Master Peasant Woman Refugee Watchman Camp Follower Mercenary Crossbowman Caravan Guard Bandit Camp Defender Mercenary Horseman Mercenary Swordsman Brigand Huntress Mercenary Cavalry Hired Blade Sword Sister Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief Khergit troop treeNord troop treeRhodok troop treeSarranid troop treeSwadian troop treeVaegir troop treeMercenary (Sellswords) troop treeMercenary (Sword Sisters) troop treeManhunter troop tree ▲ Show/Hide Troops ▲ With Fire & Sword[] ▼ Show/Hide Troops ▼ Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran) Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran) Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran) Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Tavern Mercenary Troops Mercenary Pikeman Mercenary Halberdier Mercenary Marksman Mercenary Musketeer Mercenary Horseman Mercenary Light Cavalryman ▲ Show/Hide Troops ▲ Viking Conquest[] ▼ Show/Hide Troops ▼ Angle Troops Peasant Priest Freeholder Bowman Spearman Companion Warrior Horseman Veteran Standard Bearer Noble Bodyguard Briton Troops Serf Priest Freeman Skirmisher Spearman Warrior Archer Horseman Elite Spearman Standard Bearer Champion Noble Bodyguard Frisian Troops Frisian Warrior Horseman Veteran Gaelic Troops Serf Priest Laborer Skirmisher Freeholder Warrior Veteran Skirmisher Veteran Standard Bearer Champion Elite Skirmisher Horseman Noble Bodyguard Norse Troops Freedman Gothi Freeholder Bowman Spearman Companion Warrior Archer Elite Spearman Standard Bearer Veteran Noble Bodyguard Pictish Troops Peasant Priest Landowner Skirmisher Spearman Axeman Veteran Skirmisher Warrior Standard Bearer Veteran Elite Skirmisher Horseman Noble Champion Saxon Troops Peasant Priest Freeholder Bowman Spearman Companion Warrior Horseman Veteran Standard Bearer Noble Bodyguard Mercenary Troops Male Female Mead Hall Hof MonkSlaveFarmerTownsmanWatchmanHornmanSpearmanVeteranCaravan Master RefugeePeasant WomanCamp WomanCamp FollowerSoldier's WifeCamp Defender Old CaptainSvear WarriorFrank HorsemanAquitanian SkirmisherFinn ArcherOld Sea CaptainFisherSailor BerserkrUlfhedinnStorylineCantabrian WarriorAsturian VeteranGallaecian Comes's Guard Angle troop treeBriton troop treeFrisian troop treeIrish (Gaelic) troop treeNorse troop treePictish troop treeSaxon troop tree ▲ Show/Hide Troops ▲ Bannerlord[] ▼ Show/Hide Troops ▼ Troops of the Aserai Peasant Recruit Recruit Tribesman Bedouin Rover Mamluke Soldier Bedouin Rover Youth Footman Light Archer Mamluke Axeman Mamluke Regular Nomad Bandit Tribal Horseman Infantry Archer Mamluke Guard Mamluke Cavalry Harami Faris Veteran Infantry Master Archer Mamluke Palace Guard Mamluke Heavy Cavalry Veteran Faris Vanguard Faris Desert Bandit Troops Bedouin Rover Nomad Bandit Harami Boss Beni Zilal Troops Beni Zilal Recruit Beni Zilal Soldier Beni Zilal Royal Guard Ghilman Troops Koleman Ghilman Ghulam Jawwal Troops Jawwal Recruit Jawwal Camel Rider Jawwal Bedouin Troops of Battania Peasant Volunteer Clan Warrior Wood Runner Bushwacker Highborn Youth Trained Warrior Skirmisher Raider Freebooter Highborn Warrior Picked Warrior Scout Veteran Skirmisher Falxman Forest Bandit Hero Oathsworn Horseman Wildling Mounted Skirmisher Veteran Falxman Fian Fian Champion Forest Bandit Troops Bushwacker Freebooter Forest Bandit Boss Wolfskins Troops Young Wolf Seasoned Wolf Chosen Wolf Troops of the Khuzait Peasant Nomad Nomad Footman Steppe Bandit Tribal Warrior Steppe Bandit Noble's Son Spearman Hunter Raider Horseman Marauder Qanqli Spear Infantry Archer Horse Archer Lancer Raider Torguud Darkhan Marksman Heavy Horse Archer Heavy Lancer Kheshig Khan's Guard Steppe Bandit Troops Steppe Bandit Marauder Raider Boss Karakhergit Troops Karakhergit Nomad Karakhergit Rider Karakhergit Elder Troops of Sturgia Peasant Recruit Woodsman Warrior Sea Raider Warrior Son Brigand Hunter Soldier Sea Raider Warrior Varyag Hardened Brigand Archer Spearman Line Breaker Sea Raider Chief Varyag Veteran Horse Raider Veteran Bowman Heavy Spearman Heavy Axeman Heroic Line Breaker Druzhinnik Druzhinnik Champion Sea Raider Troops Sea Raider Warrior Chief Boss Forest People Troops Recruit Forester Expert Forester Veteran Forester Lake Rats Troops Lake Rat Recruit Lake Rat Veteran Lake Rat Wrecker Skolderbroda Troops Skolder Recruit Skolder Warrior Broda Skolder Veteran Broda Troops of Vlandia Peasant Recruit Recruit Levy Crossbowman Hillman Footman Hillman Squire Crossbowman Infantry Spearman Brigand Gallant Hardened Crossbowman Swordsman Light Cavalry Billman Highwayman Knight Sharpshooter Sergeant Vanguard Pikeman Voulgier Champion Banner Knight Mountain Bandit Troops Hillman Brigand Highwayman Boss Brotherhood of the Woods Troops Sprout Sapling Arboreal Company of the Golden Boar Troops Boar Novice Boar Veteran Boar Champion Troops of the Calradic Empire Peasant Looter Recruit Infantryman Archer Vigla Recruit Trained Infantryman Trained Archer Equite Veteran Infantryman Menavliaton Veteran Archer Crossbowman Heavy Horseman Legionary Elite Menavliaton Palatine Guard Bucellarii Sergeant Crossbowman Cataphract Elite Cataphract Bandit Troops Thug Expert Thug Poacher Deserter Mounted Pillager Master Thug Mounted Ransacker Eleftheroi Troops Recruit Eleftheroi Expert Eleftheroi Veteran Eleftheroi Embers of the Flame Troops Spark Flame Blaze Hidden Hand Troops Hidden Pawn Hidden Hand Puppeteer Legion of the Betrayed Troops Hastati Principes Triarii Mercenary Troops Sellswords Sword Sisters Watchman Mercenary Guard Mercenary Scout Sisterhood Follower Mercenary Swordsman Hired Crossbow Mercenary Horseman Sword Sister Hired Blade Elite Hired Crossbow Mercenary Cavalry Veteran Sword Sister Gallant Sword Sister ▲ Show/Hide Troops ▲" "Tsar Alexei Mikhailovich","Tsar Alexei Mikhailovich Official Information Kingdom Muscovite Tsardom Title Tsar Fiefs Moscow Culture Russian Religion Orthodox Christianity Personal Details Gender Male Tsar Alexei Mikhailovich is the ruler of the Muscovite Tsardom. He is the initial owner of Moscow, its lord's hall guarded by unrecruitable Tsar Bodyguards only if he himself owns the town. He has a unique retinue of Noble Guards and Gentry Cavalrymen and is the only NPC to wear the Cap of Monomakh and the Tsar Dress. The claimant to his rule is Stepan Razin. Stats and Equipment[] Tsar Alexei Mikhailovich - Default Stats and Equipment Attributes Stat Points Level 41 Strength 20 Agility 20 Intelligence 15 Charisma 25 Health ? Armor Head Rich MisiurkaCap of Monomakh Body Rich Mirror ArmorTsar Dress Hand Leather Gloves Foot Good Cavalry Boots Skills Skill Points Ironflesh 6 Power Strike 7 Grenade Throwing 0 Power Draw 5 Weapon Master 9 Shield ? Athletics 5 Riding 7 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics 8 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 3 Leadership 9 Trade ? Proficiencies Weapon Type Points One Handed Weapons 220 Two Handed Weapons 220 Polearms 220 Archery 220 Firearms 220 Throwing 220 Weapons Melee Good Chekan Ranged ? Shield ? Mount Thoroughbred Horse Trivia[] He is based on a real person who ruled Russia from 1645-1676. His real name was Alexey Mikhailovich (Алексей Михайлович), often known as ""Alexis of Russia"" in English. He was a member of the House of Romanov - Alexey's father was the first Romanov Tsar - and thus a distant ancestor to Nikolai (Nicholas) II, the last Russian Emperor. He died at the age of 46 on January 29, 1676 - on the eve of his death, the Muscovite Tsardom spanned almost 8.1 million square kilometers. He gained the nickname ""the Quietest"" (Russian: Тишайший - ""Tishayshiy"") during his reign, which saw the army reformed into New Order regiments, several wars against Poland, Sweden, and Safavid Persia, numerous rebellions such as Stenka Razin's, the introduction of new legal codes, and a schism within the Russian Orthodox Church. Alexey's mentor, Boyar Boris Morozov, was a shrewd and sensible guardian enlightened to see the needs of his country and was open to Western ideas. However, Morozov was very unpopular and, in May of 1648, the people of Moscow rose against both Boyar Morozov and Tsar Alexey in the so-called Salt Rebellion. The young Tsar was compelled to dismiss them and exiled his own mentor. Alexey's first wife bore him thirteen children in their twenty-one-year marriage but he remarried after she died three weeks after her thirteenth childbirth. His second wife bore him three children, the most famous of these being their eldest son - future Tsar and later Emperor Pyotr (Peter) I. Wikipedia has an article on this subject at:Alexis of Russia Muscovite Tsardom Monarch: Claimant: Tsar Alexei Mikhailovich Stepan Razin Vassals: Afanasiy Ordin-Naschokin Alexei Trubetskoi Alexei Vorotynsky Andrei Khovansky Boris Pushkin Boris Repnin-Obolevsky Fyodor Hvorostinin Fyodor Volkonsky Ivan Sontsov-Zasekin Naum Vasiliev Nikita Odoevsky Pavel Neskachikhin Semyon Prozorovsky Semyon Rakhmanin Semyon Urusov Vasiliy Buturlin Vasiliy Sheremetyev Yakov Cherkassky Yuri Boryatinsky Yuri Buynosov-Rostovsky" "Tsar Bodyguard","Tsar Bodyguard Troop Information Culture Muscovite Tsardom Wages 25 thalers/week Acquired from... Unrecruitable Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Tsar Bodyguards are infantry of the Muscovite Tsardom. They cannot be recruited in-game, only through hacking or modding. Tactics[] Armed with poleaxes and wearing Good Boots, a unique Hat, and a unique Rynda Caftan, only two of them are found in-game, acting as gatekeepers in the Moscow lord's hall - strictly speaking, Tsar Bodyguards serve Tsar Alexei Mikhailovich personally and will only spawn if he himself owns the town. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Tsar Bodyguard - Default Stats and Equipment Attributes Stat Points Level 25 Strength 7 Agility 6 Intelligence 4 Charisma 4 Health ? Armor Head Hat Body Rynda Caftan Hand None Foot Good Boots Skills Skill Points Ironflesh 10 Power Strike ? Grenade Throwing ? Power Draw ? Weapon Master ? Shield 5 Athletics 5 Riding ? Shooting from Horseback ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 250 Two Handed Weapons 250 Polearms 250 Archery 250 Firearms 250 Throwing 250 Weapons Melee Poleaxe Ranged None Shield None Mount None Gallery[] Tsar Bodyguards guarding the lord's hall gate in Moscow Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard" "Tula","Tula Settlement Information Type Fortress Kingdom Muscovite Tsardom Villages Pokrovskoye World Map With Fire & SwordTulaPokrovskoyeTemplate:World Map/With Fire & Sword Tula is a fortress of the Muscovite Tsardom. It is initially ruled by Prince Semyon Prozorovsky. It has the village Pokrovskoye. The hero Fedot identifies Tula as his home before he was forced into exile. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders The Lord's Hall is the largest building in the fortress. The prison is a small house but can be identified by the prison guard. During a siege, two ladders will be placed on the right of the gates. Wikipedia has an article on this subject at:Tula, Russia Territory of the Muscovite Tsardom TownsCherkassk Moscow Pskov FortressesBryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' VillagesKlin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa TarusaValuiki Yefremovo" "Tumnek","Tumnek Settlement Information Type Village Kingdom Crimean Khanate Fortification Azaq-kale World Map With Fire & SwordTumnekAzaq-kaleTemplate:World Map/With Fire & Sword Tumnek is a village initially owned by the Crimean Khanate, subordinate to Azaq-kale. Layout[] Player Elder Fugitive Tumnek is built by a river, as a Tatar-style village with twenty houses. The player starts on the other side of the river and must cross a bridge to arrive at the village. On the side of the village there is a fishing bridge, but access to water is blocked by invisible barriers. The Village Elder stands in front of the entrance of the largest house. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be standing by the house nearest to the fishing bridge. Territory of the Crimean Khanate TownsAkkerman Azaq-kale Bakhchisaray Kyzykermen FortressesIzmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun FortressKyzyl-yar Fortress Perekop VillagesAk-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash SinelnikovoSivash Tumnek" "Tutorial (With Fire & Sword)","The tutorial plays when starting With Fire & Sword. It is mainly a tutorial and an introduction for the world of With Fire & Sword. Plot[] The player wanders through a Cossack village and stumble across a battlefield between Jaques de Clermont and his cuirassiers and brigands. The player aid the cuirassiers and defeat the brigands. After the battle, the player and Jaques talk about the lands and Jaques guide the player to a nearby village for quests. Walkthrough[] The whole quest is mainly a tutorial, so if you are a beginner of the game, listen carefully. If you are familiar with Mount&Blade, just don't listen and push forward, just destroy the fence and kill some bad guys. Alternatively, you can skip the whole tutorial by pressing [Tab]. For the gun lock situation, if you have problem aiming, just go near to the lock and shoot or use your sword to slash. You also don't have to kill all the enemies by yourself since your allies will kill them easily. But you can earn experience points if you join in. Transcript[] Main article: Tutorial (With Fire & Sword)/Transcript" "Tutorial (With Fire & Sword)/Transcript","Your travels have taken you to a small Cossack village on the outskirts of the wilderness. As you stroll past, the silence is broken by gunshots. See what trouble is afoot. Contents 1 Tutorial 2 Combat 2.1 After defeating the brigands 2.2 Gun Lock 2.3 Battle Aftermath 3 Supper Talk 4 Factions 4.1 Cossack Hetmanate 4.2 Polish Commonwealth 4.3 Muscovite Tsardom 4.4 Kingdom of Sweden 4.5 Crimean Khanate Tutorial[] The text in this section appears on the screen when the player enters the village. It teaches the new player the basic controls, and each message waits for player action before moving on to the next message. It is narrated by a neutral voice that does not appear in the game anywhere else, but narration is only heard when playing the game in English. Narrator: Welcome to With Fire & Sword. This is a short tutorial that will guide you through your first steps in the game. Let's begin with the basics. Move your mouse to look around, and use W, A, S, and D for movement. Go to the fence ahead to proceed. (Player is expected to move forward to the fence.) Narrator: That fence is blocking your way. Knock it over! You can attack in 4 different directions: move the mouse up, down, left, or right while clicking the left mouse button to execute an attack. (Player is expected to destroy the fence.) Narrator: Good! Now on to defending... Defense is controlled by the right mouse button. To defend effectively with a weapon, wait for your opponent to commence his attack, then hold down the right mouse button... If your timing is right, you will automatically block in the correct direction. (Player is expected to move forward to where a bandit appears.) Narrator: That guy ahead looks like he's up to no good, you'd better use your new skills to teach him a lesson. (Player is expected to kill the bandit.) Narrator: Excellent! Looks like there's more fighting to be had. That group of adventurers seem to be expecting company! (Player is expected to move to the group of companions. A group of bandits appear.) On-screen text without narration: Keep your wits about you! These scoundrels could come from anywhere. (The companions will also fight the bandits, so the player does not have to be involved in the battle.) After the bandits are defeated, see After defeating the brigands and Gun Lock below. Narrator: Great! You have a new toy. Press R to switch to first person view -- this will make aiming your pistol easier. To further enhance your aim, hold down [Shift] to zoom in. Lastly, to line up an accurate shot, hold down the left mouse button. Wait until the reticle is smallest, then fire away... Shoot the padlock to proceed. (Player is expected to shoot the padlock.) Narrator: Grab yourself a horse and ride away with your new friends. Get close enough to the horse until you see the word mount appear. Press F to mount up. (Player is expected to mount a horse and then move forward a bit.) Narrator: Wonderful, you're saddled up. Horses can be wily beasts. To control your mount, use the W, A, S, and D keys. Press W to spur the horse onward and S to reign him in. A and D will reign the horse left and right... Riding requires some practice. Don't forget that it's easier to make tight turns if you slow down a bit. (Player is expected to move forward a bit. Bandits appear.) Narrator: Look! More enemies on the horizon! Time to put your sword and pistol to use. You can scroll up with the mouse wheel to switch between your weapons. Now go ahead and fight your way out, with fire and sword! (The companions will also fight the bandits, so the player does not have to be involved in the battle.) After the bandits are defeated, see Battle Aftermath below. Combat[] After defeating the brigands[] Jaques de Clermont: ""Thank you for aiding us! An extra arm is always welcome in times such as these."" Player: ""It was my honor to aid you."" Jaques de Clermont: ""Come let's find some horses and ride away before more of these scoundrels appear."" Gun Lock[] Jaques de Clermont: ""Alright then, we'll have to do something about this padlock. Take this old pistol and blast the wretched thing, will you?"" Battle Aftermath[] Jaques de Clermont: ""Many thanks, stranger. These are strange times, as we both well know... And it good to meet new friends. Would you care to join us for supper?"" Player: ""Aye, that I would!"" On-screen text: After defeating the final enemy, you return to talk with your new ally. Supper Talk[] Jaques de Clermont: ""My name is Jaques de Clermont. I can see you are surely no brigand. Come, unsaddle your steed and rest yourself by the fire. The supper is nigh ready... Player: ""My name is (player). How did you find yourself in these lands, sir? Where are you headed?"" Jaques de Clermont: ""I am of the Clermonts of Languedoc. Our line descends from the famed crusader, the Count Simon de Clermont. But unlike my magnificent ancestor, I have neither great titles nor vast lands. I served in Guard of Cardinal Mazarin, and was doing well for myself pp but then the devil made me his fool, and I challenged a certain D'Artagnan, lieutenant of the royal musketeers, to a duel. Fully knowing my skill with saber and pistol alike, the guileful Gascon thought to avoid the risk, and convinced the Queen that I secretly planned an attempt on the life of the young Louis. This, in the night on duel's eve, I was forced to flee Paris. And now I am doomed to wander the fields of Europe. Tell me, sir, what is happening in these lands? The air smells of gunpowder and burning cities. Eastern Europe stands on the verge of a great war. For many years, the Zaporozhian Cossacks fought for freedom against the Polish gentry, but were nearly defeated -- and so, Hetman Bogdan Khmelnytsky was forced to turn to the Russians for help. Thus, not long ago in Pereyaslav, the Council of Cossack leaders known as Starshina swore allegiance to the Russian Tsar, Alexei Mikhailovich. Now the Tsar marches with the Cossacks, and together they are preparing an attack on the Polish-Lithuanian Commonwealth. Meanwhile, the King of Sweden and the Crimean Khan look on, awaiting the outcome of the coming conflict. That is all I know. If you meet any soldiers on the road, you might learn further news from them... They should know far more than I. What can you tell me of this area? 'Tis nothing short of a battlefield between the Swedes, the Poles, the Russians, and the Cossacks. Oh, and the Crimeans too would love to grab their share. If you are asking for my counsel -- visit the cities, where you can buy arms and supplies, and learn the latest news... The local rulers, lords, mayors, and even village elders might give you jobs of various kinds. My sincere advice, though -- do not take on more than you can handle. And yes, don't get me wrong, but visiting the odd pub can be quite useful. There one can find all manner of men who could help you on your way and you might hire some skilled warriors, or even test your strength against others for pay. What would you advise I do from here? These are troubled times, and a mercenary, especially one that has known command, is worth his weight in gold. Start with small jobs, I would say -- take your time to get accustomed, and understand the local affairs. Wipe out some bandits, do some freelance jobs -- escort a merchant convoy or protect a village.... After that you might try enlisting with one of the rulers -- you'll earn a reward, maybe even get yourself an estate, which by turns would also bring you some coin. Once you gather some loyal warriors and earn a name for yourself, you might lay siege to a stronghold, throw your backing behind a claimant to the throne, or even start a rebellion yourself! Well, it was a pleasure to meet you. But now, I shall be moving on... I recommend you set your path to Zamoshye and take in the town. And Smolensk is a fine city, and not far from there. Factions[] Cossack Hetmanate[] The Cossacks fight for their freedom and dream of one day forging their own state, one like the Polish Commonwealth, and just as powerful. But in this new nation, the Catholic Pole -- the Iyakh, as the Cossacks call him -- he would no longer find himself among the gentry. Instead, all titles would be held by Orthodox Cossack leaders. Some years ago, the Zaporozhian Host, in a series of bloody battles, forced the Polish crown to grant them limited sovereignty, but now the times have changed. Today the Ukrainian Hetman fights under the hand of the Tsar of Moscow. Polish Commonwealth[] That is the most amazing state I have ever seen. It is a feudal republic, compromised of three major groups of people -- the Poles, the Lithuanians, and Russian-Ukrainians. The nobility is nearly all Polish, All the important decisions, including who is to be king, is determined by their congress, which they call the Sejm. But the Polish gentry is unruly, which leads to constant strife and a divided military. Unless they make up their minds and come forth in unity and strength, soon they will be conquered by their autocrat neighbors. Muscovite Tsardom[] The Time of Troubles has long since passed in Russia. Now a new dynasty of Tsars, the Romanovs, seek to regain the lands once seized by Poland, and expand their nation with the orthodox lands in the West. Alexei Mikhailovich has resolved to regain all the Russian lands that today are claimed by the Polish Commonwealth. The host of the Tsar is vast, and he plans to drive them forth any day now. Kingdom of Sweden[] The Kingdom of Sweden so far remains neutral to both Muscovites and the Poles, but it keeps its cold eye on their northern lands. No one has any doubt that it shall draw its hands around the throat of whichever nation loses the coming war. The Swedes have an impressive army, dreaded by all of Northern Europe. Crimean Khanate[] Islam Giray, aided Bogdan Hmelnitski, depends on an independent Cossacks Hetmanate to shield him against both the Muscovite Tsardom and the Polish Commonwealth. Islam Giray passes for a lavish ruler, and this far he has sided with the Cossacks. But now that Ukraine has allied with Russia, there are rumors that the Tatars would betray the Cossacks, and ally with the Polish Commonwealth instead." "Tver'","Tver' Settlement Information Type Fortress Kingdom Muscovite Tsardom Villages Redkino World Map With Fire & SwordTverRedkinoTemplate:World Map/With Fire & Sword Tver' is a fortress of the Muscovite Tsardom, initially ruled by Prince Ivan Sontsov-Zasekin. It has the village Redkino. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders Both the Lord's Hall and prison are relatively close to the player's spawn point past the gates. During a siege, two ladders are placed on the left side of the gates. Wikipedia has an article on this subject at:Tver Territory of the Muscovite Tsardom TownsCherkassk Moscow Pskov FortressesBryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' VillagesKlin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa TarusaValuiki Yefremovo" "Two-handed One-handed weapons","Two-handed/One-handed weapons can be used either in both hands or in one hand with a shield. Depending on how they are used, they have the advantages and disadvantages of both weapon types. To switch between one and two-handed modes, the player's shield must be equipped/unequipped. Using one of these weapons allows the choice between less damage/speed and more defense or more damage/speed and less defense. Note that any two/one-handed weapon is faster and deals more damage when used with both hands. On horseback, all melee weapons - except the Hafted Blade - are held with one hand only. Either one-handed or two-handed proficiencies, however, will increase depending on whether the player is holding their hybrid weapon alone (2H) or with a shield (1H). Using them on horseback has the unique advantage of being able to use overhead attacks even while in two-handed mode - something that is usually impossible for weapons from the two-handed proficiency. The stats below apply when using them two-handed - when using them one-handed, speed and damage are reduced by 15%. List of Two-handed/One-handed Weapons[] ▼ Show/Hide Two-handed/One-handed weapons ▼ Weapon STR Speed Reach Swing Thrust Weight Price Modifiers Other Bastard Sword 9 98 101 35(cut) 26(pierce) 2.0 294 MasterworkTemperedBalancedChippedRusty Heavy Bastard Sword 9 96 105 37(cut) 27(pierce) 2.3 526 MasterworkTemperedBalancedChippedRusty Morningstar 13 95 85 38(pierce) - 4.5 305 HeavyChippedRusty Can crush through blocksUnbalanced Spiked Staff 9 95 117 24b 20(pierce) 2.5 200 HeavyChippedRusty Strange Sword 9 108 95 32(cut) 18(pierce) 2.0 679 - Part of the strange set ▲ Show/Hide Two-handed/One-handed weapons ▲ Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment" "Two-handed weapons","Two-handed weapons include large axes, swords, and hammers. They can deal more damage per hit and have longer reach than their one-handed counterparts but are generally slower and cannot be used with a shield. Two-handed weapons can be used to block most melee attacks but not projectiles. While on horseback, a 23.5% penalty to damage and speed is applied to these weapons. List of Two-handed Weapons[] ▼ Show/Hide Two-handed weapons ▼ Weapon STR Speed Reach Swing Thrust Weight Price Modifiers Other Axe 8 91 108 32(cut) - 4.0 65 HeavyChippedRusty Bonus against shields Two Handed Axe 10 96 90 38(cut) - 4.5 90 HeavyChippedRusty Bonus against shields Battle Axe 9 88 108 41(cut) - 5.0 240 HeavyChippedRusty Bonus against shields Sarranid Battle Axe 10 89 95 49(cut) - 3.0 350 HeavyChippedRusty Bonus against shieldsUnbalanced Two Handed War Axe 10 96 92 44(cut) - 4.5 152 HeavyChippedRusty Bonus against shields War Axe 10 86 110 43(cut) - 5.0 264 HeavyChippedRusty Bonus against shields Sarranid War Axe 10 90 90 46(cut) - 2.5 280 HeavyChippedRusty Bonus against shieldsUnbalanced Great Axe 10 94 96 47(cut) - 4.5 316 HeavyChippedRusty Bonus against shieldsUnbalanced Maul 11 83 79 36(blunt) - 6.0 97 HeavyChippedRusty Can crush through blocksUnbalanced Sledgehammer 12 81 82 39(blunt) - 7.0 101 HeavyChippedRusty Can crush through blocksUnbalanced Great Hammer 14 79 75 45(blunt) - 9.0 290 HeavyChippedRusty Can crush through blocksUnbalanced Iron Mace - 90 95 35(blunt) 22(blunt) 4.5 470 HeavyChippedRusty Can crush through blocksUnbalanced Shortened Military Scythe 10 90 112 45(cut) - 3.0 264 MasterworkTemperedBalancedChippedRusty Voulge 8 87 119 35(cut) - 4.5 129 HeavyChippedRusty Bonus against shields Shortened Voulge 10 92 100 45(cut) - 4.5 228 HeavyChippedRusty Bonus against shields Bardiche 10 91 102 47(cut) - 4.8 291 HeavyChippedRusty Bonus against shieldsUnbalanced Great Bardiche 10 89 116 50(cut) - 5.0 617 HeavyChippedRusty Bonus against shieldsUnbalanced Sword of War 11 94 130 40(cut) 31(pierce) 3.0 524 MasterworkTemperedBalancedChippedRusty Two Handed Sword 10 97 110 40(cut) 28(pierce) 2.8 670 MasterworkTemperedBalancedChippedRusty Great Sword 10 95 125 39(cut) 31(pierce) 2.8 423 MasterworkTemperedBalancedChippedRusty Great Sword 10 96 120 42(cut) 29(pierce) 2.8 1123 MasterworkTemperedBalancedChippedRusty Strange Great Sword 11 92 125 38(cut) - 3.5 920 - Part of the strange set Two Handed Sabre 10 96 120 40(cut) - 2.8 523 MasterworkTemperedBalancedChippedRusty Two Handed Sabre 10 96 120 44(cut) - 2.8 920 MasterworkTemperedBalancedChippedRusty War Cleaver 10 93 120 45(cut) - 2.8 640 MasterworkTemperedBalancedChippedRusty ▲ Show/Hide Two-handed weapons ▲ Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment" "Ui Neill of Aileach","Ui Neill of Aileach Official Information Ruler Ard Ruire Aed mac Niall Claimant Ard Tiarna Dungal The Ui Neill of Aileach are one of the 21 factions in Viking Conquest. It is one of the Irish kingdoms fighting for supremacy over Ireland. It is a Christian Gaelic kingdom. Contents 1 ​Rulers 2 ​Vassals 3 Territory 4 Trivia ​Rulers[] Ard Ruire Aed mac Niall Initial ruler Ard Tiarna Dungal Claimant ​Vassals[] Mael Domnall mac Aeda Mael Dabaill Mael Dub mac Aeda Ruire Congalach mac Finnachta Tiarna Cummascach mac Muiredaig Mael Padraig mac Curarada Tiarna Laidhgnen mac Donnagain Territory[] Aileach is its capital and only port. Territory of Ui Neill of Aileach TownsAileach CastlesRath Clochair Fir Fearnmhaigh Ard Macha Mag Dumai VillagesBal Clochair Bal Fearnmhaigh Bal Macha Bal Dumai Bal Aileach East Bal Aileach West Trivia[] The Ui Neill in-game represent the rule of the Uí Néill dynasty in medieval times, a powerhouse clan that acted as a hegemon in the north of Ireland. Ruled by the descendants of Niall Noígíallach, the Kingdom of Aileach prospered for centuries until its eventual fall. In the 867 starting date, Aileach is coming off of a massive victory at the battle of Lough Foyle in 866, which more or less permanently drove the vikings from Ulster. This was at the hands of King Áed Findliath, who currently rules over the north. Wikipedia has an article on this subject at:Northern Uí Néill Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "United Kingdom","The banner of the United Kingdom. The United Kingdom is a nation in the Mount&Blade: Warband downloadable content, Napoleonic Wars. Background[] The British Empire is on the rise, constantly expanding and strengthening her influence over the world. However, to become the world’s dominant power, Britain first need to get rid of her most dangerous and ambitious enemy - Imperial France. While Britannia may rule the waves, France still dominates the continent, something London neither can, nor will tolerate. As financing the armies of Napoleon’s enemies to get rid of the ""Corsican monster"" turned out to be ineffective, His Majesty’s armies are now to take over and make their own attempt to drive back the French with fire and cold steel. However, trying to maintain a huge empire as well as a war against the United States, Britain has to compensate the lack of troops with professionalism and solid discipline. At the same time huge diplomatic resources are being used to pressure Austria and Prussia to join another coalition. Britain needs all the help she can get if she is to beat back the huge armies of France. Units[] Infantry 33rd (1st York, West Riding) Regiment of Foot - Line Infantry 5th Line Battalion, The King's German Legion - Line Infantry 42nd (The Royal Highland) Regiment of Foot - Highland Infantry 51st (2nd York, West Riding, Light Infantry) Regiment of Foot - Light Infantry 95th Regiment of Foot (Riflemen) - Riflemen Cavalry 1st KGL Hussars - Hussar 23rd Light Dragoons - Light Horse 6th (Inniskilling) Dragoons - Heavy Cavalry Royal Horse Guards Blue - Heavy Cavalry Specialists Royal Foot Artillery - Artillery 2nd Rocket Troop - Rocket Artillery Sapper - Engineer Ship Crew - Infantry (HMS Neptune) Arthur Wellesley, Duke of Wellington - Commander Voice commands & Battle cries[] Battle cries ""Huzzah!"" ""God save the king!"" ""For king and country"" ""Rule Britannia"" ""Hurrah for old nosey"" ""Bydand"" ""Come on yer bastards"" ""Scotland Forever"" ""Sons of the hounds, come here and get flesh"" Surrendering ""I surrender!"" ""Don’t shoot me!"" ""Spare me!"" Officer commands ""Make Ready"" ""Present"" ""Fire"" ""Charge!"" ""Company, advance!"", ""Company, forward march!"", ""Company, forward!"" ""Hold this position!"", ""Defend this position!"" ""Fire at will!"" ""Company, on me!"", ""On me!"" ""Fall back!"" Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Urumuda Noyan","Urumuda Noyan Official Information Kingdom Khergit Khanate Monarch Sanjar Khan Title Vassal Personal Details Gender Male Urumuda Noyan is initially a vassal in the Khergit Khanate under the rule of Sanjar Khan. He is the most lightly armored lord in the game, wearing the same clothes in battle as he does when resting in his keep. You may fight him or have him side with you if you help Dustum Khan, the claimant of Khergit Khanate and Sanjar's brother, to gain control of the Khanate. His banner resembles the flag of the Crimean Tatar people. The Crimean Khanate later appeared in With Fire & Sword. Family[] Spouse: Lady Yasreen Children: Akadan Noyan, Lady Nadha Note: Certain aspects of most NPCs are randomly generated at the beginning of every new game; these include all family lines (other than the parents and siblings of younger NPCs or spouse and children of older NPCs), personalities, and initial fief ownership. Stats and equipment[] Urumuda Noyan - Default Stats and Equipment Attributes Stat Points Level 26 Strength 16 Agility 16 Intelligence 10 Charisma 18 Health 57 Armor Head Skullcap, Khergit Guard Helmet Body Leather Vest Hand Lamellar Gauntlets Foot Leather Boots, Hide Boots Skills Skill Points Ironflesh 3 Power Strike 4 Power Throw ? Power Draw 4 Weapon Master ? Shield ? Athletics 2 Riding 4 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics 3 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 2 Leadership 5 Trade ? Proficiencies Weapon Type Points One Handed Weapons 160 Two Handed Weapons 160 Polearms 160 Archery 160 Crossbows 160 Throwing 160 Weapons Melee Sabre Ranged ? Shield Round Cavalry Shield Mount Courser Gallery[] Urumuda Noyan in battle gear Khergit Khanate Monarch: Claimant: Sanjar Khan Dustum Khan Vassals: Akadan Noyan Alagur Noyan Asugan Noyan Belir Noyan Brula Noyan Chaurka Noyan Dundush Noyan Hugu Noyan Imirza Noyan Karaban Noyan Kramuk Noyan Nasugei Noyan Sebula Noyan Tansugai Noyan Tirida Noyan Tonju Noyan Tulug Noyan Ulusamai Noyan Urubay Noyan Urumuda Noyan Ladies: Lady Arjis Lady Atjahan Lady Ayasu Lady Borge Lady Chedina Lady Dulua Lady Hindal Lady Kefra Lady Mahraz Lady Mechet Lady Nadha Lady Nirvaz Lady Qutala Lady Ravin Lady Ruha Lady Selik Lady Thalatha Lady Tuan Lady Yasreen Lady Zenur" "Uzyn-bey","Uzyn-bey Official Information Kingdom Crimean Khanate Monarch Khan Islam Giray Title Vassal Personal Details Gender Male Uzyn-bey is initially a vassal of the Crimean Khanate. This article is a stub. You can help out by expanding it. Crimean Khanate Monarch: Claimant: Khan Islam Giray Mehmed Giray Vassals: Ahmed-pasha Argun-bey Baesid-khan Baryn-bey Bukryn-bey Imad-pasha Mansur-bey Mirza Agish Mirza Appak Mirza Argyn Mirza Davletshi Mirza Divey Mirza Enikey Mirza Karach Mirza Yanmamed Mirza Yelchy Sedjet-bey Shirin-bey Uzyn-bey Yashlav-bey" "Valuiki","Valuiki Settlement Information Type Village Kingdom Muscovite Tsardom Fortification Izum Fortress World Map With Fire & SwordValuikiIzum FortressTemplate:World Map/With Fire & Sword Valuiki is a village of the Muscovite Tsardom, subordinate to Izum Fortress. Layout[] Player Elder Fugitive Valuiki is built across a river, as a Russian-style village with ten houses. Access to the water is blocked by invisible barriers. The Village Elder can be found by starting from the player's entrance, crossing the river and turning right on the first house. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be found by turning left once the path across the river splits, and he will be behind the house on the right. Territory of the Muscovite Tsardom TownsCherkassk Moscow Pskov FortressesBryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' VillagesKlin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa TarusaValuiki Yefremovo" "Varvara","Varvara Appears in Official Information Culture Russian Character Details Hire Cost 200 thalers Likes Victor De La Buscador Liked by Mamai Dislikes Ingri, Tepes, Kill local merchant, Bring back runaway serfs, robbing or raiding villages Disliked by Bakhyt, Sarabun Character Background Home Novgorod Background Housewife Varvara is one of the Heroes in With Fire & Sword. She is comparable to Deshavi in terms of the backstory similarity and Katrin in Attribute Similarity. Dialogue[] Main article: Varvara/Interactions Stats and equipment[] Varvara - Default Stats and Equipment Attributes Stat Points Level 4 Strength 8 Agility 7 Intelligence 8 Charisma 10 Health 47 Armor Head ? Body Female Dress Hand ? Foot Village Boots Skills Skill Points Ironflesh 2 Power Strike 3 Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting 1 Inventory Management 2 Wound Treatment 2 Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade 1 Proficiencies Weapon Type Points One Handed Weapons 50 Two Handed Weapons 50 Polearms 50 Archery 50 Firearms 50 Throwing 50 Weapons Melee Bludgeon Ranged ? Shield ? Mount ? Player's Companions Algirdas Bakhyt Colonel Zagloba Fatima Fedot Ingri Karlsson Mamai NogaiOksana Priest Spasokukotsky Sarabun Tepes Varvara Victor de la Buscador Yelisei" "Varvara/Interactions","This is a list of interactions with Varvara. Contents 1 Introduction 2 Reencounter 3 Retirement 4 Rehire 5 Story: Novgorod 6 Like Quotes 6.1 Victor de la Buscador 7 Dislike Quotes 7.1 Ingri 7.2 Tepes Introduction[] What are you looking at? Want to taste my rolling-pin? God forbid, no! I thought you had something to tell me. So what is your name? ""My name is Varvara, of Novgorod. -- There I lived my whole life, before I became a widow. After he developed a passion for mead, my late husband began to beat me. Often he would come home blind drunk, and then go right for the belt... Well, one day I couldn't take it any longer. When he appeared, I was busy with dough in the kitchen, working my tired hands... So I gave him a blow on top of his head with my rolling-pin -- and broke his skull. Oh, what trouble there was then! The guards came and wanted to bring me before the judges. I was so enraged I was beside myself. I grabbed a long-handle axe from one of the guards and drove the lot of them into the Volkhov River, right up to their necks. Then I ran off here to my sisters' place... She used to live here, but a week ago she passed away."" So, you say you crushed your husband's skull with a rolling-pin and drove off three guards with a halberd? I am quiet as a mouse when I am calm. But if I am angry, I can crush anyone with my bare hands. Take me with you, good sir. I can cook pies as well! All in all, if you need something done about the household, call me. Pies you say? I feel you might be more useful on the battlefield than in the kitchen. Oh, what joy! Kind sir, can you not spare a mere 200 thaler for some new Moroccan shoes? -- I can't go anywhere in these foot-wraps. All right, take it. I am glad to have you with us. There was a woman, a warrior in France once upon a time, Joan of Arc. She came to a bad end... My, my. I pity whoever gets mixed up with you. Nay and nay! I am leaving already... Reencounter[] Now I'm sitting here and thinking where to go. Retirement[] Oh (sir/madam), I cannot bear this wanderer's life much longer. We travel the fields and woods, like bears woken up in the winter. I feel must try to return home. Thank you for bread and salt, for refuge and for wisdom shared. Rehire[] Ah, (sir/madam)! There is no such thing as a happy life for a poor widow. My house was taken by the treasury on the orders of the warlord. I am a mere wanderer once more. Take me back, I beg you! -- I will serve you hand and foot. Story: Novgorod[] This quiet forest stream is called Volkhov. From here it is but a short way to Novgorod. It is a large, rich city. I passed my childhood in the trading quarters. I didn't like dolls and used to play skittles with the boys. As I grew up I learned to work with the oven. It was there I discovered that a rolling-pin in a strong hand is every bit as deadly. Like Quotes[] Victor de la Buscador[] Who's that rider there? Perhaps it is Victor de la Buscador returning from the round? Oh, I can't speak badly of him -- he's a delicate and courteous gentleman. And he always praises my cooking, and... well, he is very kind, you know... If you see him, tell him to hurry to lunch. I saved some delicacies for him. Were my husband that gallant and stately, I wouldn't have broken my rolling pin on his head. Dislike Quotes[] Ingri[] Oh well, I can no longer stand it. That Ingri, the heathen merchant, bought rotten meat and withered vegetables again. How am I supposed to make a lunch of that? Here's what I say. Two mistresses should never stand at the same oven. You are no Tatar, to have four wives or the like. So if she continues to stick her nose in all the household business... Tepes[] Forgive this poor wife speaking out, but tell me please, why is it you took a vampire in our party? Of course, I'm talking about Tepes -- who else? He's just like in my grandmother's fairytales. Perhaps he is a good warrior, but so what? When he wanders about in the night, my heart fills with terror. And I am not alone in that feeling... You have a decision to make..." "Vassals","A group of vassals following their Marshall. A vassal is a servant of a ruler, and are usually lords of castles and villages. There are many vassals in the game, each one aligned to a certain faction. The player can become a vassal by swearing an oath to a king or by marrying into the family of one of his vassals. When swearing an oath to a king, the king will bestow upon the vassal a fief, which will be the current poorest village in the faction's territory. You will also be given the option to choose a Banner, if you don't already have one. Breaking your oath will result in a large drop of honor and relation, as well as making enemies with all of your previous faction. They can be restored if you want to be friends with them again by allying with another faction, however your honor will stay the same. In Warband, the player can create their own kingdom and give vassalage to their companions, thus allowing them to have their own army. Non-Town/Castle Owning Vassals does not start spawning until Day 1 in the Afternoon. Every faction has 20 vassals, 8 old ones and 12 young ones. Contents 1 Titles 1.1 Warband 1.2 With Fire & Sword 1.3 Viking Conquest 2 Houses of vassals 3 Romance of vassals 4 Realigning 4.1 Indictments 4.2 Political Calculations 5 Personalities 5.1 Overview 5.1.1 Martial 5.1.2 Quarrelsome 5.1.3 Pitiless 5.1.4 Cunning 5.1.5 Sadistic 5.1.6 Good-natured 5.1.7 Upstanding 5.2 Regarding release 5.3 Regarding war 5.4 Regarding foreigners 5.5 Regarding Village Aid 5.6 Normal Introduction and Rumor 5.7 Female Introduction 5.8 Politics 5.9 Battle Dialogue 5.10 Other Titles[] Warband[] All vassals held the title of ""Lord"" in classic Mount&Blade, however Warband gave the various factions different titles. Faction Title Placement Meaning Khergit Khanate Noyan After name Mongolian: Commander/Gentleman Kingdom of Nords Jarl Before name Old Norse-derived: Chieftain Kingdom of RhodoksKingdom of Swadia Count Before name A particular high-ranking European noble title Sarranid Sultanate Emir (male)Sayeda (female) Before name Arabic: Commander/Prince/Leader Kingdom of Vaegirs Boyar Before name Russian/Ukrainian/Romanian/Bulgarian: Commander/aristocrat Player kingdom Lord Before name A person of authority Bunduk Tribune Before name Roman: an elected official who worked for the plebeians With Fire & Sword[] With Fire & Sword expanded on titles, giving various titles even within the same Nation. Nation Title Placement Meaning Crimean Khanate Bey After name Turkic: Chieftain Crimean Khanate Khan After name Turkic: Military ruler Crimean Khanate Mirza Before name Turkic: Prince(In reality, Turkic grammar would dictate this title be placed after the name) Crimean Khanate Pasha After name Turkic: Lord Cossack Hetmanate Army Chief Before name - Cossack Hetmanate Colonel Before name Senior military officer below general Cossack Hetmanate Company Commander Before name Commanding officer of a ""company"" Kingdom of Sweden Baron Before name Title of nobility Kingdom of Sweden Elector Before name Member of the electoral college of the Holy Roman Empire Kingdom of Sweden General Before name High-ranking officer Kingdom of Sweden Governor Before name An executive official Kingdom of Sweden Governor-General Before name An official representing the monarch in an independent territory Kingdom of Sweden Ratsherr Before name German: Councilor Muscovite Tsardom Chief Before name Supreme military commander (Ataman) Muscovite Tsardom Prince Before name A hereditary title of nobility Muscovite Tsardom Noble Before name A person of nobility Muscovite Tsardom Warlord Before name A person with civil and military control over an area (Voivode) Polish Commonwealth Colonel Before name Senior military officer below general Polish Commonwealth Cornet Before name Cavalry officer Polish Commonwealth Hetman Before name Polish: General Polish Commonwealth Prince Before name A hereditary title of nobility Polish Commonwealth Warlord Before name A person with civil and military control over an area Viking Conquest[] Viking Conquest has an all new set of titles. Many of them overlap between the numerous factions in the game. Factions Title Placement Meaning Kingdom of AlbanKingdom of LaiginKingdom of MumainKingdom of UladhTribe of Osraige Ard Tiarna Before name Irish: High lord Kingdom of West Seaxe Aetheling Before name A prince eligible to the throne Kingdom of Northhymbre Cyning Before name Old English: King Kingdom of East EngleKingdom of MierceKingdom of West Seaxe Dryhten Before name Old English: Lord; Governor Kingdom of East EngleKingdom of MierceKingdom of NorthhymbreKingdom of West Seaxe Ealdorman Before name Chief magistrate Kingdom of DanmarkKingdom of LaithlindKingdom of NorthhymbreKingdom of Northvegr Hersir Before name Viking commander Kingdom of DanmarkKingdom of NorthhymbreKingdom of Northvegr Konungr Before name Old Norse: King Kingdom of DanmarkKingdom of FrieseKingdom of LaithlindKingdom of NorthhymbreKingdom of Northvegr Jarl Before name Old Norse-derived: Chieftain Kingdom of Alt ClutKingdom of CornubiaKingdom of GlywyssingKingdom of Gwynedd Guledic Before name Chief elder Kingdom of AlbanKingdom of Alt ClutKingdom of BrycheiniogKingdom of ConnachtaKingdom of CornubiaKingdom of GlywyssingKingdom of GwyneddKingdom of MideKingdom of UladhTribe of OsraigeUi Neill of Aileach Mael Before name Middle Welsh: Prince Kingdom of Gwynedd Ri Before name King Ui Neill of Aileach Ruire Before name King Kingdom of AlbanKingdom of ConnachtaKingdom of LaiginKingdom of MideKingdom of MumainKingdom of UladhUi Neill of Aileach Tiarna Before name Irish: Lord Kingdom of GlywyssingKingdom of Gwynedd Tiern Before name Spelling variant of Tiarna; Lord Houses of vassals[] Some vassals are in a family of others (Warband and Bannerlord only). If you intend to make a syndicate of vassals, it is highly recommended to find the oldest vassal and set him as standard, as he will have many sons, nephews, and sons-in-law who are vassals too. Note that certain members of family are randomized at the beginning of a new game. Only the younger vassals' parents and siblings, and the older vassals' spouse and children are not randomized. Vassals in the same family will... Not try to denounce, indict, or attack each other. Ask players for help when one of them is captured. Pressure or support romance of player and a lady, if the lady is member of that family. Try to denounce other families aggressively. Romance of vassals[] You are not the only person dealing with courtships. Unmarried vassals will meet with ladies and occasionally marry them. Male characters may see vassals as rivals. If you have a contender in romance and you don't want to lose, you can: Duel with him. Damage his renown, or indict treason. Gain more renown and become a more competent groom. Note that above ways will damage your relationship with that vassal, resulting in damage to your kingdom. Female characters can attempt to marry vassals, but depending upon their personalities, not everyone will be receptive to the idea. Realigning[] An indictment notification from the mod Anno Domini 1257. Sometimes, a vassal will change their alignment if: Their kingdom is defeated and they have nowhere to go. They think their kingdom is hopeless. They have a low relation with their liege. Their kingdom holds no territory but has not yet been defeated (i.e. the ruler of the faction remains on the overworld map). The player persuades them to realign. Note that while most vassals think realigning is a dishonorable act, many of them will do so with every month or so. Especially when Syndicating of that kingdom is serious. Also, if you managed to persuade a lord that is in a faction you are in war with to become one of your faction's vassal, his title will be changed to that specific faction. For example, if you persuade a Swadian Count to join the Kingdom of Nords, his title will be changed to Jarl. However, you have to successfully persuade them, or their title remains the same, and they will stay in that faction. Success requires very high charisma and persuasion around 8-10, though you can decrease these requirements by increasing your relations before you are at war with that faction. Indictments[] Vassals can be indicted by monarchs, including the player, for treason. This happens in non-player kingdoms when a vassal's controversy is high and their relation with their liege is low. Most often, this occurs because a vassal has not had a fief for a long time. All other vassals in the kingdom will lose relation with their liege. How much relation is lost depends on a variety of factors, such as the indicted vassal's relation with their liege and their family connections. Family of an indicted vassal lose more points of relation with their liege than other vassals. The amounts are: Spouse: -7 Parent/child: -6 Sibling: -4 Other familial relation (cousin, in-laws): -2 Political Calculations[] In Warband, the game is continuously cycling through all vassals in the background in order of their position in troops.txt. During this process, they asses their court position, relation with their liege, and their position on the faction's political issue. For example, if a faction's political issue is selecting a marshal, when the game reaches them in the list, they will decide who they support for marshal. The same is true for a fief. However, during the political calculations process, vassals will also either gain or lose relation with their liege, most often because they have fiefs or do not have them. Martial and cunning lords lose 2 relation with their liege for every cycle they do not have a fief, while quarrelsome, sadistic, and pitiless lords lose 4. Good-natured and Upstanding lords do not lose relation for lack of a fief. Once relation between liege and vassal is below -50, they will begin to realign. Vassals can only realign autonomously if they are alone (i.e. if their party is next to another vassal's, they cannot realign). However, if they are alone, they will either be indicted or defect once their position in the list is reached and political calculations are performed. Personalities[] All vassals have different values and personalities, ranging from peaceful inland patrol to restless warmongers. Senior vassals (the ones who already have children) have consistent personalities between games, while the younger vassals' personalities are randomly assigned at the start of every new game. Most of the vassals who own cities are martial. A kingdom with an extra city usually has lords that have personalities that are not martial. All of these are quarrelsome (with exception of Clais, who is pitiless). Overview[] There are seven lord personalities in Warband: Martial Quarrelsome (called Bad-Tempered upon encounter if Cheat Menu is enabled) Pitiless Cunning (sometimes called Calculating) Sadistic (called Debauched on Notes page if the Cheat Menu command ""Update political notes"" is used) Good-natured Upstanding Martial[] Martial lords, as the name implies, are primarily concerned with warfare. A neutral personality type, martial lords are somewhat easy to manage as a ruler. They are chivalrous, but not to the extent of good-natured and upstanding lords. Most notably, they love war, and will become restless if the faction is at peace for a long time. An easy way to resolve this is to hold a feast every time you are able to in peacetime, while in wartime they are happy, so this becomes unnecessary. Martial lords will also slowly become disgruntled over time if they do not have fiefs, and will become upset if another vassal is granted a fief if they have fewer than three. They make for useful and aggressive marshals, and usually have higher renown and thus can field bigger armies. Like their more honorable counterparts (good-natured and upstanding), martial lords dislike unjust wars. Even though they will be contented in war time, declaring war without justification results in a loss in relation with martial lords. However, declaring war with provocation results in a relationship gain of 1. This effect is global; chivalrous lords in all kingdoms, not just the player's, will lose relation for unjust wars. Quarrelsome[] Quarrelsome lords are dishonorable, cruel, and rude, and they frequently start rivalries within a faction. They are difficult to manage by the player, similar to sadistic lords. They are perhaps the worst personality for a vassal to have, and will become upset if another vassal gets a fief. Like pitiless and sadistic lords, they constantly want fiefs, and are generally selfish after their relatives are provided enough fiefs. Quarrelsome lords, like sadistic and pitiless lords, love raiding villages, and will often do so even if their faction is on campaign and the army is assembling nearby. They do not tolerate having no fiefs, and will become disgruntled over time. Upon defeat by the player, regardless if they are let go or not, you will lose 1 relationship point with them. Honorable players begin a relationship with a -3 relation to a quarrelsome lord. As with every other dishonorable lord, is it inadvisable to recruit them into your kingdom unless the player is dishonorable. Pitiless[] Pitiless lords are merciless lords who love war and dislike honorable actions. They are not as difficult to manage as quarrelsome and sadistic lords but are of a somewhat negative personality type. You gain relationship with them when they are released, but they are dishonorable, and, like the other two, are fine with switching lieges. In most respects, pitiless lords are identical to sadistic and quarrelsome lords, except that they are grateful to be released, save for a parting insult that the player will be ""finally defeated"" and they will request for their ""death to be swift and merciful."" Like other lords, they require a fief to content. They give quests that require the player to behave dishonorably, such as Kill local merchant. They also exclusively give the quest Bring Back Runaway Serfs. Like quarrelsome lords, victory over a pitiless lord will cause your relationship with that lord to decrease by 1. Cunning[] Cunning lords are of a neutral personality type. They are primarily concerned with themselves and amassing as much power as possible. Like martial lords, they require three fiefs to keep happy. They also start rivalries more frequently than martial lords, but not as frequently as quarrelsome, pitiless, and sadistic lords. They appreciate being released, and there are no negative consequences to doing so, however if your faction is still at war with theirs, you do not gain bonus points with them upon next meeting, a quality shared with Pitiless lords. They also give some dishonorable quests, such as Kill local merchant. Sadistic[] Sadistic lords are cruel lords who hate chivalry, love conflict, and revel in death. They freely raid villages, attack caravans, and they disregard the wellbeing of others. Sadistic lords are perhaps the second worst if not worst personality type, beside quarrelsome. They share almost all traits and behaviors with other dishonorable lords, including dishonorable quests. They also hate being released after defeat, like quarrelsome but unlike pitiless. However, a potential benefit to a player is that sadistic lords will consistently, almost feverishly, raid villages during wartime, like quarrelsome lords, which enables a faction to quickly rack up war damage against another. Similarly, Sadistic (and quarrelsome) lords are almost incapable of talking to the player without insulting them, and are thus easy to identify. Good-natured[] Good-natured lords hold one of two positive personality types in Warband, and perhaps have the best. These lords are friendly, affable, and want to see justice done in the world. They are also less formal than upstanding lords, and are most concerned with a ruler ruling justly. Good-natured lords, like upstanding lords, gain 1 point of relation with the player per 3 points of honor. This means that if the player has 300 points of honor, good-natured lords are devoted to the player before they even meet them. They also cannot lose relationship with the player past that point unless honor goes below 300. Good-natured lords tolerate having no fiefs, and do not care if someone other than them or their supported choice is given a fief, even if they have none for a long time. Having high honor negates any potential ramification of a good-natured lord not having a fief. Good-natured lords do not, however, make exceptional marshals, unless they have high renown. Despite this, they do behave honorably on campaign, and will avoid raiding villages, believing that they should not attack innocents. Like upstanding lords, they almost always love their liege, and are nearly impossible to persuade to join your faction unless they have been beaten repeatedly (and thus repeatedly lose relation with their liege) or their kingdom is on the verge of collapse. This remains true even with a very high relationship. They are selfless with who they support in getting a fief, as long as they have enough to match their renown (the higher the renown, the more fiefs they'll want for themselves before they start supporting everyone else). When persuading to join a faction, the correct options is, ""Because I will rule justly and protect the rights of the commons."" Upstanding[] Like good-natured lords, upstanding lords are one of two positive personality types in Warband. Upstanding lords value honor, loyalty, and valor, and they are fiercely loyal to their liege. They share almost all traits with good-natured lords, including a point in relationship per every three points of honor. They tolerate not having a fief, and do not become disgruntled when a fief they want is given to someone else. Like good-natured lords, they hate dishonorable lords, and often feud with cunning lords. Unlike good-natured lords, however, they make for better marshals, and more frequently besiege towns and castles (but also avoid attacking villages). If the player is dishonorable, it is inadvisable to recruit upstanding or good-natured lords, as they will frequently be upset with the player for their actions. If the player is honorable, however, upstanding and good-natured lords can be indispensable for a stable kingdom, though they are also very difficult to persuade. A notable difference between upstanding and good-natured lords exists for female characters, whom upstanding lords will refuse to marry regardless of relation. Good-natured lords are not so conventionally-minded. When persuading to join a faction, the correct option is, ""According to the ancient law of Calradia, I should be {queen/king}."" Regarding release[] If defeated in battle by the player, some lords take being released as honorable act. Others, however, will take it as an offense. The player will gain relationship bonuses after releasing them, and will get a chance to beg them to let them go in the next battle (with a steep cost in relation). However as mentioned before, some take being released as dishonorable, resulting in a relationship penalty on the next meeting. The best way to find out who hates being released is by releasing every caught lord and keeping track. Lord reactions to being released are as follows: Appreciates release, 5 point relation bonus: Martial Appreciates release, 2 point relation bonus if still at war: Good-natured, upstanding Appreciates release, 1 point relation bonus if still at war: Liege (kings) Appreciates release, no relation bonus if still at war: Cunning, pitiless Hates release: Bad-tempered/quarrelsome, sadistic Regarding war[] Some lords hate wars. They stick themselves inside the kingdom, battle with bandits, and do nothing else. If that lord becomes marshall of the kingdom, the campaigns will often be touch-and-go without any progress every time. With aggressive lords, it's the exact opposite. Lords do tend to support their friends, if a lord has many friends within his faction, then his friends will attempt to help defend his fiefs, whereas if a lord is hated, they will not defend him by their own choice. Regarding foreigners[] The player is always of foreign birth, and this attracts hate from some xenophobic lords. If you try to marry a lady, some lords will say you're foreigner and have no rights to do so. The result is nearly -10 relationship penalty. Regarding Village Aid[] Completing quests for villages is beneficial to the player, increasing the number and quality of troops that can be recruited from them, and is often a common task performed before swearing fealty or starting one's own faction. Some lords will thank the player for aiding their tenants, while others will warn the player away from accepting quests from their fiefs, as it undermines their authority. Normal Introduction and Rumor[] Personality Introduction (low Renown) Introduction (high Renown) Introduction (Noble) Rumor Upstanding Peace to you, and always remember to temper your valor with mercy, your courage with honor. I know your name. They say you are a most valiant warrior. I can only hope that your honour and mercy matches your valor. I see that you carry a nobleman's banner, but I do not recognize the device. No doubt you have come to Calradia in search of wealth and glory. If this indeed is the case, then I only ask that you show mercy to those poor souls caught in the path of war. People say that it is good to be in the service of . He is good to his followers, and rewards them if they work well. Martial Perhaps you are not of gentle birth, but even a commoner, be he of sufficient valor, may make something of himself some day. Your fame runs before you! Perhaps we shall test each other's valor in a tournament or on the battlefield! I see that you carry a nobleman's banner, but I do not recognize the device. No matter -- a brave {man's/warrior's} home is all the world, or so they say! They say that loves nothing more than war. Good-Natured Well, you look like a good enough sort. I've heard of you! It's very good to finally make your acquaintance. I see that you carry a nobleman's banner, but I do not recognize the device. Forgive my ignorance, {sir/my lady}! It is good to make your acquaintance They say that is a good man and treats people living in his lands decently. That is more than what can be said for most of the nobles. Quarrelsome Speak quickly, if you have anything to say, for I have no time to be bandying words with common soldiers of fortune. I've heard of you. Well, I'm not one for bandying words, so if you have anything to say, out with it. I don't recognize the device on your banner. No doubt another foreigner come to our lands, as if we didn't have so many here already. They say that almost came to blows with another lord lately, because the man made a joke about his nose. Cunning Well... I have not heard of you, but you have the look of a man who might make something of himself, some day Ah, yes. At last we meet. You sound like a good man to know. Let us speak together, from time to time I see that you carry a nobleman's banner, but I do not recognize the device. Still, it is always worthwhile to make the acquaintance of {men/women} who may one day prove themselves to be great warriors. They say that is a cunning opponent. Pitiless You have the look of a mercenary, another vulture come to grow fat on the misery of the land. I know your name. It strikes fear in men's hearts. That is good. Perhaps we should speak together, some time. I see that you carry a nobleman's banner, but I do not recognize the device. Another vulture come to grow fat on the leftovers of war, no doubt! I heard that has a squire executed because the unfortunate man killed a deer in his forest. Sadistic Normally I cut the throats of impudent commoners who barge into my presence uninvited, but I am in a good mood today. I know your name -- and from what I hear, I'll warrant that many a grieving widow knows too. But that is no concern of mine. I see that you carry a nobleman's banner, but I do not recognize the device. Perhaps you are the bastard {son/daughter} of a puffed-up cattle thief? Or perhaps you stole it? They say that likes to torture his enemies. I wouldn't want to get on the bad side of that man. Female Introduction[] Personalities Introduction (Low Renown) Introduction (High Renown) Introduction (Noble) Upstanding It is not every day that we see a woman caparisoned for war. Please do not take this amiss, my lady, for you have every right to protect yourself, but I cannot pretend to be fully comfortable with your decision to fight in battle. I would prefer that women be untouched by these wars, as I believe the female to be the custodian of what little gentility and tenderness remains to us. Greetings, my lady. Even with the dust of the march upon your clothes and gear, I can see that you are not lacking in the graces of your noble sex. It is not every day that we see a woman caparisoned for war. Please do not take this amiss, my lady, for you have every right to protect yourself, but I cannot pretend to be fully comfortable with your decision to fight in battle. I would prefer that women be untouched by these wars, as I believe the female to be the custodian of what little gentility and tenderness remains to us. Martial I must say, my lady -- do be careful, riding about this dangerous land. If you ever wished to seek a more... em... settled life, I'm sure I could find you a worthy husband from among my men. Greetings, my lady. Although I see from your demeanor that you are not a conventional maiden, I hope that you are not averse to a declaration of admiration from me, your most humble servant. I do not recognize the device on your banner, but clearly you are a lady of rank. Please consider me your most humble servant. Good-Natured From the look of you, I suppose you can handle yourself, but do be careful out there, my lady. My lady, if you are skilled as arms as you are fair in countenance, then your enemies should indeed fear you! I see that you carry a nobleman's banner, but I do not recognize the device. Forgive my ignorance,, my lady! It is good to make your acquaintance. Quarrelsome By the way, girl -- does your husband know that you nicked his weapons and armor? I'll bet you're in for a right old beating when you get home! Heh. Fancy this -- a maiden, all equipped for war. Well, it's a strange sight, but in your case, I can imagine that it might grow on me. I don't recognize the device on that banner. Clearly another foreigner come to our lands, bringing their strange ways. Cunning It is not unheard-of for a woman to seek her fortune on the battlefields of Calradia, but neither is it usual. I shall be most interested in your progress. Greetings, my lady. Please do not think it forward, if I say that it is unusual to see a woman caparisoned for war. I hope that one day I may be the father of a daughter possessed of such bravery and spirit. It is not unheard-of for a woman to seek her fortune on the battlefields of Calradia, but neither is it usual. I shall be most interested in your progress. Pitiless These are fallen times indeed, when even women turn brigand, to pick the leavings from the wreckage of war. It is unusual to see a woman girt for war. Be careful, my lady -- it is a harsh world, and it would be a shame to see such beauty marred by a sword-blow. I see that you carry a noble's banner, but I do not recognize the device... You should know, lady, that in Calradia it is the men to ride to war, and if you seek to overturn the natural order of things, you will find your fair head stuck on a pike -- like that of any other rebel! Sadistic A woman, caparisoned for war! Well, I suppose that you're no more womanly than most of those in my service who call themselves warriors. What have we here! A woman, caparisoned for war! Well, I dare say that one as fair as you could lend a touch of femininity even to a mail hauberk. You appear to be of noble rank, but I don't recognize your banner. Clearly, another foreigner come to our shores -- no doubt from a land where men are weak, and the women ride to war in their place! Politics[] Personalities Private Chat (Insufficient Relation) Private Chat (Low Relationship) Philosophy Rebellion Dillemia Rebellion Dilemma 2 Upstanding I would prefer to conduct our affairs out in the open. Do not take this amiss, but with you, I would prefer to conduct our affairs out in the open. Kingship and lordship have been instituted to keep the peace and prevent the war of all against all, yet that must not blind us to the possibility of injustice. This is troublesome. It is a grave thing to declare my homage to (faction leader) to be null and void, and dissolve the bonds which keep our land from sinking into anarchy. Yet I am also pledged to support the legitimacy of the succession, and (claimant) also has a valid claim to the throne. I feel that I must do whatever is best for the realm, to avoid it being laid waste by civil war and ravaged by its enemies. Martial Forgive me, but I'm not one for going off in corners to plot. Pleace do not take this amiss, but I do not trust you. My sword is at the disposal of my rightful liege, so long as he upholds his duty to me. (claimant) was clearly wronged. Although I gave an oath to (faction leader), it does not bind me to support him if he usurped his throne illegally. On the other hand, (faction leader) has led us in war and peace, and I am loathe to renounce my allegiance. Good-Natured Surely we can discuss whatever you want to discuss out here in the open, can't we? Surely we can discuss whatever you want to discuss out here in the open, can't we? Well, you should keep faith with your promises, and not do injustice to others. Sometimes it's hard to balance those. Stick with people you trust, I think, and it's hard to go far wrong. I do not know what to say. I gave an oath to (faction leader) as the lawful ruler, but if he is not the lawful ruler, I don't know if I am still bound. (faction leader) has always treated me decently, yet it's true that he did wrong to (claimant). I hesitate to renounce my homage to (faction leader), yet I also don't think it's right to support injustice. Quarrelsome Bah -- I'm in no mood for whispering in the corner. Bah. I don't like you that much. I'm not going to go plot with you in some corner. Bah. They're all a bunch of bastards. I try to make sure that the ones who wrong me learn to regret it. Hmm. (faction leader) has never given me my due, so I don't figure I owe him much. However, maybe will be no better, and has at least shown himself. So tell me, why should I turn my back on the bastard I know, in favor of the bastard/a woman I don't know? Cunning Em.. Let's keep our affairs out in the open, for the time being. Em.. Let's keep our affairs out in the open, for the time being. Well, it's a harsh world, and it is our lot to face harsh choices. Sometimes one must serve a tyrant to keep the peace, but sometimes a bit of rebellion keeps the kings honest. Circumstance is all. Hmm. I gave an oath of homage to (faction leader) yet the powerful are not bound by their oaths as our ordinary people. Our duty is to our own ability to rule, to impose order and prevent the war of all against all. (faction leader) has been challenged, and thus he will never be able to rule as strongly as one whose claim has never been questioned. Yet if (claimant) takes the throne by force, (claimant) will not be as strong as one who succeeded peacefully. Pitiless What do you take me for? A plotter? Hah! I trust you as I would a serpent. I think not. Men will always try to cheat others of their rightful due. In this faithless world, each must remain vigilant of his own rights. Hmm. (claimant) says {she/he} is the rightful heir to the throne. That is good -- it absolves me of my oath to (faction leader). But still I must weight my decision carefully. It is a most perilous position to be in, to be asked whom I would make (faction leader) of this land. Yet it is also a time of opportunity, for me to reap the rewards that have always been my due! Sadistic Trying our hand at intrigue, are we? I think not. Hah! I trust you as I would a serpent. I think not. My philosophy is simple: it is better to be the wolf than the lamb Hmm. In this vile world, a wise man must think of himself, for no one else will. So -- what's in it for me? Perhaps if I join (faction leader) while (claimant) is still weak (claimant) will enrich me, but perhaps if I bring (faction leader) your head he will give me an even greater reward. Battle Dialogue[] Personalities Introduction Being Demanded Surrender Demand Surrender Battle Negotiation Failure Capture Prisoner Release Encounter after defeated Encounter after joined battle on their side Upstanding Who are you, who would come in arms to dispute our righteous cause? So be it. It saddens me that you cannot be made to see reason. You may fight us, but many of your men will be killed, and you will probably lose. Yield, and spare us both the unnecessary bloodshed. That may be, but my duty to my liege requires me to fight with you I yield! Grant me the honours of war, and do yourself credit! You are indeed a {man/woman} of honour, {sir/madame}. I shall not forget this! When last we met, {playername}, you had the better of me. But I assure you that it will not happen again! I will not forget our victory over [enemy name]. Let us once again give thanks to heaven, and pray that we not grow too proud. Martial What is your name, {sir/madame}? If we come to blows, I would know whom I fight. So be it. Defend yourself! The odds are not in your favor today. You may fight us, but there is also no shame if you yield now. That may be, but it is my duty to fight with you Stop! I yield! You are indeed a {man/woman} of honour, {sir/madame}. I shall not forget this! I will not begrudge you your victory the last time that we met, but I am anxious for another round! That was a great victory over [enemy name], wasn't it? I am honoured to have fought by your side. Good-Natured What is your name, {sir/madame}? If we come to blows, I would know whom I fight. Very well. I had hoped that we might avoid coming to blows, but I see that have no choice. We have the advantage of you. Yield, and you will be well-treated. I'm sorry -- I can't just let you ride away. No hard feelings? I yield! Congratulations on your victory, {sir/madam}! You are indeed a {man/woman} of honour, {sir/madame}. I shall not forget this! I will not begrudge you your victory the last time that we met, but I am anxious for another round! That was a great victory over [enemy name], wasn't it? I am honoured to have fought by your side. Quarrelsome Who the hell are you? You impudent whelp! I'll crush you! I've got you cornered. Give up, or I'll ride you down like a dog. Hah! I want to fight with you Enough! You win today, you dog! Ach, the shame of it! I'm free? Well... Good bye, then. I have been looking forward to meet you again. Your tricks will not deceive me a second time, and I will relish hearing your cries for mercy. That was a great victory over[enemy name]wasn't it? We made of his army a feast for the crows! Cunning Tell me your name. It is always good to know your enemy. Well, if you leave no choice... You are outmatched today. Give up -- if not for your own sake, then think of your men! Ah. Unfortunately, you see, I wish to fight with you Stop! I yield to you! Am I? You are a good {man/woman}. I will try to find a way to repay you. When last we met, {playername}, you had the better of me. But I assure you that it will not happen again! That was a great victory over [enemy name], wasn't it? I am honoured to have fought by your side. Pitiless Who are you? Speak, so that I may know whom I slay. If you so badly wish to die, then I have no choice but to oblige you. You cannot defeat me, and I'll teach you a painful lesson if you try. Yield! Why should I care? I wish to fight with you I yield! You have won. Cursed be this day! Thank you. When you are finally defeated, I will request for your death to be swift and merciful. Unless, that is, you care to join us... Good bye, for now. When last we met, {playername}, you had the better of me. But I assure you that it will not happen again! That was a great victory over[enemy name]wasn't it? We made of his army a feast for the crows! Sadistic Who are you? Speak quick, before I cut your tongue out. You heap of filth! I'll make you wish you'd never been born. Surrender or I'll gut you like a fish! Still your tongue! You will have need of it shortly, while begging for mercy I give up! I give up! Call back your dogs! Am I? So refined is your cruelty, that you would rather see me free and humiliated, than in chains. Enjoy your triumph! I have been looking forward to meeting you again. Your tricks will not deceive me a second time, and I will relish hearing your cries for mercy. That was a great victory over[enemy name]wasn't it? We made of his army a feast for the crows! Other[] Personalities First encounter after noble (met before, good/neutral relation) First encounter after noble (met before, bad relation) Village Pillaged Upstanding I heard that you have pledged allegiance to our lord, [lord name]. Fight against our foes with valor, but also with honour and compassion. A good name is as valuable as a sharp sword or a swift horse in affairs of arms. I heard that you have pledged allegiance to our lord, [lord name]. Alas, from what I know of you I fear that you will disgrace us, but I will be happy if you prove me wrong. You have attacked innocent farmers under my protection in the village of {village name}. I will punish you for your misdeeds! Martial I heard that you have pledged allegiance to our lord, [lord name]. I look forward to fighting alongside you against our foes. I heard that you have pledged allegiance to our lord, [lord name]. Pray do not disgrace us by behaving in a cowardly fashion. You have raided my village of {village name}, destroying my property and killing tenants under my protection. You will pay the price for your crime! Good-Natured I heard that you have pledged allegiance to our lord, [lord name]. Good {man/woman}! Our lord is a noble soul, and rewards loyalty and valor with kindness and generosity. I heard that you have pledged allegiance to our lord, [lord name]. Well, I can't say that I would have trusted you, but perhaps you deserve the benefit of the doubt. You have attacked innocent farmers under my protection in the village of {village name}. I will punish you for your misdeeds! Quarrelsome I heard that you have pledged allegiance to our lord, [lord name]. Fight hard against our foes, respect your betters, and don't cross me, and we will get along fine. I heard that you have pledged allegiance to our lord, [lord name]. Bah. Do yourself a favor, and stay out of my way. You have raided my village of {village name}, destroying my property and killing the tenants. I will take my compensation in blood! Cunning I heard that you have pledged allegiance to our lord, [lord name]. That is good. The more skilled fighters we have with us in these troubled times, the better. I shall be watching your progress. I heard that you have pledged allegiance to our lord, [lord name]. I do not pretend to be happy about his decision, but perhaps it is better to have you inside our tent pissing out, than the other way around. You have raided my village of {village name}, destroying my property and killing the tenants. I will make you think twice before you disrupt my revenues like that again. Pitiless I heard that you have pledged allegiance to our lord, [lord name]. Fight bravely and you will be well-rewarded. Betray us, and we shall make of you the kind of example that will not soon be forgotten. I heard that you have pledged allegiance to our lord, [lord name]. If I were he, I would not trust you to clean the sculleries. You have raided my village of {village name}, destroying my property and killing the tenants. I will make you think twice before you disrupt my revenues like that again. Sadistic I heard that you have pledged allegiance to our lord, [lord name]. Excellent... I am sure that you and I will become very good friends. But remember -- if you betray us, it will be the biggest mistake you will ever make. I heard that you have pledged allegiance to our lord, [lord name]. No doubt you will soon betray him, and I will have the pleasure of watching you die a traitor's death. You have raided my village of {village name}, destroying my property and killing the tenants. I will take my compensation in blood!" "Velvet","Velvet Games Base value 1025 Weight 40.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Trade Made From... Raw Silk Made Into... N/A Velvet is a non-consumable trade good. It can often be found for purchase in all three towns of the Kingdom of Rhodoks: Jelkala, Veluca, and Yalen. Jelkala in particular produces large quantities of velvet. Suno will also often have some velvet for sale; however, it is usually priced above market value there. It can reliably be sold at Shariz for over 1,000 denars. Velvet is one of two items needed for the Procure Gift quest. This item can be produced by a velvet weavery and dyeworks from raw silk in Warband. The initial cost to buy a velvet weavery and dyeworks is 10,000 and the cost every week is 160 denars. The business requires 2 raw silk and 1 dye a week (both can be bought by the player) and produces 2 velvet per week. The average profit per week is 490 denars with a rate of return of 4.9%. When founding your own kingdom, there will be a court in your first town (or castle, if you don't own a town). To move the court, you will need tools and velvet. In With Fire & Sword, velvet is best bought at Kyzykermen for about 100 thalers and then sold in Vyborg for about 1000 thalers. With Fire & Sword has a Steam achievement, Velvet Commander, for having 10 units of velvet in your inventory. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Vendau","Vendau Settlement Information Type Village Kingdom Polish Commonwealth Fortification Kovno Fortress World Map With Fire & SwordVendauTemplate:World Map/With Fire & Sword Vendau is a village of the Polish Commonwealth, subordinate to Kovno Fortress. Layout[] Player Elder Fugitive Vendau is built near a mountain. It is a Swedish-style village with five houses, though two are connected at corners. Behind these two houses are several apple trees, but access to these are blocked by invisible barriers. The Village Elder can be found by starting at the player's entrance, turning right at the corner that the path makes, and going straight ahead up to the house where a stack of logs is placed. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be standing near the apple trees, behind the house with the stairs, by the pile of wood. Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Veteran Slave Hunter","Veteran Slave Hunter Troop Information Culture Manhunters Wages 43-50 peningas/week Acquired from... Slave Hunter Upgrades to... Slaver Chief Upgrade Cost 1352 peningas XP for Kill ? experience Ransom Value ? peningas Veteran Slave Hunters are tier-three manhunter archers in Viking Conquest. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Veteran Slave Hunter - Default Stats and Equipment Attributes Stat Points Level 26 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 69 Armor Head Old Simple Helm Body Common Long Gambeson Hand None Foot Wrapping Boots Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 8 Power Strike 5 Power Throw 3 Power Draw 2 Weapon Maintenance 0 Weapon Master 8 Athletics 2 Riding 5 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 5 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 205 Two Handed Weapons 100 Polearms 210 Archery 40 Crossbows 0 Throwing 185 Slings 150 Weapons Melee Heavy Long SpearHunting Knife Ranged Javelins Shield Round Shield Mount None Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief" "Victor de la Buscador","Victor de la Buscador Appears in Official Information Culture Spanish Character Details Hire Cost 500 thalers Likes Tepes Liked by Varvara and Yelisei Dislikes Karlsson and Sarabun, Failing Quests, using the collected money of Collect debt from lord Disliked by Oksana Character Background Home Spain Background Mercenary Victor De La Buscador is a Spanish conquistador and one of the Heroes in With Fire & Sword. He is similar to Lezalit of the previous games. Contents 1 Biography 2 Personality 3 Gameplay 4 Dialogue 5 Trivia 6 Stats and equipment Biography[] Personality[] Gameplay[] Note: Even if you don't want him, it is recommended to hire this companion to steal his helmet (morion) as it has +31 Head armor points which is worth more than his hiring cost. Dialogue[] Main article: Victor de la Buscador/Interactions Trivia[] Victor's name translated would mean ""Victor of the Buscador"", or Victor of the House of Buscador, as he implies. However, ""La"" denotes that Buscador would be a feminine word, which it is not. It may have been intended to say ""Victor de la Casa Buscador"" which would make sense (Victor of the House of Buscador). The correct plural of ""buscador"" should be ""buscadores"" (searchers, seekers) and not ""buscadors"" as his dialogue states. Stats and equipment[] Victor de la Buscador - Default Stats and Equipment Attributes Stat Points Level 8 Strength 10 Agility 8 Intelligence 12 Charisma 14 Health 45 Armor Head Simple Morion Body Bodyguard Camisole Hand Infantry Gloves Foot Infantry Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 4 Shield ? Athletics ? Riding 2 Shooting from Horseback 0 Looting ? Trainer 2 Tracking ? Tactics 4 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership 2 Trade ? Proficiencies Weapon Type Points One Handed Weapons 145 Two Handed Weapons 125 Polearms 135 Archery 0 Firearms 0 Throwing 0 Weapons Melee Sword Ranged ? Shield ? Mount ? Player's Companions Algirdas Bakhyt Colonel Zagloba Fatima Fedot Ingri Karlsson Mamai NogaiOksana Priest Spasokukotsky Sarabun Tepes Varvara Victor de la Buscador Yelisei" "Victor de la Buscador/Interactions","This is a list of interactions with Victor de la Buscador. Contents 1 Introduction 2 Reencounter 3 Retirement 4 Rehire 5 Story 6 Like Quotes 6.1 Tepes 7 Dislike Quotes 7.1 Karlsson 7.2 Sarabun Introduction[] Victor de la Buscador, at your service! Man, what a name. Are you a Spaniard? ""I am the heir of an ancient house, the roots of which stretch from the Old and New World alike. Buscadors fought in just about every war since the Reconquista. I came here on the invitation of Prince Radziwill. First I served in his body-guard regiments, then in an infantry party. We distinguished ourselves on the field of battle. The Prince even considered giving me command of a regiment... As the French say, cherchez la femme. I met a beautiful Kiev pani around here, so I left service at once and took a mansion for rent, where we wiled away our days. Three months went by in an instant. But then my money ran out, and the master put me out of the mansion -- and the pani quickly went off with a fur trader who was happening by."" Would you perhaps want to join me? Of course! I swear you shall never regret this. I will train your soldiers day and night! I will make true warriors of them! So as long as our party is strong and united, I am with you. But I can tolerate no misconduct -- and debts and or untimely pay! Such a helper would be of use to me! This is most welcome news! And since we're in this together, might I ask of you a small favor? A mere 500 thaler -- this is how much the local jeweler asks for a ring, which I wish to send to my pani. Perhaps she will return to me once she receives it. Here is 500 thaler, but I don't think it's a worthwhile investment. Alas, I can't afford that at the moment. I fear a devil like you would just scare off all my mercenaries. My advice would be to return to service. I am glad. We shall meet later. Reencounter[] Now here I sit, as I have for days now. Frittering away the last of my money. Retirement[] I won't beat about the bush. I'm a soldier of fortune, and things with you haven't looked good for quite a while now. Besides, I have been given a favorable offer. But I do hope I never meet you on the battlefield! Farewell. Rehire[] It seems there's only tricksters and scoundrels in these parts! Their ""favorable offer"" was only favorable until the day came to pay wages! These coppers weren't even enough to purchase a new cross-belt. All in all, if you don't mind, I am quite ready to return to your company. Story[] I know these lands! Once upon a time I had a jolly good battle here, when I first arrived in your domains. My homeland is far, far away... Let us talk about it some other day. Like Quotes[] Tepes[] That Tepes is no craven, and certainly has no fear of blood. I tell you, he and I are unstoppable in a fight! Dislike Quotes[] Karlsson[] Pardon me, but for how long must I bear the presence of that uncouth Swede? Karlsson is no traveling companion -- indeed, he is nothing more than a servant. And if you ask him of a small favor, he puffs himself up like some kind of peacock! Discipline is based on strict subordination. Pardon me, but I have no love for familiarity. Sarabun[] Sarabun is a dangerous man. He is as good a doctor as I would be the Patriarch of Jerusalem. What is he doing in our party anyway? Keep a close eye on him, or I may not remain in your company." "Vikingr","Vikingr Troop Information Culture Norse Wages 31 up to 37 Acquired from... Hof, Liberating or recruiting prisoners Upgrades to... N/A Vikingarnir (singular: Vikingr) are bandits in Viking Conquest, that can be found in raiding parties on land or sea. If in player's party, they count as sailors for map speed purposes at sea. How to acquire and tips[] Get them from Hofs if you are Pagan. Fight sea parties (close to Tunsberg or in the seas south of Englaland or around Dun Bretann or Aileach) and recruit them from prisoners. Examples of sea parties where you can find them: Frankish Raiders. They are obvious picks for the shield wall though there are stronger melee troops. They count as bandits so they will cost more then regulars. Stats and Equipment[] Vikingr - Default Stats and Equipment Attributes Stat Points Level 23 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 67 Armor Head ? Body Norse Gambeson Hand ? Foot ? Skills Skill Points Sea-King ? Navigation ? Ironflesh 7 Power Strike 5 Power Throw 2 Power Draw 2 Weapon Maintenance ? Weapon Master 7 Athletics 2 Riding 3 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 4 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 230 Two Handed Weapons 170 Polearms 190 Archery 50 Crossbows 0 Throwing 205 Slings 145 Weapons Melee ? Ranged ? Shield ? Mount ? Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr" "Village Cossack","Village Cossack Troop Information Culture Muscovite Tsardom Wages ? thalers/week Acquired from... Infantry Commander Upgrades to... Don Cossack (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Village Cossacks are regional mercenary horse archers of the Muscovite Tsardom. They can be hired in Cherkassk and Izum Fortress. Tactics[] Unarmored light dragoons armed with carbines, light lances, and sabers. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Village Cossack - Default Stats and Equipment Attributes Stat Points Level 12 Strength 9 Agility 9 Intelligence 7 Charisma 2 Health 50 Armor Head Village Cap Body Simple Zupan Hand None Foot Old Cavalry Boots Skills Skill Points Ironflesh 2 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 5 Shooting from Horseback 4 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 125 Two Handed Weapons 125 Polearms 125 Archery 0 Firearms 130 Throwing 0 Weapons Melee Cavalry LanceSimple Saber Ranged Simple Wheellock CarbineMatchlock CarbineBullets Shield None Mount Saddle Horse Wikipedia has an article on this subject at:Don Cossacks Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard" "Villages","For a full list of all villages, see List of villages. Villages can be found all over the overland map, be it Calradia, Eastern Europe, or the Northlands. Each one is tied to a nearby fortification, both financially and politically. Contents 1 Goods 2 Recruiting 3 Raids 4 Prosperity 5 Management 6 Village Elder 7 Gallery 8 See Also Goods[] You can buy goods from the village or force them to give you their supplies; forcing them will lower your relationship with them. The relationship only lowers when you actually enter the loot screen, so if you accidentally choose the wrong option you can pick ""Forget it"" and avoid the relationship penalty. If the village populace sees your army as weak, they won't cooperate with your demands and will instead fight against you, their village being the battleground. All villages refresh their inventory of goods for sale at the same time based on its prosperity at that moment. This occurs at Time 15 (afternoon) once per 7 days. Recruiting[] Unless the villagers dislike you, you can ""Recruit Volunteers"" to your party. The amount and quality of the volunteers depend on your Renown and relationship with the village. If you decide to recruit them, you will pay 10 denars each to help them with their equipment. This fee is static, regardless of troop quality; if the proposed volunteers are of a higher tier, they will still cost 10 denars each, thus saving some upgrade money. The troops you get are always from the faction the village is originally from. You get another chance to recruit any time your relationship with the village changes, so recruit before helping a villager or progressing on a quest and recruit again after the relationship changes to gain additional volunteers. If you have 10 or more relationship with the village while at war with its faction, you can still recruit from them, but this will result in less morale for that faction's troops. If your relation is between 0-3, you can get 0-8 recruits. If it is 4 or higher, your relation will be divided by 2, then added to 6 to determine your maximum (e.g. at 10 you can get 0-11; at 20 you can get 0-16). For every 10 relation, you can recruit one higher tier of troops. The chance to get higher tiers is 10%. Raids[] Unlike fortifications, villages cannot hold a garrison. If the village is attacked, only the farmers are there to defend it. Building a Watch tower will lengthen the time it takes for a village to fall, thus allowing you to come to their rescue. The villagers will fight to assist you, although their resistance will not be very powerful. Looting a village will reset the prosperity of the village to 0, deteriorate the relationship with the kingdom by 5, with the lord of the village by 5 and with the village itself by more than 30. If the village belongs to another faction, you can ""Take a hostile action"" and ""Force the peasants to give you supplies"" or ""Steal cattle"". If you're at war with that faction you can also ""Loot and burn the village"". The amount you steal depends on your Looting skill and the current prosperity of the village. Doing this will always decrease your standing with the chosen village and faction it belongs to. Raiding a village is an excellent way to get food and money, provided the village populace deems your army too strong to be defeated. Typically, there will be about 2000-2500 denars/thalers of goods, and a large amount of food, in addition to the village's cattle. However, raiding a village takes about half a day to a full day in map time, and leaves you vulnerable to being attacked by a stronger party, as you are unable to cancel the raid and run away. Looted villages tend to start functioning again in between 10-20 in-game days. This can be loosely monitored by the visual representation of the village on the map. If the village is smoking, it has been recently raided. If it has been looted, but not smoking, it is close to being rebuilt. Note: Being able to view the smoke requires having the ""Particle Systems"" option turned on. Prosperity[] Prosperity can be increased by completing the Bring wheat to (village) and Deliver Heads of Cattle quests, by building a Mill and by making sure villagers reach the town to trade and come back safely. If a village is infested by bandits, its prosperity will drop every three days until the bandits are dealt with or leave on their own. If the village is unremarkable or poorer, you can sometimes find an unemployed villager by asking ""How is life here?"". If you give 300 denars, your relationship with the village increases by 1. The owner of the village might tell you he approves or disapproves of your help, depending on his personality. Prosp. Introduction Extended Description (non-desert) Extended Description (desert) 0 The poverty of the village of {village} is unbearable. Only a handful of people are strong enough to work in the fields, many of which are becoming overgrown with weeds. The rest are weak and malnourished, or have already fled elsewhere. The draft animals have long since starved or were eaten, although a few carcasses still lie on the outskirts, their bones knawed [sic] by wild beasts. The palm groves are virtually abandoned, and the canals which irrigate them are clogged with silt. The handful of villagers you see look malnourished and restless. The draft animals have long since starved or were eaten, although a few carcasses still lie on the outskirts, their bones knawed [sic] by the wild jackals of the desert. 10 The village of {village} looks wretchedly poor and miserable. 20 The village of {village} looks very poor and desolate. Some farmers and animals are out in the fields, but their small numbers suggest that some villagers may be emigrating in search of food. Farm implements look rusty and broken. Brush and weeds seem to be reclaiming some of the outermost fields. Few villagers can be seen tending to the palm groves, and in places, the desert dunes appear to be encroaching on the gardens. Many of the canals are clogged with silt, and the wells and cisterns are filled with sand. 30 The village of {village} looks poor and neglected. 40 The village of {village} appears to be somewhat poor and struggling. The fields and orchards are busy, with villagers engaged in the tasks of the seasons. Humans and animals alike look relatively healthy and well-fed. However, a small number of the outermost fields are left unsewn, and some walls are in ill repair, suggesting that there are still not quite enough hands to do all the work which needs to be done. Men and women are busy tending the palm groves, climbing to the tops of trees to pollinate the fruit. Healthy animals draw the pumps and wheels that bring water to the fields. Some of the irrigation canals and cisterns, however, could use some maintenance. 50 The village of {village} seems unremarkable. 60 The village of {village} seems to be flourishing. The fields and orchards are humming with activity, with filled sacks of grain and drying meat testifying to the productivity of the village's cropland and pastureland. The palm groves and orchards are humming with activity. Farmers call to each other cheerfully from the tops of the trees, where they pollinate the date fruit. The creak of wooden pumps, the bellowing of draft animals, and the rush of flowing water speak of an irrigation system that is thriving under the villagers' attention. 70 The village of {village} appears to be thriving. 80 The village of {village} looks rich and well-maintained. The fields and orchards are humming with activity, with freshly dug irrigation ditches suggest that the farmers have enough spare time and energy to expand area under cultivation. Seasonal laborers appear to be flocking here to help with the work and join in the general prosperity. The palm groves are humming with activity, as farmers load up a bumper crop of dates for sale to the market. Men and women are hard at work digging new wells and canals, to bring additional land under irrigation. 90 The village of {village} looks very rich and prosperous. 100 The village of {village}, surrounded by vast, fertile fields, looks immensely rich. Management[] If the village belongs to you, you can ""Manage this village"" and build improvements. The time and money it requires to build them depends on the engineer skill. You can build: Village Improvement Cost and Time Building Effect Cost for Engineer level: Days for Engineer level: 0 10 0 10 Mill Increases prosperity in the village by 5%. 6000 3000 63 33 Manor Allows you to ""Stay for some time"" and rest, paying your troops half wages. 8000 4000 83 43 Watch tower The time needed to raid the village is increased by 50%. 5000 2500 53 28 School Increases your relationship with the village by 1 every month. 9000 4500 77 38 Messenger Post You will be alerted when there are enemies near the village. 4000 2000 43 23 One of each improvement can be constructed at every village. Improvements persist even after a village is raided and looted. Note: the Mill increases initial prosperity and ideal prosperity by 5%. The initial increase is lost if the village is raided, but the ideal prosperity increase persists. Ideal prosperity is the ""natural"" level of prosperity for the village. In effect, the Mill increases prosperity by 5% permanently (in contrast to previous conclusions about the improvement). Village Elder[] You can talk to the Village Elder if you select ""Go to the village center""; he's the only villager that is always stationary. He can: Give you tasks Sell you goods or cattle Tell you of recent enemy sightings Set a large fire on the outskirts of the village (reduces the number of guards in a nearby fortification when you try to free someone from prison), which will also be visible on the map (not visible if the ""Particle Systems"" option is turned off) Recruit volunteers Gallery[] Temperate VillageSnowy VillageDesert Village See Also[] Quests Fortifications List of villages" "Vilna","Vilna Settlement Information Type Town Kingdom Polish Commonwealth Villages Ovruch, Nesvizh, Trakai World Map With Fire & SwordVilnaTrakaiOvruchNesvizhTemplate:World Map/With Fire & Sword Vilna is a town of the Polish Commonwealth. It is the capital of Lithuania (though this is not represented in the game) and it is ruled by Hetman Pavel Sapega. It has the villages Ovruch, Nesvizh and Trakai. Contents 1 Layout 2 Trade 2.1 Consumes 2.2 Produces 3 Trivia Layout[] At peace: Accessible area Player Lord's Hall Prison Tavern Merchants In a siege: Accessible area Player Siege Ladders The Lord's Hall is on the opposite end of the street that the gates lead to. The player starts at an intersection, and all merchants are on either of these two roads. During a siege, three ladders are placed on the left side of the gates. Trade[] Consumes[] Linen Produces[] Grapes Oil Powder Beer Tools (occasionally) Trivia[] Vilna is actually the old English name for Vilnius, the historical (and current) capital of Lithuania. In Polish it is called Wilno and in Classical Belarusian it is called Вільня (Viĺnia). Wikipedia has an article on this subject at:Vilnius Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Vlandia","Vlandia Official Information Capital Galend Ruler King Derthert Claimant BereninHervard Hardskull Ruling Clan dey Meroc Minor Factions Brotherhood of the WoodsCompany of the Golden Boar Faction Location Vlandia in red The Kingdom of Vlandia is a kingdom in Mount&Blade II: Bannerlord ruled by Derthert dey Meroc. It occupies the western forests and coastal plains of the Calradian continent. Contents 1 Overview 2 Ruler 3 Vassals 4 Official Description 5 Lore 5.1 The Battle of Pendraic 6 Tactics 6.1 Strengths 6.2 Weaknesses 6.3 Economy 6.4 Summary 7 Troop Tree 8 Clans 9 Territory 10 Trivia 11 Gallery 12 References Overview[] The Vlandian kingdom, named after the early warlord Wilund the Bold (Calradic: ""Valandion""), began as a large number of barbarian tribes, who migrated into former Battanian lands during the waning period of the Calradic Empire. The Empire was at war on all sides, so it offered these new barbarian tribes land grants in exchange for mercenary work. Unfortunately, this gave Vlandian nobility a taste for Empire lands, and they united under King Osric Iron-Arm to conquer the far west of the Empire and declare themselves an independent nation. Militarily, the Vlandians are best known for their powerful, well-armored heavy cavalry units who charge with couched lances. They also field well-trained crossbowmen, and their cultural Bonus lets their leaders gain 5% more renown from each battle. Mercenaries that are Vlandian-cultured earn 15% more Money and Villages that are bound to castles, are 15% more productive. However, their cultural penalty means that it costs 20% more influence to invite Lords to armies. They start with slightly more territory than the other factions, but are vulnerable to internal dissent.[1] Vlandia is the predecessor to the Kingdoms of Swadia and Rhodoks in Mount&Blade: Warband, with the Kingdom of Swadia even inheriting the tradition of the ruling clan's heraldry featuring a lion. Ruler[] King Derthertdey Meroc Vassals[] Baron Aldricdey Tihr Baroness Calatilddey Arromanc Baron Ingaltherdey Cortain Baron Ospirdey Gunric Baron Servicdey Valant Baron Belgirdey Fortes Baron Hecarddey Molarn Baron Vartindey Jelind Baron Ecaranddey Folcun Baron Bericandey Rothad Official Description[] “ They came from overseas, mercenaries and adventurers, speaking the tongues of many lands, taking the empire's silver to guard the frontiers against the unsubdued tribes of the interior. They took their name from one of their first warlords, Wilund the Bold - Valandion, in Calradic - and became known as the Vlandians. Their heavy cavalry, second to none, ran down the Emperor's foes from the Aserai wastes to the distant steppes. But the empire never had as much silver as it needed, and treasury officials soon learned that it could pay its mercenaries with land grants and titles. This was perhaps not the most far-sighted of policies. The Vlandians settled, married, planted farms, and built fortresses. It was not difficult, during the recent interregnum, for Osric Iron-Arm to declare himself king, independent in all but name. He seized the imperial capital of Paravenos and the lands along the coast, and that was how the west was lost to the empire. ” Lore[] The Vlandians originated overseas and came to Calradia as mercenaries and adventurers. They take their name from one of their first warlords Wilund the Bold (Calradic: ""Valandion""). The Vlandians were employed by the Calradic Empire primarily for the use of sieges, utilizing their skill in crossbows and board shields, and paid in land grants and titles, predominately located along the western coast. During a period of instability in the Empire, Osric Iron-Arm declared himself king of Vlandia, leading to de facto independence. He in turn recognized his lieutenants as barons and counts, granting them suzerainty over their lands in exchange for rallying to his banner in war. Some Vlandian kings have sought to expand the powers of the kingship; others have allowed the barons to feud amonst themselves so long as the money and manpower is there when needed. The Battle of Pendraic[] When King Derthert, great-grandson of Osric Iron-Arm, ascended to power, the Vlandian realm still paid lip service to the Empire and was in a shaky alliance with it. Osric Iron-Arm negotiated this alliance in return for the Empire leaving Vlandia alone, and had received a crown from the then-emperor as a gift of good-will. Derthert promised Emperor Neretzes he would aid him in war when he took the throne, not suspecting that war would actually come under Neretzes' rule. But in 1077, when the Sturgians raided the Empire's border, Neretzes called the Vlandians to march with him on the Sturgians and Battanians. Derthert was reluctant to do so, and the Emperor insulted him, calling him and all of Vlandia cowards. The Barons were furious and Derthert was forced to march against the Empire, maintaining the illusion of alliance until the last minute. While the Vlandians played a great part in the Battle of Pendraic, they also sustained the most casualties. A great deal of Vlandian knights fell to Imperial cataphracts. Many Lords and Barons still blame Derthert for their heavy losses; Derthert himself calls Pendraic ""a battle with no victors"". Tactics[] Strengths[] Powerful lancer cavalry available from both common branch and the noble troop tree. Dedicated branch of crossbowmen provides early access to well-equipped and powerful ranged troops. All infantry options include access to polearms, reducing vulnerability to enemy cavalry. Economically balanced and densely settled home region. Weaknesses[] Complete lack of horse archers. Light Cavalry troops are particularly fragile and can therefore be a source of high attrition, including the mounts unless carefully deployed and managed. It is recommended to take special care so they may survive long enough to upgrade to Vanguards. Relying completely on crossbows instead of bow archers reduces effectiveness against numerous infantry. Some troops lack alternative equipment options like throwing weapons despite having room for them. Mounts native to their home territory (Saddle Horse, Vlandian Courser) are costly compared to other cultures, even when supply is plentiful. Several Vlandian towns are chronically short on mounts. Economy[] 8 cities 8 castles 36 villages Main products: olives (main producer), iron (1/6 of all deposits), grain, fish, sheep, pigs, grapes (a little of all this). Summary[] Vlandian forces pack a powerful one-two punch delivered by their crossbowmen and heavy cavalry charge. Since Vlandian troop lines have access to lancers by both the common troop tree and the noble recruits, they always have access to either elite or regular lancers. However, in Vlandian lands, there is only a single horse farm in the south, meaning that Vlandian barons and mercenaries probably need to travel to other lands to replenish their supply of war horses. Fortunately, their chosen mounts are of sturdy stock and the knights' average speed and protection and long lances allow for relatively high survivability and reduced casualties. Curiously, conventional military troops of Vlandia do not train in the use of bow and arrow. They rely exclusively on infantry crossbowmen, which reduces their mobility (as opposed to horse archers) and capability of continuous rain of fire, but allows for powerful, synchronized volley fire to be used against enemy lines. Vlandian crossbowmen are also available very early and higher tier variants can possess large shields to protect themselves in close combat. Together with their billmen (which are effective against shields), sergeants and voulgiers (who all possess polearms and backup weapons), Vlandian defensive formations can be a tough nut to crack – but they may be unable to act decisively if their heavy cavalry support or crossbow fire is disrupted by horse archers or other multi-pronged attacks. A good strategy for Vlandia when faced with superior foes is defense and counter offense. The Vlandian defensive line should be three formations, one behind another. The first is a two-row formation of Pikemen and/or Sergeants, which are capable of bracing their pikes; this should decimate and stop enemy cavalry charges. The second formation should be Billmen and Voulgiers, their role is to finish the remaining enemy cavalry that was stopped and decimated by pikemen. The third formation, preferably on elevated ground, should be Crossbowmen providing fire support to the first two. Once the enemy's first wave of attackers is thwarted, use your shock lance cavalry to launch a counteroffensive, break the ranks of the advancing enemy infantry and scatter them. Then order your pikemen, billmen and crossbowmen to march ahead; the goal is to bring the enemy into range of the Crossbowmen and provide fire support to the cavalry. Troop Tree[] Troops of Vlandia Peasant Recruit Recruit Levy Crossbowman Hillman Footman Hillman Squire Crossbowman Infantry Spearman Brigand Gallant Hardened Crossbowman Swordsman Light Cavalry Billman Highwayman Knight Sharpshooter Sergeant Vanguard Pikeman Voulgier Champion Banner Knight Clans[] Clans of Vlandia Major dey Meroc dey Tihr dey Arromanc dey Cortain dey Gunric dey Valantdey Fortes dey Molarn dey Jelind dey Folcun dey Rothad Minor Brotherhood of the Woods Company of the Golden Boar Territory[] Territory of Vlandia TownsCharas Galend Jaculan Ocs Hall Ostican Pravend Rovalt Sargot CastlesCaleus Castle Drapand Castle Hongard Castle Ormanfard Castle Talivel CastleTirby Castle Usanc Castle Verecsand Castle VillagesAlantas Alorstan Arromanc Caleus Calioc Cananc Chornad Deriat Drapand EtirburgFerton Fregian Furbec Halisvust Hongard Horsger Larnac Mareiven Marin Meroc MotNogrent Oritan Ormanfard Palisont Remental Rodetan Rulund Savinth SirindacTalivel Tirby Usanc Valanby Verecsand Vesin Trivia[] Vlandia owns the highest number of settlements and occupies the largest amount of territory in-game. The inspiration for the Vlandians in Mount&Blade II: Bannerlord comes from the Normans of Normandy (a region in northern France), particularly the conflicts involving William the Conqueror, Robert Guiscard of Sicily, and the crusader Bohemond I of Antioch.[1] Leaders of Vlandian clans bear the title of Baron, a nobility title of Old French origin. Pravend and Ocs Hall are perhaps the old names for the cities of Praven and Uxkhal. Sargot is perhaps the old name for the city of Sargoth, initially owned by the Kingdom of Nords in Warband. However, it should be taken into account this cannot be the same city, as it is placed much further south than Sargoth in Warband. Galend and Jaculan correspond to Yalen and Jelkala. Encyclopedia entries hint Charas corresponds to Shariz, owned by the Sarranid Sultanate by the time of Warband. Gallery[] Vlandian cultural style exampleVlandian soldiers in shield wall formationVlandian cavalry chargeVlandian troop treeVlandian noble troop treeBrotherhood of the Woods troop treeCompany of the Golden Boar troop tree References[] ↑ 1.0 1.1 Dev Blog - Vlandia. TaleWorlds Entertainment (30 November 2017). Retrieved on 2 March 2018. Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Vodka","Vodka Games Base value 350 Weight 40.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Trade Made From... N/A Made Into... N/A Vodka is a good exclusive to With Fire & Sword. It can be found in the marketplaces of Moscow, Pskov and Smolensk. However, unlike wine and beer, vodka is used only for trading and does not affect party morale. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Volunteer","Volunteer Troop Information Culture Polish Commonwealth Wages 10 thalers Acquired from... Prisoners or Commander Upgrades to... Volunteer (veteran) The Volunteer is a Light Pistol cavalry unit of the Polish Commonwealth. This type of unit can be recruited from commanders in towns and fortresses, or as prisoners from enemy armies. Hence their name, Volunteers are typically Polish middle- to upper-class citizens who enthusiastically ""volunteered"" to join the Polish army to protect their country and honor from Poland's invading autocrat neighbors. Their rich kuntush (Polish: kontusz) and feathered hat indicates their wealth and social position. As light cavalry, they carry very light armor, a simple saber, and a pistol. They also ride Saddle Horses. Tactics[] The Volunteer has really limited effectiveness on the battlefield. The little head and body armor that they carry makes the Volunteers highly vulnerable, causing them to die very quickly. Their saber and pistol are reliable weapons at killing lightly armored enemies, like Militia units, but they don't stand a chance against heavily armored infantry, pikemen, and cavalry. In a sense, volunteers are the weakest type of cavalry that the Polish Commonwealth can muster. There are exceptions however; the Volunteer's stats are better than those of the Mercenary Horsemen and a few Crimean units, especially since they have a pistol. The Volunteer also carries a fast saber and can easily defeat Militia Pikemen and Musketeers with ease. Tactically, to use the volunteer effectively, volunteers must be deployed behind the more efficient, Polish Reiters, Dragoons, Armored Cossacks, and Winged Hussars as back-up cavalry. They can also be used to overwhelm enemies with rapid pistol fire when encircling enemy Wagon Forts. If you have a good number of around 20-30 volunteers, you can order them to charge at the wagon fort and overwhelm the defenders, but expect to lose a good number of them if you don't support them with medium cavalry or musketeers. In a siege, during either defense or offense, Volunteers are potential meat shields to protect your infantry and medium/heavy cavalry. They can also provide supportive fire for your musketeers at point blank range as well as in melee. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Volunteer - Default Stats and Equipment Attributes Stat Points Level 10 Strength 9 Agility 9 Intelligence 0 Charisma 0 Health 46 Armor Head Fur Cap Body Rich Kuntush, Good Kuntush Hand ? Foot Old Cavalry Boots, Cavalry Boots Skills Skill Points Ironflesh 1 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 3 Shield ? Athletics ? Riding 5 Shooting from Horseback 4 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 140 Two Handed Weapons 120 Polearms 130 Archery 0 Firearms 95 Throwing 0 Weapons Melee Saber Ranged Old Pistol, Pistol, Light Bullets, Bullets Shield ? Mount Saddle Horse Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "Volunteer (veteran)","Volunteer (veteran) Troop Information Culture Polish Commonwealth Wages thaler Acquired from... Prisoners or Volunteer (upgrade) Upgrades to... N/A Volunteers are a cavalry unit of the Polish Commonwealth. Tactics[] The Volunteer has relatively poor stats and weaponry, but their dragoon-like ability with their carbine on a horse allows relative tactical ability to be unlocked by an intermediate commander. They are cheap to upkeep but will be outmatched by anything that isn't a party of foragers. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Volunteer (veteran) - Default Stats and Equipment Attributes Stat Points Level 13 Strength 10 Agility 10 Intelligence 0 Charisma 0 Health 49 Armor Head Fur Cap Body Good Kuntush, Rich Kuntush Hand ? Foot Old Cavalry Boots, Cavalry Boots Skills Skill Points Ironflesh 2 Power Strike 2 Grenade Throwing 0 Power Draw ? Weapon Master 4 Shield ? Athletics ? Riding 5 Shooting from Horseback 5 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 155 Two Handed Weapons 135 Polearms 145 Archery 0 Firearms 110 Throwing 0 Weapons Melee Saber Ranged Old Pistol, Pistol, Light Bullets, Bullets Shield ? Mount Saddle Horse Gallery[] Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "Vyborg","Vyborg Settlement Information Type Fortress Kingdom Kingdom of Sweden Villages Torma World Map With Fire & SwordVyborgTormaTemplate:World Map/With Fire & Sword Vyborg is a fortress of the Kingdom of Sweden. It is initially ruled by Ratsherr Carl Lebenhaupt. It has the village Torma. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders The Lord's Hall and prison are on opposing ends on the sides of the player as he/she passes through the gates. During a siege, four ladders are used: two on each side of the gate. However, the player spawns behind a bridge, and access to the water is blocked by invisible barriers, making the narrow bridge an easy target for the defenders. To minimize losses as the attacker, it is worth choosing the option to proceed with the siege without the player's involvement. Wikipedia has an article on this subject at:Vyborg Castle Territory of the Kingdom of Sweden TownsKoenigsberg Reval Riga FortressesAllenstein Castle Dorpat Fortress Dynaburg Fortress Dzvinsk Castle Narva Vyborg VillagesElbing Leal Nidritsa Panevezys Pilve Plunge Salis Siauliai Siegevold Tapiau TormaWeissenstein Wesenberg" "Vydzy","Vydzy Settlement Information Type Village Kingdom Polish Commonwealth Fortification Myadzelsk Castle World Map With Fire & SwordVydzyMyadzelsk CastleTemplate:World Map/With Fire & Sword Vydzy is a village of the Polish Commonwealth, subordinate to Myadzelsk Castle. Layout[] Player Elder Fugitive Vydzy is built on hilly terrain. It is a Swedish-style village with seven houses. The house closest to the player's entrance has a field growing cabbages, grapes, squash and wheat. There is also an oven there, but no bread can be found. There are other plantation fields across the village. The Village Elder can be found by the house at the highest point of the village, near the bonfire. If sent here during a Hunt Down Fugitive quest, the Nervous Man can be found hiding behind the first house to the right from the player's entrance, under the shelter. Wikipedia has an article on this subject at:Vidzy Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Wadowice","Wadowice Settlement Information Type Village Kingdom Polish Commonwealth Fortification Krakov World Map With Fire & SwordWadowiceKrakovTemplate:World Map/With Fire & Sword Wadowice is a village of the Polish Commonwealth, subordinate to Krakov. Layout[] Player Elder Fugitive Wadowice is built on flat ground with no distinctive features. It is a Polish/Cossack-style village with fifteen houses. There is a water well in the middle of the village. The Village Elder can be found by starting from the player's entrance, going past the well, turning right at the first branch, and he will be standing in front of the second house on the left. If sent here during a Hunt Down Fugitive quest, the Nervous Man will stand in front of the second house from the left, starting from the player's entrance. Wikipedia has an article on this subject at:Wadowice Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Wages","Wages are automatically paid to your troops every 168 hours (seven days) in every game up until Bannerlord, which pays wages daily. If you do not have enough money to pay, you will incur a debt and your party will lose morale. You will attempt to pay off any debt the next time you pay your troops, if you still don't have enough, your debt may increase and your party will lose morale again. Mount&Blade/Warband wages[] Base wages are paid by each troop's level, it is then further calculated depending on several factors. Mercenaries are paid 150% of base wages Mounted troops are paid 166% of base wages Companions are paid 200% of base wages Wages for troops in a garrison or resting are cut by 50% Every level of Leadership reduces wages by 5% Note that mounted mercenaries receive both mounted wages and mercenary wages, making them even more expensive than a companion of the same level. Giving a companion a horse does not change their wages. The following is a table of base wages up to level 60. Note that the Nord Huscarl and Swadian Knight are the highest-leveled normal troops in the game at level 28. This means only companion can reach the higher numbers. Theoretically, there is no level cap, but an overflow glitch occurs after level 62 and the experience required per level increases at an abnormally rapid rate after 59. Base wages by troop level Level 1 2 3 4 5 6 7 8 9 10 Base 0* 1 1 1 2 3 4 4 5 6 Level 11 12 13 14 15 16 17 18 19 20 Base 7 9 10 11 12 14 16 17 19 21 Level 21 22 23 24 25 26 27 28 29 30 Base 23 25 27 29 31 33 36 38 40 43 Level 31 32 33 34 35 36 37 38 39 40 Base 46 49 51 54 57 60 64 67 70 73 Level 41 42 43 44 45 46 47 48 49 50 Base 77 81 84 88 92 96 100 104 108 112 Level 51 52 53 54 55 56 57 58 59 60 Base 116 121 125 129 134 139 144 148 153 158 * Wages cannot be 0, so all troops at level 1 would receive the minimum wage of 1. Examples[] The following tables are some examples of different troops at various levels comparing the factor of your Leadership skill. Examples - click Expand to view Troop Level Base Normal Troop Mercenary Mounted Mounted Merc Heroes Leadership Level 0 5 2 2 3 3 4 4 10 6 6 9 10 15 12 15 12 12 18 20 30 24 20 21 21 31 35 53 42 25 31 31 46 51 77 62 Troop Level Base Normal Troop Mercenary Mounted Mounted Merc Heroes Leadership Level 5 5 2 1 2 2 3 3 10 6 4 6 7 11 9 15 12 9 13 15 18 22 20 21 15 23 26 39 32 25 31 23 34 38 57 46 Troop Level Base Normal Troop Mercenary Mounted Mounted Merc Heroes Leadership Level 10 5 2 1 1 1 2 2 10 6 3 4 5 7 6 15 12 6 9 10 15 12 20 21 10 15 17 26 21 25 31 15 23 25 38 31 With Fire & Sword wages[] In Mount&Blade: With Fire & Sword the weekly wage of each troop is calculated, with integer truncation in each step, in the following way: Base wage: for pretenders to the throne and the kidnapped girl: wage = 0 for Mercenary Camp troops: wage = max(1, troop_level + 4) for other troops: wage = max(1, (troop_level + 3) * (troop_level + 3) / 20) if the troop is mounted, adjust based on the faction: Crimean Khanate: wage = wage * 5 / 4 another faction: wage = wage * 6 / 4 if it's a hero: wage = wage * 3 reduced by the player's Leadership skill: wage = wage * (100 - (2 * player_leadership)) / 100 if not the kidnapped girl, ensure minimum wage: wage = max(1, wage) if the troop is in the player's party, adjust based on the game's difficulty: Easy: wage = wage * 70 / 100 Moderate: wage = wage * 85 / 100 Hard: wage = wage The weekly pay also depends on the following factors: 50% reduction for garrisoned troops (after adding up all the garrisoned troop wages) 50% reduction for periods you were resting in a Manor, in Towns or in Fortresses (checked every 6 hours) You should note that Mercenary Camp troops only become cheaper than normal troops from level 18, which means that only mercenaries upgraded to elite are cheaper than regular troops." "War Horse","A Warhorse in classic Mount&Blade. The War Horse is one of the heaviest horses in the game. It has a lot of armor and hit points, but it's slow and has one of the lowest maneuver stats as well, second only to the Sumpter Horse. There is little reason to use this horse unless you are short on money, as there are heavier (Charger) and more maneuverable (Steppe Charger) horses for only a slightly higher price and equal Riding requirements (4). The Warhorse is actually a Hunter covered in chainmail armor. In the original Mount&Blade, its name was written as ""Warhorse"". The name was changed to ""War Horse"" in Warband, and it received a slight redesign with more chainmail, darker fur and hooves, and a heavier build. The With Fire & Sword version was renamed back to ""Warhorse"", which despite the removal of its graphical armor, still maintains nearly identical stats. This horse can be found in any town. As Swadian Men-at-Arms can potentially be found as deserters, the War Horse is one of the two armored horses (the other being the Steppe Charger) that can be found as loot without fighting a lord's or king's war party. Stats[] Horse Armor Speed Maneuver Charge Hit Points Riding Base Value War Horse 40 40 41 28 165 4 1224 Warhorse 40 39 41 28 165 4 1224" "Warlord Afanasiy Ordin-Naschokin","Afanasiy Ordin-Naschokin Official Information Kingdom Muscovite Tsardom Monarch Tsar Alexei Mikhailovich Title Vassal Personal Details Gender Male Warlord Afanasiy Ordin-Naschokin is initially a vassal of the Muscovite Tsardom. He begins the game as ruler of Ryazan. Wikipedia has an article on this subject at:Afanasy Ordin-Nashchokin This article is a stub. You can help out by expanding it. Muscovite Tsardom Monarch: Claimant: Tsar Alexei Mikhailovich Stepan Razin Vassals: Afanasiy Ordin-Naschokin Alexei Trubetskoi Alexei Vorotynsky Andrei Khovansky Boris Pushkin Boris Repnin-Obolevsky Fyodor Hvorostinin Fyodor Volkonsky Ivan Sontsov-Zasekin Naum Vasiliev Nikita Odoevsky Pavel Neskachikhin Semyon Prozorovsky Semyon Rakhmanin Semyon Urusov Vasiliy Buturlin Vasiliy Sheremetyev Yakov Cherkassky Yuri Boryatinsky Yuri Buynosov-Rostovsky" "Warlord Alexander Oginsky","Alexander Oginsky Official Information Kingdom Polish Commonwealth Monarch King Jan Kasimir Title Vassal Personal Details Gender Male Warlord Alexander Oginsky is initially a Vassal of the Polish Commonwealth. He is the initial ruler of Kovno Fortress. He is based on a real person, Marcjan Aleksander Ogiński (1632–1690), who was Polish-Lithuanian noble. Wikipedia has an article on this subject at:Marcjan Aleksander Ogiński Polish Commonwealth Monarch: Claimant: King Jan Kasimir Janusz Radziwill Vassals: Alexander Casimir Wolowicz Alexander Oginsky Andrzej Kmicic Boguslav Nesvizhsky Casimir Tyszkiewicz Fyodor Obukhovich Jan Skrzetuski Jan Sobieski Jan Zamojski Jan Zenowicz Janusz Kiszka Jerzy Halecki Krzysztof Grzymultowski Michal Vishnevetsky Michal Wolodyjowski Pavel Sapega Siegmund Slushka Stanislav Liantskoronsky Stanislaw Potocki Stefan Czarniecki" "Warlord Boris Pushkin","Boris Pushkin Official Information Kingdom Muscovite Tsardom Monarch Tsar Alexei Mikhailovich Title Vassal Personal Details Gender Male Warlord Boris Pushkin is initially a vassal of the Muscovite Tsardom. This article is a stub. You can help out by expanding it. Muscovite Tsardom Monarch: Claimant: Tsar Alexei Mikhailovich Stepan Razin Vassals: Afanasiy Ordin-Naschokin Alexei Trubetskoi Alexei Vorotynsky Andrei Khovansky Boris Pushkin Boris Repnin-Obolevsky Fyodor Hvorostinin Fyodor Volkonsky Ivan Sontsov-Zasekin Naum Vasiliev Nikita Odoevsky Pavel Neskachikhin Semyon Prozorovsky Semyon Rakhmanin Semyon Urusov Vasiliy Buturlin Vasiliy Sheremetyev Yakov Cherkassky Yuri Boryatinsky Yuri Buynosov-Rostovsky" "Warlord Boris Repnin-Obolevsky","Boris Repnin-Obolevsky Official Information Kingdom Muscovite Tsardom Monarch Tsar Alexei Mikhailovich Title Vassal Personal Details Gender Male Warlord Boris Repnin-Obolevsky is initially a vassal of the Muscovite Tsardom. This article is a stub. You can help out by expanding it. Muscovite Tsardom Monarch: Claimant: Tsar Alexei Mikhailovich Stepan Razin Vassals: Afanasiy Ordin-Naschokin Alexei Trubetskoi Alexei Vorotynsky Andrei Khovansky Boris Pushkin Boris Repnin-Obolevsky Fyodor Hvorostinin Fyodor Volkonsky Ivan Sontsov-Zasekin Naum Vasiliev Nikita Odoevsky Pavel Neskachikhin Semyon Prozorovsky Semyon Rakhmanin Semyon Urusov Vasiliy Buturlin Vasiliy Sheremetyev Yakov Cherkassky Yuri Boryatinsky Yuri Buynosov-Rostovsky" "Warlord Fyodor Hvorostinin","Fyodor Hvorostinin Official Information Kingdom Muscovite Tsardom Monarch Tsar Alexei Mikhailovich Title Vassal Personal Details Gender Male Warlord Fyodor Hvorostinin is initially a vassal of the Muscovite Tsardom.This article is a stub. You can help out by expanding it. Muscovite Tsardom Monarch: Claimant: Tsar Alexei Mikhailovich Stepan Razin Vassals: Afanasiy Ordin-Naschokin Alexei Trubetskoi Alexei Vorotynsky Andrei Khovansky Boris Pushkin Boris Repnin-Obolevsky Fyodor Hvorostinin Fyodor Volkonsky Ivan Sontsov-Zasekin Naum Vasiliev Nikita Odoevsky Pavel Neskachikhin Semyon Prozorovsky Semyon Rakhmanin Semyon Urusov Vasiliy Buturlin Vasiliy Sheremetyev Yakov Cherkassky Yuri Boryatinsky Yuri Buynosov-Rostovsky" "Warlord Fyodor Obukhovich","Warlord Fyodor Obukhovich Official Information Kingdom Polish Commonwealth Monarch King Jan Kasimir Title Warlord Fiefs SmolenskZamoshye Religion Catholic Personal Details Gender Male Warlord Fyodor Obukhovich is a vassal of the Polish Commonwealth. He is the initial owner of Smolensk and Zamoshye. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Warlord Fyodor Obukhovich - Default Stats and Equipment Attributes Stat Points Level 30 Strength 18 Agility 17 Intelligence 12 Charisma 20 Health ? Armor Head Fur Cap Body BehteretsCivil Dress Hand None Foot Good Cavalry Boots Skills Skill Points Ironflesh 4 Power Strike 5 Grenade Throwing ? Power Draw 3 Weapon Master 7 Shield ? Athletics 3 Riding 5 Shooting from Horseback 3 Looting ? Trainer ? Tracking ? Tactics 4 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 2 Leadership 6 Trade ? Proficiencies Weapon Type Points One Handed Weapons ? Two Handed Weapons ? Polearms 190 Archery 190 Firearms 190 Throwing 190 Weapons Melee Mace Ranged None Shield None Mount Saddle Horse Trivia[] He is the only vassal who is guaranteed to get the same village at the start of every game since Zamoshye is where the first quests are given. Polish Commonwealth Monarch: Claimant: King Jan Kasimir Janusz Radziwill Vassals: Alexander Casimir Wolowicz Alexander Oginsky Andrzej Kmicic Boguslav Nesvizhsky Casimir Tyszkiewicz Fyodor Obukhovich Jan Skrzetuski Jan Sobieski Jan Zamojski Jan Zenowicz Janusz Kiszka Jerzy Halecki Krzysztof Grzymultowski Michal Vishnevetsky Michal Wolodyjowski Pavel Sapega Siegmund Slushka Stanislav Liantskoronsky Stanislaw Potocki Stefan Czarniecki" "Warlord Fyodor Volkonsky","Fyodor Volkonsky Official Information Kingdom Muscovite Tsardom Monarch Tsar Alexei Mikhailovich Title Vassal Personal Details Gender Male Warlord Fyodor Volkonsky is initially a vassal of the Muscovite Tsardom. He begins the game as the ruler of Bryansk Fortress. This article is a stub. You can help out by expanding it. Muscovite Tsardom Monarch: Claimant: Tsar Alexei Mikhailovich Stepan Razin Vassals: Afanasiy Ordin-Naschokin Alexei Trubetskoi Alexei Vorotynsky Andrei Khovansky Boris Pushkin Boris Repnin-Obolevsky Fyodor Hvorostinin Fyodor Volkonsky Ivan Sontsov-Zasekin Naum Vasiliev Nikita Odoevsky Pavel Neskachikhin Semyon Prozorovsky Semyon Rakhmanin Semyon Urusov Vasiliy Buturlin Vasiliy Sheremetyev Yakov Cherkassky Yuri Boryatinsky Yuri Buynosov-Rostovsky" "Warlord Jan Zamojski","Jan Zamojski Official Information Kingdom Polish Commonwealth Monarch King Jan Kasimir Title Vassal Personal Details Gender Male Warlord Jan Zamojski is initially a Vassal of the Polish Commonwealth, and the initial ruler of Slutsk. He is based on a real person, Jan Zamojski (1627–1665), who was a Polish-Lithuanian noble and one of the most powerful people in the Commonwealth. Wikipedia has an article on this subject at:Jan Zamoyski (1627–1665) Polish Commonwealth Monarch: Claimant: King Jan Kasimir Janusz Radziwill Vassals: Alexander Casimir Wolowicz Alexander Oginsky Andrzej Kmicic Boguslav Nesvizhsky Casimir Tyszkiewicz Fyodor Obukhovich Jan Skrzetuski Jan Sobieski Jan Zamojski Jan Zenowicz Janusz Kiszka Jerzy Halecki Krzysztof Grzymultowski Michal Vishnevetsky Michal Wolodyjowski Pavel Sapega Siegmund Slushka Stanislav Liantskoronsky Stanislaw Potocki Stefan Czarniecki" "Warlord Janusz Kiszka","This article is a stub. You can help out by expanding it. Janusz Kiszka Official Information Kingdom Polish Commonwealth Monarch King Jan Kasimir Title Vassal Personal Details Gender Male Warlord Janusz Kiszka is initially a Vassal of Polish Commonwealth. He is the initial ruler of Lublin. He is based on a real person, Janusz Kiszka (1600–1653), who was a Polish-Lithuanian noble. Wikipedia has an article on this subject at:Janusz Kiszka Polish Commonwealth Monarch: Claimant: King Jan Kasimir Janusz Radziwill Vassals: Alexander Casimir Wolowicz Alexander Oginsky Andrzej Kmicic Boguslav Nesvizhsky Casimir Tyszkiewicz Fyodor Obukhovich Jan Skrzetuski Jan Sobieski Jan Zamojski Jan Zenowicz Janusz Kiszka Jerzy Halecki Krzysztof Grzymultowski Michal Vishnevetsky Michal Wolodyjowski Pavel Sapega Siegmund Slushka Stanislav Liantskoronsky Stanislaw Potocki Stefan Czarniecki" "Warlord Krzysztof Grzymultowski","Krzysztof Grzymultowski Official Information Kingdom Polish Commonwealth Monarch King Jan Kasimir Title Vassal Personal Details Gender Male Warlord Krzysztof Grzymultowski is initially a Vassal of Polish Commonwealth. He is based on a real person, Krzysztof Grzymułtowski (1620–1687), who was a Polish-Lithuanian noble. Wikipedia has an article on this subject at:Krzysztof Grzymułtowski Polish Commonwealth Monarch: Claimant: King Jan Kasimir Janusz Radziwill Vassals: Alexander Casimir Wolowicz Alexander Oginsky Andrzej Kmicic Boguslav Nesvizhsky Casimir Tyszkiewicz Fyodor Obukhovich Jan Skrzetuski Jan Sobieski Jan Zamojski Jan Zenowicz Janusz Kiszka Jerzy Halecki Krzysztof Grzymultowski Michal Vishnevetsky Michal Wolodyjowski Pavel Sapega Siegmund Slushka Stanislav Liantskoronsky Stanislaw Potocki Stefan Czarniecki" "Warlord Nikita Odoevsky","Nikita Odoevsky Official Information Kingdom Muscovite Tsardom Monarch Tsar Alexei Mikhailovich Title Vassal Personal Details Gender Male Warlord Nikita Odoevsky is initially a vassal of the Muscovite Tsardom. He begins the game as the lord of Izum Fortress. It is known from the Muscovite storyline quest The False Dmitry that Nikita Odoevsky has a daughter called Alevtina. The niece of King Carl Gustaf, Eleanor, also pretended to be Alevtina. This article is a stub. You can help out by expanding it. Muscovite Tsardom Monarch: Claimant: Tsar Alexei Mikhailovich Stepan Razin Vassals: Afanasiy Ordin-Naschokin Alexei Trubetskoi Alexei Vorotynsky Andrei Khovansky Boris Pushkin Boris Repnin-Obolevsky Fyodor Hvorostinin Fyodor Volkonsky Ivan Sontsov-Zasekin Naum Vasiliev Nikita Odoevsky Pavel Neskachikhin Semyon Prozorovsky Semyon Rakhmanin Semyon Urusov Vasiliy Buturlin Vasiliy Sheremetyev Yakov Cherkassky Yuri Boryatinsky Yuri Buynosov-Rostovsky" "Warlord Semyon Rakhmanin","Semyon Rakhmanin Official Information Kingdom Muscovite Tsardom Monarch Tsar Alexei Mikhailovich Title Vassal Personal Details Gender Male Warlord Semyon Rakhmanin is initially a vassal of the Muscovite Tsardom. He begins the game as the ruler of Kursk. This article is a stub. You can help out by expanding it. Muscovite Tsardom Monarch: Claimant: Tsar Alexei Mikhailovich Stepan Razin Vassals: Afanasiy Ordin-Naschokin Alexei Trubetskoi Alexei Vorotynsky Andrei Khovansky Boris Pushkin Boris Repnin-Obolevsky Fyodor Hvorostinin Fyodor Volkonsky Ivan Sontsov-Zasekin Naum Vasiliev Nikita Odoevsky Pavel Neskachikhin Semyon Prozorovsky Semyon Rakhmanin Semyon Urusov Vasiliy Buturlin Vasiliy Sheremetyev Yakov Cherkassky Yuri Boryatinsky Yuri Buynosov-Rostovsky" "Warlord Stanislav Liantskoronsky","Stanislav Liantskoronsky Official Information Kingdom Polish Commonwealth Monarch King Jan Kasimir Title Vassal Personal Details Gender Male Warlord Stanislav Liantskoronsky is initially a vassal of Polish Commonwealth. He is the initial ruler of Myadzelsk Castle. He is based on a real person, Stanisław Lanckoroński (1597–1657), who was a Polish-Lithuanian nobleman. Trivia[] It is strange that the game uses a spelling based on Russian or Ukrainian romanization. Wikipedia has an article on this subject at:Stanisław Lanckoroński (hetman) Polish Commonwealth Monarch: Claimant: King Jan Kasimir Janusz Radziwill Vassals: Alexander Casimir Wolowicz Alexander Oginsky Andrzej Kmicic Boguslav Nesvizhsky Casimir Tyszkiewicz Fyodor Obukhovich Jan Skrzetuski Jan Sobieski Jan Zamojski Jan Zenowicz Janusz Kiszka Jerzy Halecki Krzysztof Grzymultowski Michal Vishnevetsky Michal Wolodyjowski Pavel Sapega Siegmund Slushka Stanislav Liantskoronsky Stanislaw Potocki Stefan Czarniecki" "Warlord Vasiliy Buturlin","Vasiliy Buturlin Official Information Kingdom Muscovite Tsardom Monarch Tsar Alexei Mikhailovich Title Vassal Personal Details Gender Male Warlord Vasiliy Buturlin is initially a vassal of the Muscovite Tsardom. He is based on a historical figure of the same name. The historical Buturlin was a Russian envoy who met with Bohdan Khymelnitsky in Pereyaslav in 1654 as the Cossacks shifted their allegiance from the Polish-Lithuanian Commonwealth to the Russian Tsar. This article is a stub. You can help out by expanding it. Muscovite Tsardom Monarch: Claimant: Tsar Alexei Mikhailovich Stepan Razin Vassals: Afanasiy Ordin-Naschokin Alexei Trubetskoi Alexei Vorotynsky Andrei Khovansky Boris Pushkin Boris Repnin-Obolevsky Fyodor Hvorostinin Fyodor Volkonsky Ivan Sontsov-Zasekin Naum Vasiliev Nikita Odoevsky Pavel Neskachikhin Semyon Prozorovsky Semyon Rakhmanin Semyon Urusov Vasiliy Buturlin Vasiliy Sheremetyev Yakov Cherkassky Yuri Boryatinsky Yuri Buynosov-Rostovsky" "Warlord Yuri Buynosov-Rostovsky","Yuri Buynosov-Rostovsky Official Information Kingdom Muscovite Tsardom Monarch Tsar Alexei Mikhailovich Title Vassal Personal Details Gender Male Warlord Yuri Buynosov-Rostovsky is initially a vassal of the Muscovite Tsardom. He begins the game as the ruler of Novgorod. This article is a stub. You can help out by expanding it. Muscovite Tsardom Monarch: Claimant: Tsar Alexei Mikhailovich Stepan Razin Vassals: Afanasiy Ordin-Naschokin Alexei Trubetskoi Alexei Vorotynsky Andrei Khovansky Boris Pushkin Boris Repnin-Obolevsky Fyodor Hvorostinin Fyodor Volkonsky Ivan Sontsov-Zasekin Naum Vasiliev Nikita Odoevsky Pavel Neskachikhin Semyon Prozorovsky Semyon Rakhmanin Semyon Urusov Vasiliy Buturlin Vasiliy Sheremetyev Yakov Cherkassky Yuri Boryatinsky Yuri Buynosov-Rostovsky" "Warsaw","Warsaw Settlement Information Type Town Kingdom Polish Commonwealth Villages OstrolekaRadzilowStaronowicePlotsk World Map With Fire & SwordWarsawOstrolekaRadzilowPlotskTemplate:World Map/With Fire & Sword Warsaw is a town of the Polish Commonwealth, serving as the faction's ""capital"" as it is initially ruled by King Jan Kasimir. At the start of the game, Warsaw is very poor and has nothing in its town centre. It has the villages Plotsk, Staronowice, Radzilow and Ostroleka. Contents 1 Layout 2 Trade 2.1 Consumes 2.2 Produces 3 Trivia Layout[] At peace: Accessible area Player Lord's Hall Prison Tavern Merchants In a siege: Accessible area Player Siege Ladders Warsaw's brick walls make it stand out among other Polish fortifications. The entrance to the Lord's Hall is in the middle of the street that the player arrives on, on the edge of the accessible area. During a siege, five ladders are placed on the right of the gates. If the player looks to the left of the gates, there will be an unused sixth ladder on the ground. Trade[] Consumes[] Produces[] Tools Iron Beer Flour Trivia[] Warsaw became the Commonwealth's capital when King Sigismund III Vasa moved his court from Kraków to Warsaw in 1596, due to the latter's central location between Kraków, the capital of Poland, and Vilna, the Lithuanian capital. Since then, Warsaw has served as the de facto capital of the Kingdom of Poland. Officially, however, Kraków was still named capital of the Kingdom of Poland until 1793. Few of Warsaw's iconic structures are featured in-game, and are instead replaced with generic structures, such as homes and shops. During the 17th century, the city was besieged and fell to various foreign armies, such as the Swedes and Transylvanians. Wikipedia has an article on this subject at:Warsaw Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Watchman (With Fire & Sword)","For other uses, see Watchman (disambiguation). Watchman Troop Information Culture Cossack Hetmanate Wages 14 thalers/week Acquired from... Heavy Cavalry Commander Upgrades to... Watchman (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value 40 thalers Watchmen are heavy horse archers of the Cossack Hetmanate. Tactics[] Similar to dragoons from other nations, they are mid-level horsemen armed with carbines and sabers. Useful in ranged combat and competent in melee, Watchmen will however be quickly defeated by heavier cavalry and pikemen. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Watchman - Default Stats and Equipment Attributes Stat Points Level 12 Strength 9 Agility 9 Intelligence 0 Charisma 0 Health 50 Armor Head Cossack CapSimple Cossack Cap Body Cossack Zupan Hand None Foot Cossack BootsCavalry Boots Skills Skill Points Ironflesh 3 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 2 Shield ? Athletics ? Riding 5 Shooting from Horseback 7 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 125 Two Handed Weapons 105 Polearms 115 Archery 0 Firearms 140 Throwing 0 Weapons Melee SaberSimple Cossack Saber Ranged Simple Wheellock CarbineBullets Shield None Mount Saddle Horse Gallery[] In-game stats and equipment Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran)" "Watchman (disambiguation)","This article is a disambiguation page for Watchman (disambiguation) The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Watchman may refer to: Watchman Watchman (veteran) Pike Watchman (veteran) Watchman Watchman" "Watchman (veteran)","For other uses, see Watchman (disambiguation). Watchman (veteran) Troop Information Culture Cossack Hetmanate Wages ? thalers/week Acquired from... Watchman Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value 74 thalers Watchmen (veterans) are veteran heavy horse archers of the Cossack Hetmanate. Tactics[] Similar to veteran dragoons from other nations, they are mid-level horsemen armed with carbines and sabers. Useful in ranged combat and competent in melee, veteran Watchmen will however be quickly defeated by heavier cavalry and pikemen. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Watchman (veteran) - Default Stats and Equipment Attributes Stat Points Level 17 Strength 10 Agility 10 Intelligence 0 Charisma 0 Health 53 Armor Head Cossack Cap Body Cossack Zupan Hand None Foot Cossack Boots Skills Skill Points Ironflesh 4 Power Strike 2 Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 5 Shooting from Horseback 8 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 140 Two Handed Weapons 120 Polearms 130 Archery 0 Firearms 155 Throwing 0 Weapons Melee SaberSimple Cossack Saber Ranged Wheellock CarbineBullets Shield None Mount Saddle Horse Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran)" "Weapons","For the With Fire & Sword version, see Weapons (With Fire & Sword). Weapons in the Mount&Blade series can come in a variety of different forms, each with their own styles, benefits, and disadvantages. They cover all kinds off attacks to bash, stab, and cut your opponent. Most weapons are governed by your proficiencies, which may be personally increased when you level up, and will also automatically improve through use. Unlike most games of its caliber, Mount&Blade includes weapons from all regions of the world of all types, from the paupers' cudgel to a warlord's two-handed sword. It also includes ranged weaponry from primitive bows to elaborate mechanical crossbows; inaccurate Stones to aerodynamic Jarids or Heavy Throwing Axes. Each weapon has a series of variations from Rusty to Masterwork, which determine its overall quality. Contents 1 Melee Weapons 1.1 One Handed 1.2 Two Handed 1.3 Two Handed/One Handed 1.4 Polearms 1.5 Polearm/Two Handed 1.6 Kicking 2 Ranged weapons 2.1 Crossbows 2.1.1 Bolts 2.2 Bows 2.2.1 Arrows 2.3 Thrown Weapons 2.4 Firearms 3 Arena and Training 4 Weapon Modifiers Melee Weapons[] Axes, swords, polearms, fists, and, in Mount&Blade: Warband, some throwing weapons, can be used in hand-to-hand combat. Weapons such as the shorter axes are more effective against shields and more capable in close quarters, where as a polearm is (often) near useless in close combat. From horseback, the lance dominates when couched, which delivers the most damage to be found in the game. To be an effective hand-to-hand warrior, the player must have a high level of Strength and skills in Power Strike, Shield, Athletics and (optionally) Weapon Master with high weapon proficiencies in any of the melee weapons that the proficiency applies to. One Handed[] One-handed weapons are relatively light weapons designed for use with a shield. They do less damage compared to two-handed weapons, but they are faster and give you the advantages of having a shield, which include being better able to defend against ranged attacks (such as thrown objects and arrows) and being able to defend yourself better if your horse is killed. Two Handed[] Two-handed weapons are varieties of hard-hitting weapons like large axes, swords, and hammers. They can deal more damage per-hit than their one-handed counterparts, but you cannot use a shield with them and they generally attack more slowly. These weapons have a greater reach than one-handed weapons on average. Two Handed/One Handed[] There are only a few weapons that can be wielded as Two-handed/One-handed weapons. To switch between one and two handed, you have to equip/unequip your shield. Using such a weapon will allow you to choose lesser damage and good defense or good damage and lesser defense. Any one/two handed weapon will deal more damage and swing faster when used with both hands. Note that, when on horseback, such weapons are always used with one hand so, aside from changing the proficiency the weapon will benefit from, there's no advantage to putting away your shield. Polearms[] Polearms are weapons like staves, spears, and pikes. Generally polearms have a higher weapon reach than other melee weapons, although some can be tricky to use effectively without a horse because once an enemy closes distance many polearms become nearly useless. A horse is thus essential for maintaining distance (there are some exceptions to this, notably the shortened spear and quarterstaff, which can often be used effectively in close-combat on foot). Polearms have the unique ability to stop a charging horse in its tracks when thrust forward by foot soldiers. While the damage is often negated due to the horse being too close to the wielder by the time the attack is performed, this is an effective way of stopping the occasional lone horseman and allowing teammates in multiplayer or infantry in single player mode to mob the temporarily immobile foe. Some polearms can't be used with a shield due to their large size or due to the need to balance the weapon. Lance-type polearms can be used to strike with couched lance damage. This can be done when on a horse and moving at a fairly high speed. The lance will automatically or, depending on your ""Lance Control"" setting, upon pressing the ""Toggle Weapon Mode"" key, go into ""couching position"" when the speed of the horse is sufficient, and when it hits an enemy, it will inflict a great deal of damage (often far more than enough for an instant kill/knockout). If the enemy blocks the incoming lance blow, his or her shield will usually shatter. Polearm/Two Handed[] There are only three Polearm/Two-handed weapons available. These long axes will all have a lower weapon speed and lose their ability to thrust while used as two-handed weapons along with getting the ""Unbalanced"" status, though the change in stance will slightly increase the reach of the weapon as well as allow them to be swung from horseback. Kicking[] Kicking is a new feature in Warband, and may inflict minor blunt damage to an enemy. More often than not, this will give you an opening to land a blow on a more block reliant opponent (Shield users). Generally, it doesn't inflict enough damage to cause any injury, but it is useful if you want to make an opening in the defenses of an enemy. The kick will knock the enemy away from the player and briefly stagger them, giving you a chance to attack. Kicking also allows you to kick down an enemy who is standing too close to the edge of a platform or wall, temporarily taking him out of action and sometimes killing the troop with the fall. You do not get experience for this kill as you did not deliver the killing blow. When slightly outnumbered, this technique can reduce the number of enemies for a short time if it is timed properly, giving you the chance to kill some enemies before the ones you kicked recover from being staggered or knocked over. Timing is of the utmost importance when kicking, as it has a shorter reach than most weapons, the ultra-short Dagger, Knife and Cleaver being among the exceptions, though their incredible speed poses another problem entirely. Note that kicking a mounted opponent is completely pointless as they are positioned too high off the ground to land a kick on any part of their body apart from their foot and because the horse itself is immune to the staggering effect of all attacks apart from a polearm thrust to the front. Ranged weapons[] Aside from running up to the enemy and bashing him on the head a player can choose to specialize in ranged combat. This revolves around proficiencies such as archery, crossbow and throw. It contains the skills Power Draw and Horse Archery (if desired, allowing mounted ranged combat, a lethal combination). Weapons include the various bows, crossbows, javelins, throwing axes and knives and the humble rock. The only drawback to ranged weapons is that launchers such as bows and crossbows require that ammunition is equipped in one weapon slot, reducing the number of weapons the player can equip. Bows use arrows and so the player must have at least one quiver of arrows and these are not unlimited in battle. After a battle the arrow stocks will be replaced (returning to your inventory in a battle also replaces your ammo). One way to avoid running out is to equip many quivers (up to 3), but of course there are drawbacks to this. The recommended weapon combination for a ranged unit is a bow, two quivers, and a two-handed sword or axe. Crossbows[] A hunting crossbow. Crossbows are meant to be used by characters who are not specialized in Archery. They also are far more appropriate for ranged characters who prefer sniping the enemy to hit-and-run archery. Crossbows have a good starting precision even without high proficiencies, which can allow characters greater hit rates than even the most accurate archer and they have only Strength as requirement. However, they are very slow to reload, needing two or three times longer than the bow (improves with proficiency), they have a stronger arc, and only the lighter crossbows can be reloaded while on horseback. Since the damage is not augmented by any attributes, a crossbow user can expect to spend much more money in order to have a higher damage weapon than a bow user would have to spend to deal the same damage per shot. It is advisable not to put points in Crossbows for your character unless you plan to use them regularly. Crossbows are designed to penetrate through more armor than their bow counterpart, depending on your game version. In an unmodded game, this is due to a higher projectile speed giving the bolt damage higher than the displayed value of the weapon. Bolts[] Bolts are the ammunition for crossbows. Each kind of bolt has a damage bonus/penalty and a set amount per stack of bolts. Note: You can shoot a crossbow once without any additional ammunition. You need both the crossbow and the bolts in order to fire again after your one free shot has been used. They take up one equipment slot each. Bows[] Bows are best used by characters who are more specialized towards ranged damage. At first glance, a bow would appear to deal less damage than a crossbow. However, the damage a bow can deal is greatly increased by each level of the Power Draw skill- A character with a Power Draw skill of 7 will deal almost twice as much damage as the bow implies. Potentially, a mundane bow can be much more powerful than some more expensive crossbows, in addition to its faster firing rate. Reaching the level necessary to achieve this can take a long time, but attaining a high skill plus knowledge of arrow trajectory makes the bow a devastating weapon if used by a skilled warrior Each kind of bow needs a certain level of Power Draw in order to be used. The exceptions are the Hunting Bow and the Practice Bow. Arrows[] Arrows are the ammo for bows and it is possible to equip more than one quiver of arrows at a time for a larger arrow pool. Each kind of arrows has a damage bonus/penalty and a set number for each stack. Note: You need both the bow and the arrows in order to fire. They take up one equipment slot each. Thrown Weapons[] Thrown weapons lack the range and accuracy of bows and arrows, but can deal an enormous amount of damage if the user has enough points in the Power Throw skill. They are generally useful to melee-oriented characters or to those who have a spare slot in their equipment screen. Spear-and-axe-type throwing weapons can also be used in melee. Some throwing weapons such as throwing axes have extra damage against shields similar to the melee variant of axe. In With Fire & Sword, all thrown weapons except stones have been removed and replaced with grenades, items that have a limited range and few shots but can do great damage if aimed properly. A single grenade could, in theory, take down an entire squad if it was well placed. They come in three sizes that range from small to large, each decreasing the amount of uses but increasing the effect, with a small grenade having three shots but a large having only one. Firearms[] In the age in which Mount&Blade takes place, firearms don't exist. However, the Flintlock Pistol is hidden in the game's files, and is accessible using third-party modifications or cheats. To access the flintlock pistol in Warband without editing the game code, first ensure cheating is on in your Configure controls. Then on the world map, hold down Ctrl + ~ or Ctrl + `. A command line will appear. In that command line type 'cheatmenu'. Next click on 'camp' at the bottom left of the screen. There should now be an option labeled 'CHEATMENU!' Select the cheatmenu and there should now be a wide variety of options to choose from. Click the top option labeled 'Find Item'. In this option there will be many items inaccessible in the game including the flintlock pistol. The Flintlock Pistol is a very powerful weapon that uses the hidden Firearms proficiency and shoots bullets at an incredible velocity, even faster than an arrow. However, it is slow to reload - cleaning the barrel and loading a cartridge takes almost the same amount of time as reloading a crossbow. Like other ranged weapons, the pistol has reduced accuracy when riding, but is perfectly accurate when standing still. It also has the added bonus of the targeting reticule being stationary when aiming, removing the need to shoot earlier than needed. Bullets seem to arc, much like the crossbow bolt, and will submit to the laws of physics just like any projectile in real life. Bullets also don't travel instantly, so keep that in mind when firing at a mounted bowman strafing you. In With Fire & Sword, the timeline has advanced to the point where firearms are widespread and popular, as well as being very lethal. The firearms skill is no longer hidden, and from the start of the game you are given either a rifle or pistol, depending on what difficulty you're playing it on, along with a pouch of 16 bullets. This effectively replaces the crossbow, which is now hidden. Each shot requires you to slowly reload. Reloading severely impacts on your speed (unless you are using a pistol, or are on horseback) and can leave you extremely vulnerable. They are also often greatly inaccurate, especially when in motion. Bullets deal direct damage that is based on the range of the weapon firing, and seems to bypass armor to a degree, meaning that even a fully armored foe will likely fall when hit directly. Some shields can block bullets just as they block arrows, but bullets damage a shield far more than arrows damage shields, so riding into a line of enemy muskets who are volley-firing even when you have your steel shield up isn't a good idea. Arena and Training[] Arena and Training equipment are special sets of weapons that are only used during Tournaments and while in a Training Field. Weapon Modifiers[] Modifiers are labels added onto a weapon that will either enhance or degrade the subject item - not all weapons can carry each of all modifiers (e.g. there is no ""Tempered Long Bow""). Equipment Modifiers One Handed Two Handed Two Handed / One Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Masterwork +4 +6 +5 +9 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Polearms Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Bent - -3 -3 -35% 100% Rusty - -3 - -45% 100% Cracked - -5 - -50% 100% Polearm / Two Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Bows Name Power Draw Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Strong +2 +3 -3 +360% 40% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Crossbows Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Thrown Name Power Throw Requirement Damage Missile Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Bent - -3 -3 -35% 100% Ammunition Name Stack Amount Damage Price Shop/Loot Chance Large Bag +13% - +90% 30% Bent - -3 -35% 100% Note: Thrown weapons can only carry the ""bent weapon"" modifier. Firearms Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Armor Name Protection Price Shop/Loot Chance Lordly +6 +1050% 25% Reinforced +4 +550% 25% Hardened +3 +290% 30% Thick +2 +160% 35% Sturdy +1 +70% 50% Crude -1 -17% 100% Battered -2 -25% 100% Ragged -2 -30% 100% Rusty -3 -45% 100% Tattered -3 -50% 100% Cracked -4 -50% 100% Shields Name Durability Resistance Price Shop/Loot Chance Reinforced +83 +4 +550% 25% Thick +47 +2 +160% 35% Battered -26 -2 -25% 100% Cracked -56 -4 -50% 100% Horses Name Riding Requirement Armor Speed Maneuver Charge Damage Hit Points Price Shop/Loot Chance Champion +2 - +4 +2 +2 - +1350% 20% Spirited - - +2 +1 +1 - +550% 60% Heavy - +3 - - +4 +10 +90% 70% Stubborn +1 - - - - +5 -10% 100% Swaybacked - - -4 -2 - - -40% 100% Lame - - -10 -5 - - -60% 100% Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment" "Weapons (With Fire & Sword)","For the classic version, see Weapons. For the Bannerlord version, see Weapons (Bannerlord). Some of these stats may be obtained by subtracting the modifiers and thus may need verification. There is more than one version of certain weapons and they all have the same name. In some cases, the ""Simple"" modifier might actually be a new weapon with the same name. Contents 1 Melee Weapons 1.1 One Handed Weapons 1.2 Two Handed Weapons 1.3 Polearms 2 Ranged Weapons 2.1 Bows 2.1.1 Arrows 2.2 Firearms 2.2.1 Bullets 2.3 Grenades 3 Modifiers Melee Weapons[] One Handed Weapons[] Usually fast, light, and can be used with a shield. On the downside, they have shorter reach and don't deal as much damage as two-handed weapons or polearms. Name STR Speed Reach Swing Thrust Weight Price Other Bludgeon - 95 65 9(blunt) - 1 10 Club 12 98 60 28(blunt) - 2.3 850 Can crush through blocks Mace 12 100 55 26(blunt) - 2 750 Can crush through blocks Flanged Mace 12 99 55 29(blunt) - 2 1200 Can crush through blocks Black Mace 16 100 60 50(blunt) - 5 22000 Acquired during the quest The Secret of the Black MaceCan crush through blocksBonus against shields Carpenter Axe 7 85 60 22(cut) - 1.5 100 Bonus against shields Old Hatchet 8 100 50 20(cut) - 1.3 650 Bonus against shields Simple Hatchet 8 97 60 23(cut) - 1.5 800 Bonus against shields Hatchet 8 102 50 28(cut) - 1.3 1200 Bonus against shields Good Hatchet 9 99 60 30(cut) - 1.8 1450 Bonus against shields Crowbill 9 96 60 24(pierce) - 1.3 650 Good Crowbill 10 98 60 27(pierce) - 1.3 850 Chekan 11 93 70 25(pierce) - 1.5 700 Good Chekan 12 94 70 28(cut) - 1.5 900 Hand-crafted Chekan 13 79 70 29(pierce) - 1.5 20000 Purchased from weapon masters in towns Old Short Broadsword 8 92 95 19(cut) 14(pierce) 1.5 250 Short Broadsword 9 90 100 22(cut) 15(pierce) 1.5 450 Good Short Broadsword 9 98 90 28(cut) 20(pierce) 1.5 1000 Good Short Broadsword 9 96 95 29(cut) 20(pierce) 1.5 1200 Old Broadsword 9 86 110 21(cut) 16(pierce) 1.5 300 Broadsword 10 87 110 23(cut) 18(pierce) 1.5 400 Good Broadsword 10 88 110 26(cut) 21(pierce) 1.5 800 Good Broadsword 10 84 117 32(cut) 25(pierce) 1.8 2000 Eastern Broadsword - 97 105 25(cut) 17(pierce) 1.5 3000 Scottish Broadsword 10 94 105 32(cut) 20(pierce) 1.8 3000 Hand-crafted Broadsword 10 85 105 32(cut) 24(pierce) 1.8 18000 Purchased from weapon masters in towns Thrusting Sword - 96 100 - 19(pierce) 1 200 Good Sword - 102 100 - 23(pierce) 0.8 500 Thrusting Sword - 99 100 - 23(pierce) 1 370 Good Sword - 104 97 - 25(pierce) 0.8 650 Thrusting Sword - 100 97 - 21(pierce) 0.8 300 Good Sword - 106 100 - 27(pierce) 0.8 800 Good Sword - 108 100 - 30(pierce) 1 1250 Hand-crafted Rapier - 106 100 - 30(pierce) 1 16000 Purchased from weapon masters in towns Koncerz 9 91 125 - 27(pierce) 1.5 2900 Can crush through blocks Simple Saber 7 92 95 20(cut) - 1.3 330 Saber 7 94 95 22(cut) - 1.3 650 Simple Saber 7 95 95 21(cut) - 1.2 380 Saber 7 97 95 24(cut) - 1.3 800 Simple Saber 7 93 95 22(cut) - 1.3 420 Saber 7 95 95 24(cut) - 1.3 950 Simple Saber 7 94 95 24(cut) - 1.3 525 Saber 7 96 95 25(cut) - 1.3 1100 Hand-crafted Saber 8 100 95 29(cut) - 1.3 11000 Purchased from weapon masters in towns Simple Saber 7 97 85 25(cut) - 1 300 Saber 7 93 85 26(cut) - 1 1300 Simple Saber 7 95 90 24(cut) - 1.3 500 Saber 8 94 90 28(cut) - 1.3 1450 Simple Saber 7 94 90 22(cut) - 1.3 400 Saber 8 95 90 30(cut) - 1.3 1600 Hand-crafted Damascus Steel Saber 9 90 93 32(cut) - 1.3 14000 Purchased from weapon masters in towns Simple Cossack Saber 7 98 95 20(cut) - 1 300 Cossack Saber 7 101 95 22(cut) - 1 625 Simple Tatar Saber - 103 100 20(cut) - 1 850 Tatar Saber - 105 100 21(cut) - 1 1200 Simple Yataghan - 80 102 21(cut) - 1 425 Yataghan - 104 80 24(cut) - 1 750 Good Yataghan - 104 80 26(cut) - 1 1200 Two Handed Weapons[] Including large axes and swords, they can deal more damage per hit and have longer reach than their one-handed counterparts, but cannot be used with a shield and generally attack more slowly. In With Fire and Sword, the selection of two-handed weapons is far more limited than in Mount&Blade or Warband and no two-handed weapons can be used on horseback. All, however, provide high damage with a bonus against shields. Name STR Speed Reach Swing Thrust Weight Price Other Claymore 13 88 125 40(cut) 22(pierce) 3 ? Bonus against shieldsCannot be used on horseback Claymore 13 92 125 34(cut) 30(pierce) 3 ? Bonus against shieldsCannot be used on horseback Lumberman Axe 8 89 80 25(cut) - 2 ? Bonus against shieldsCannot be used on horseback Poleaxe 11 83 120 37(cut) - 2.3 ? Can crush through blocksBonus against shieldsCannot be used on horseback Poleaxe 11 86 117 42(cut) - 2.5 ? Can crush through blocksBonus against shieldsCannot be used on horseback Hand-crafted Poleaxe 12 80 120 36(cut) - 2.3 ? Purchased from weapon masters in townsCan crush through blocksBonus against shieldsCannot be used on horseback Two Handed Sword 14 84 140 37(cut) 30(pierce) 4 ? Can crush through blocksBonus against shieldsCannot be used on horseback Two Handed Sword 14 80 140 43(cut) 22(pierce) 4.5 ? Can crush through blocksBonus against shieldsCannot be used on horseback Hand-crafted Two Handed Sword 13 80 125 37(cut) 33(cut) 3 ? Purchased from weapon masters in townsBonus against shieldsCannot be used on horseback Polearms[] Include spears, lances, and halberds, they generally have longer reach than other weapons - which can be disadvangeous in close-quarters combat - and, many being two-handed, cannot be used with a shield. As in Mount&Blade and Warband, charging on horseback will deal couched lance damage with a trait-carrying polearm. Name STR Speed Reach Swing Thrust Weight Price Other Pitchfork - 82 165 - 16(pierce) 1.8 20 Scythe - 79 180 16(cut) 12(pierce) 2 20 Sovnya - 79 150 26(cut) 24(pierce) 2.5 1100 Halberd 12 77 160 24(cut) 26(pierce) 3 1400 Can crush through blocksCannot be used on horseback Simple Lance - 85 175 - 23(pierce) 1 220 Can crush through blocks Lance 8 81 190 - 25(pierce) 1.3 550 Can crush through blocks Old Pike 7 74 320 - 20(pierce) 1.8 200 Can crush through blocksCannot be used on horseback Pike 7 79 320 - 23(pierce) 1.8 600 Can crush through blocksCannot be used on horseback Simple Pike 7 73 325 - 26(pierce) 2 800 Can crush through blocksCannot be used on horseback Pike 8 75 325 - 28(pierce) 2 1000 Can crush through blocksCannot be used on horseback Cavalry Lance 6 88 160 - 22(pierce) 1 500 Can crush through blocks Cavalry Lance 7 84 160 - 24(pierce) 1 600 Can crush through blocks Cavalry Lance 9 78 180 - 26(pierce) 1.3 900 Can crush through blocks Hussar Lance 12 62 320 - 26(pierce) 2.5 1200 Can crush through blocks Hussar Lance 12 55 320 - 30(pierce) 2.5 1600 Can crush through blocks Ranged Weapons[] Bows[] Returning from Mount&Blade and Warband, firearm technology has not yet improved to the point they have been rendered obsolete - they deal low damage per shot in exchange for short reload times and high accuracy. Name Power Draw Damage Accuracy Speed Weight Price Other Longbow - 18(pierce) 92 98 0.8 150 Longbow 1 19(pierce) 94 94 0.8 600 Bow 2 24(pierce) 96 90 1 1500 Tatar Bow 3 26(pierce) 97 90 1 2600 Tatar Bow 5 25(pierce) 94 91 1.3 ? Purchased from weapon masters in towns Composite Bow 4 30(pierce) 99 85 1.3 3500 Hand-crafted Bow 6 27(pierce) 93 90 1.2 ? Purchased from weapon masters in towns Arrows[] Name Amount Damage Weight Price Arrows 27 0(pierce) 2 100 Tatar Arrows 27 1(pierce) 2.3 300 Eastern Arrows 30 1(pierce) 2.5 500 Barbed Arrows 27 2(pierce) 2.5 800 Forged Arrows 27 3(pierce) 2.8 1200 Firearms[] Replacing crossbows from Mount&Blade and Warband, firearms generally fall into three main categories: pistols, carbines (both usable on horseback), and muskets (only usable on foot). All can also function as improvised-but-very-low-damage melee weapons by pressing ""X"". They deal heavy damage per shot in exchange for long reload times and low accuracy. Name STR Ranged Accuracy Reload Speed Shot Speed Swing Thrust Melee Speed Melee Length Weight Price Other Old Pistol 6 42(pierce) 60 43 90 7(blunt) 3(blunt) 95 40 2.5 475 Pistol 6 48(pierce) 66 45 100 7(blunt) 3(blunt) 95 40 2 600 Pistol 6 66(pierce) 67 47 95 7(blunt) 3(blunt) 95 40 2.3 600 Good Pistol ? 67(pierce) 70 60 ? ? ? ? ? 2 3100 Good Pistol 6 69(pierce) 73 61 105 7(blunt) 3(blunt) 95 40 2.3 3400 Good Pistol 6 71(pierce) 75 59 110 7(blunt) 3(blunt) 95 40 2.5 3600 Hand-crafted Pistol 6 78(pierce) 79 64 115 7(blunt) 3(blunt) 95 40 2 12000 Purchased from weapon masters in towns Double-barreled Miquelet Pistol 8 80(pierce) 82 44 125 7(blunt) 3(blunt) 95 40 3.3 55000 Purchased from weapon masters in towns Dutch Pistol 6 81(pierce) 82 63 125 7(blunt) 3(blunt) 95 40 2.3 16000 Purchased from weapon masters in towns Double-barreled Dutch Pistol 8 85(pierce) 85 46 146 7(blunt) 3(blunt) 95 40 3.3 70000 Purchased from weapon masters in towns Matchlock Carbine 7 71(pierce) 72 35 120 10(blunt) 5(blunt) 85 80 5 480 Matchlock Carbine 7 72(pierce) 73 36 119 10 5(blunt) 85 80 5.3 490 Simple Wheellock Carbine 8 76(pierce) 76 40 123 10(blunt) 5(blunt) 85 80 4.5 2500 Wheellock Carbine 8 78(pierce) 78 42 125 10(blunt) 5(blunt) 85 80 4.3 3400 Double-barreled Wheellock Carbine 9 77(pierce) 79 30 120 10(blunt) 5(blunt) 85 80 5.3 38000 Purchased from weapon masters in towns Miquelet Carbine 8 81(pierce) 80 43 130 10(blunt) 5(blunt) 85 80 4.3 4800 Good Miquelet Carbine 8 83(pierce) 81 44 132 10(blunt) 5(blunt) 85 80 4.3 5500 Hand-crafted Carbine 8 90(pierce) 78 29 142 10(blunt) 5(blunt) 85 80 4.3 15000 Purchased from weapon masters in towns Double-barreled Dutch Carbine 9 80(pierce) 80 32 125 10(blunt) 5(blunt) 85 80 5.3 45000 Purchased from weapon masters in towns Handmade Firearm 7 66(pierce) 69 23 122 11(blunt) 6(blunt) 75 100 6 225 Handmade Firearm 7 67(pierce) 71 23 120 11(blunt) 6(blunt) 75 100 6 250 Matchlock Musket 8 79(pierce) 79 25 130 12(blunt) 7(blunt) 75 100 7 600 Cannot be used on horseback Matchlock Musket 8 80(pierce) 78 26 129 12(blunt) 7(blunt) 75 100 7.5 640 Cannot be used on horseback Turkish Matchlock Musket 8 82(pierce) 77 26 136 12(blunt) 7(blunt) 75 100 7.8 580 Cannot be used on horseback Good Matchlock Musket 8 84(pierce) 79 29 139 12(blunt) 7(blunt) 75 100 7.3 1800 Cannot be used on horseback Simple Wheellock Musket 9 83 82 29 140 12(blunt) 7(blunt) 75 100 6.5 2100 Cannot be used on horseback Wheellock Musket 9 85(pierce) 86 31 152 12(blunt) 7(blunt) 75 100 6.3 3600 Cannot be used on horseback Turkish Wheellock Musket 9 88(pierce) 83 30 150 12(blunt) 7(blunt) 75 100 6.8 3000 Cannot be used on horseback Miquelet Musket 9 90(pierce) 89 35 154 12(blunt) 7(blunt) 75 100 5.8 6000 Cannot be used on horseback Miquelet Musket 9 92(pierce) 90 37 160 12(blunt) 7(blunt) 75 100 5.8 7000 Cannot be used on horseback Turkish Miquelet Musket 9 93(pierce) 88 33 160 12(blunt) 7(blunt) 75 100 6.3 5300 Cannot be used on horseback Good Miquelet Musket 9 95(pierce) 89 34 170 12(blunt) 7(blunt) 75 100 6 6900 Cannot be used on horseback Hand-crafted European Musket 9 97(pierce) 97 40 165 12(blunt) 7(blunt) 75 100 5.8 28000 Purchased from weapon masters in townsCannot be used on horseback Hand-crafted Turkish Musket 9 103(pierce) 95 39 163 12(blunt) 7(blunt) 75 100 6 25000 Purchased from weapon masters in townsCannot be used on horseback Bullets[] Name Amount Damage Weight Price Light Bullets 16 3(pierce) 2 150 Bullets 15 4(pierce) 2.5 400 Heavy Bullets 14 5(pierce) 3 ? Grenades[] Replacing thrown weapons, they can deal heavy damage to (large) clusters of troops at once. Unlike other ammunition, however, they are single-use and stacks do not refill after battles. Name Damage Speed Shard Radius (Paces) Damage Radius (Paces) Amount Weight Price Small Grenade 100(blunt) 70 3 2 7 4 1000 Medium Grenade 104(blunt) 67 5 2 5 4 1400 Large Grenade 175(blunt) 65 7 2 3 4 1800 Modifiers[] Modifiers add or subtract to the base weapon's appropriate statistic. The primary modifier, the secondary modifier, and then the weapon name, respectively, is what the weapon is called. The weapon name will always be present but the primary and secondary modifiers may or may not be present (e.g. Good Pistol, Heavy Club, Balanced Good Broadsword). Some weapons may not have certain modifiers available to them (e.g. you may never see a Masterwork Good Pistol). Some weapons may be confused with having a modifier - such as the ""Strong Longbow"" - but are actually part of their name. Grenades and ammunition have no modifiers. Weapons with negative modifiers that push the weapon stats to 0 lose or may not show its stat (e.g. a Bent Pistol has a -3 damage modifier and its thrust damage is 3 and is thus not displayed). Equipment Modifiers One Handed Two Handed Two Handed / One Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Masterwork +4 +6 +5 +9 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Polearms Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Bent - -3 -3 -35% 100% Rusty - -3 - -45% 100% Cracked - -5 - -50% 100% Polearm / Two Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Bows Name Power Draw Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Strong +2 +3 -3 +360% 40% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Crossbows Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Thrown Name Power Throw Requirement Damage Missile Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Bent - -3 -3 -35% 100% Ammunition Name Stack Amount Damage Price Shop/Loot Chance Large Bag +13% - +90% 30% Bent - -3 -35% 100% Note: Thrown weapons can only carry the ""bent weapon"" modifier. Firearms Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Armor Name Protection Price Shop/Loot Chance Lordly +6 +1050% 25% Reinforced +4 +550% 25% Hardened +3 +290% 30% Thick +2 +160% 35% Sturdy +1 +70% 50% Crude -1 -17% 100% Battered -2 -25% 100% Ragged -2 -30% 100% Rusty -3 -45% 100% Tattered -3 -50% 100% Cracked -4 -50% 100% Shields Name Durability Resistance Price Shop/Loot Chance Reinforced +83 +4 +550% 25% Thick +47 +2 +160% 35% Battered -26 -2 -25% 100% Cracked -56 -4 -50% 100% Horses Name Riding Requirement Armor Speed Maneuver Charge Damage Hit Points Price Shop/Loot Chance Champion +2 - +4 +2 +2 - +1350% 20% Spirited - - +2 +1 +1 - +550% 60% Heavy - +3 - - +4 +10 +90% 70% Stubborn +1 - - - - +5 -10% 100% Swaybacked - - -4 -2 - - -40% 100% Lame - - -10 -5 - - -60% 100% Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment" "Weissenstein","Weissenstein Settlement Information Type Village Kingdom Sweden Fortification Dorpat Fortress World Map With Fire & SwordWeissensteinDorpat FortressTemplate:World Map/With Fire & Sword Weissenstein is a village initially owned by the Kingdom of Sweden, subordinate to Dorpat Fortress. Layout[] Player Elder Fugitive Weissenstein is built in a valley in a hilly area. It is a Swedish-style village with seven houses: six in the main part of the village, and one in a hill to the right of the main part, from the perspective of the player's entrance. The player enters between a squash field and a grape field, but access inside those are blocked by invisible barriers. Near the center of the village is a bonfire. Beyond that, at the end of the village, there is a field that grows bushes, also blocked by invisible barriers. The Village Elder can be found standing next to the bonfire. If sent here during a Hunt Down Fugitive, the Nervous Man will be hiding by the house up the hill. Wikipedia has an article on this subject at:Paide Territory of the Kingdom of Sweden TownsKoenigsberg Reval Riga FortressesAllenstein Castle Dorpat Fortress Dynaburg Fortress Dzvinsk Castle Narva Vyborg VillagesElbing Leal Nidritsa Panevezys Pilve Plunge Salis Siauliai Siegevold Tapiau TormaWeissenstein Wesenberg" "Wesenberg","Wesenberg Settlement Information Type Village Kingdom Kingdom of Sweden Fortification Narva World Map With Fire & SwordWesenbergNarvaTemplate:World Map/With Fire & Sword Wesenberg is a village initially owned by the Kingdom of Sweden, subordinate to Narva. Layout[] Player Elder Fugitive Wesenberg is built on a small hill. It is a Swedish-style village with six disconnected houses. There is a plantation field growing grapes, cabbages and squash. Next to another house there is a storage shed with bags of flour, baskets of apples, furs, barrels of beer, and a bottle of honey. Near it is an oven and several loaves of bread can be found next to that. The Village Elder can be found directly facing the player's entrance. If sent here during a Hunt Down Fugitive quest, the Nervous Man can be found hiding under a shelter where wood is stored. Wikipedia has an article on this subject at:Rakvere Territory of the Kingdom of Sweden TownsKoenigsberg Reval Riga FortressesAllenstein Castle Dorpat Fortress Dynaburg Fortress Dzvinsk Castle Narva Vyborg VillagesElbing Leal Nidritsa Panevezys Pilve Plunge Salis Siauliai Siegevold Tapiau TormaWeissenstein Wesenberg" "Western Empire","Western Empire Official Information Culture Calradic Empire Capital Jalmarys Ruler Emperor Garios Claimant Unknown Ruling Clan Comnos Minor Factions EleftheroiEmbers of the FlameHidden HandLegion of the Betrayed Faction Location Western Empire in wine purple The Western Calradic Empire is a kingdom in Mount&Blade II: Bannerlord ruled by Garios Comnos, a war hero and military populist who believes the armies should choose the emperor. Contents 1 Overview 2 Ruler 3 Vassals 4 Economy 5 Troop Tree 6 Clans 7 Territory 8 Gallery Overview[] The Western Empire was formed after the death of Emperor Arenicos, when the Imperial Legions under the command of Garios proclaimed him to be the new emperor. With the financial backing of Apys Varros, Garios has planned to ensure the loyalty of his army veterans through generous land distribution plans. The Western Empire shares a border with Battania, Vlandia, and the two other splinter states resulting from the fracturing of the Calradic Empire (Northern and Southern). All three imperial sub-factions specialize in armored cataphracts and skilled archers. Ruler[] Emperor GariosComnos Vassals[] Archon ApysVarros Archon CrotorDionicos Archon TynopsElaches Archon DesporionLonalion Archon SaratisSorados Archon AchiosCorenios Archon ViponManeolis Archon VincantiosPalladios Economy[] Medium 6 cities 8 castles 31 villages Main products: A sufficient number of almost all goods (but the most valuable silver mines around Ataconia Castle and Ortysia as well as iron mines around Gersegos Castle and Oristocorys Castle) Troop Tree[] Troops of the Calradic Empire Peasant Looter Recruit Infantryman Archer Vigla Recruit Trained Infantryman Trained Archer Equite Veteran Infantryman Menavliaton Veteran Archer Crossbowman Heavy Horseman Legionary Elite Menavliaton Palatine Guard Bucellarii Sergeant Crossbowman Cataphract Elite Cataphract Clans[] Clans of the Western Empire Comnos Varros Dionicos Elaches Lonalion Sorados Corenios Maneolis Palladios Territory[] Territory of the Western Empire TownsAmitatys Jalmarys Lageta Ortysia Rhotae Zeonica CastlesGarontor Castle Gersegos Castle Hertogea Castle Onica Castle Oristocorys CastleThorios Castle Thractorae Castle Veron Castle VillagesAegosca Alsasos Arpotis Bergum Carphenion Dradios Elvania Elipa GamardanGarontor Gersegos Goleryn Garengolia Hertogea Leblenion Lysia MontosNeocorys Nideon Onica Oristocorys Phasos Primessos Tarcutis Thersenion ThoriosThractorae Vathea Veron Vinela Zeocorys Gallery[] Map of the Western Empire at the release of Early Access (created by Vesper) Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed" "Widawa","Widawa Settlement Information Type Village Kingdom Polish Commonwealth Fortification Lodz Castle World Map With Fire & SwordWidawaTemplate:World Map/With Fire & Sword Widawa is a village of the Polish Commonwealth, subordinate to Lodz Castle. Layout[] Player Elder Fugitive Widawa is built on a flat surface along a path. It is a Polish/Cossack-style village with twelve houses. Near a house on either side of the path, there is a stable, each sheltering two horses. The Village Elder can be found in front of the third house on the left of the path, from the perspective of the player's entrance — the house with a stable near it. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be hiding behind the third house on the right — near the stable. Wikipedia has an article on this subject at:Widawa, Łódź Voivodeship Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Wine","Wine Classic/Warband Viking Conquest Games Base value 220 220 220 780 Weight 30.0 30.0 30.0 60.0 Item Quantity 50 50 50 40 Morale Bonus +0 +0 +5 +0 Spoils No Goods Type House Made From... Grapes Made Into... N/A Wine is mainly used as a trade good, though it is also used in feasts, where it will be served to nobles alongside ale. In every game other than With Fire & Sword, it is not a food source and provides no bonus to morale. However, in With Fire & Sword, it provides the highest bonus, equaled only by beer. Players can produce wine in Warband by buying a wine press with an initial cost of 5,000 denars. It will produce two units of wine from four units of grapes per week. the cost of upkeep is 60 denars per week, the average profit is 80 denars and the rate of return is 1.6%. Since grapes come in such small quantities and provide a small morale boost, producing wine is generally a much more profitable use for grapes. Wine can be bought cheap in Sargoth, Tihr, Wercheg, Yalen, and Veluca. It can be sold for a profit in all of the towns initially owned by the Sarranid Sultanate, Shariz, Durquba, Ahmerrad, and Bariyye. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Winged Hussar","Winged Hussar Troop Information Culture Polish Commonwealth Wages 27-37 thalers Acquired from... Prisoners or Commander Upgrades to... Winged Hussar (veteran) The Winged Hussar is an elite cavalry unit in the Polish Commonwealth. Drawn from the brave Polish gentry, the swift Hussars boast the finest equipment and military training of the time. The mere sight of these heavily-armored warriors charging on their mighty horses would be enough to inspire panic in the enemy ranks, and break the line of any troops still holding their ground. Nevertheless, the Hussars should avoid large groups of shooters, especially on a difficult terrain. In the 17th century, and even to this day, the Winged Hussars were considered one of the best cavalries in the world. In With Fire & Sword, the Winged Hussar is the most powerful Polish unit in the game. It is well armored with a very strong helmet and body armor, and is armed the longest lance in the game, the Hussar Lance. For these reasons, it is considered to the best Heavy Shock Cavalry unit in the game. You can recruit them when you buy a personal guard commander in your town. If you are of the Polish Faction, you will be able to train Winged Hussars from the Commander. They upgrade to Winged Hussar (veteran), which carries better armor and a Thoroughbred Horse. Contents 1 Tactics 2 Recruitment 2.1 Methods of recruitment 3 Stats and equipment 4 Gallery 5 Trivia Tactics[] Winged Hussars are a versatile unit in-game, they can be utilized in any situation. In a ground war against any opposition, it's best to quickly arrange them in rows, command them to mount horses (even though they are mounted, if they are stationary for too long, they will dismount) before letting them charge head on. During a siege, it's best to let your marksmen or infantry soften the enemies' defense before unleashing them into a fortress or town. Despite their melee skills, keep in mind that they don't have any ranged weapons and are very vulnerable to musket fire in volleys. Hussars can change the tide of battles. Even if you are outnumbered, if you have a good company of Winged Hussars, they can demoralize the enemy entirely. Recruitment[] Similar to Noble Guards and Swedish Reiters, Winged Hussars are rare to find. There is no easy way of obtaining them. Methods of recruitment[] Purchase: Buying them is a lot easier than going after companies of enemies, etc. You can buy them from fully upgraded Polish Towns/Fortresses. You can buy 3 at a time and will take a couple of days before you can actually get them. Vassalage: If you've pledged your alliance to King Jan Kasimir, you own a town or a fortress, and provided you have a decent amount money and patience, it is possible (but not always) to get an unlimited supply of Winged Hussars. To do this, firstly, you must fully upgrade your town/fortress or at least have a Stable and a Personal Guard Commander (it's not possible to hire a personal guard commander without hiring all the other guard commanders) in your town. Secondly, disband troops like Volunteers, Pikemen, or any other weak units defending your castle. Lastly, wait for a couple of days, if you see 18 Winged Hussars in your town's garrison after a few days, then you will know that you have an unlimited supply of Winged Hussars. If you take all of them away, there will be another batch of 18 Winged Hussars in a couple of days in-game. This is a great way of gathering a formidable cavalry and the greatest thing is that its completely free. Rescuing Prisoners: When an opposing nation is at war with the Polish Commonwealth, vassals, fiefs, foragers, patrols and any other unit of that particular nation often have Winged Hussars as their prisoners. Outlaws such as Rebels, Deserters, Brigands, Looters and Tatar Raiders in Polish territory can sometimes have some Winged Hussars as prisoners. Although in only on a very rare occasion, Caravans may also have Winged Hussars as prisoners. Recruiting from prisoners: Usually Polish Scouts and Foragers will have Winged Hussars as part of their party, meaning if you can capture one then you can try and recruit it to your party. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Winged Hussar - Default Stats and Equipment Attributes Stat Points Level 21 Strength 11 Agility 10 Intelligence 0 Charisma 0 Health 54 Armor Head Winged Hussar Helmet Body Winged Hussar Coat of Mail, Hussar Coat of Mail Hand ? Foot Good Cavalry Boots Skills Skill Points Ironflesh 4 Power Strike 2 Grenade Throwing 0 Power Draw ? Weapon Master 5 Shield ? Athletics ? Riding 7 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 175 Two Handed Weapons 155 Polearms 165 Archery 0 Firearms 0 Throwing 0 Weapons Melee Hussar Lance Ranged ? Shield ? Mount Hunter Gallery[] With Fire & Sword boxartOgniem I Mieczem (Polish: Fire and Sword)Hussar's ChargeA Winged hussar and a veteran Trivia[] There are several theories as to the existence of the Hussars' iconic ""wings"". One is that it was used as a method of protection against melee blows to the back. Another is that it was used as a method of psychological warfare, as it would make a clattering sounds that frightened both men and horses, and would present the Hussars as more menacing. Yet another theory is that the noise made from the wings would deafen the horses of the Hussars, who would then be impervious to the distracting noise-makers of Ottoman and Tatar cavalry. In-game, Veterans are distinguished from regulars with the addition of leopard fur on their armor. In reality, the Hussars were more heavily-armed: in addition to their lance and saber, they also carried a koncerz and a couple of pistols. Their in-game loadout is likely the result of a combination of balance reasons and limited weapon slots. Wikipedia has an article on this subject at:Polish Hussars Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "Winged Hussar (veteran)","Winged Hussar (veteran) Troop Information Culture Polish Commonwealth Acquired from... Winged Hussar Upgrades to... N/A Upgrade Cost N/A The Winged Hussar (veteran) is the upgrade to the Polish Winged Hussar. The veteran unit carries better armor and a Thoroughbred Horse. Tactics[] Winged Hussars are a versatile unit in-game, they can be utilized in any situation. In a ground war against any opposition, it's best to quickly arrange them in rows, command them to mount horses (even though they are mounted, if they are stationary for too long, they will dismount) before letting them charge head on. During a siege, it's best to let your marksmen or infantry soften the enemies' defense before unleashing them into a fortress or town. Despite their melee skills, keep in mind that they don't have any ranged weapons and are very vulnerable to musket fire in volleys. Hussars can change the tide of battles. Even if you are outnumbered, if you have a good company of Winged Hussars, they can demoralize the enemy entirely. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Winged Hussar (veteran) - Default Stats and Equipment Attributes Stat Points Level 25 Strength 12 Agility 11 Intelligence 0 Charisma 0 Health 57 Armor Head Winged Hussar Helmet, Hussar Helmet with Crest Body Winged Hussar Coat of Mail, Hussar Coat of Mail, Hussar Mail With Skin Hand ? Foot Good Cavalry Boots Skills Skill Points Ironflesh 5 Power Strike 3 Grenade Throwing 0 Power Draw ? Weapon Master 6 Shield ? Athletics ? Riding 7 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 190 Two Handed Weapons 170 Polearms 180 Archery 0 Firearms 0 Throwing 0 Weapons Melee Hussar Lance Ranged ? Shield ? Mount Thoroughbred Horse Wikipedia has an article on this subject at:Polish Hussars Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "With Fire and Sword","For the Mount&Blade game, see Mount&Blade: With Fire & Sword. With Fire and Sword (or Ogniem i mieczem in Polish) is a novel written by Polish author Henryk Sienkiewicz upon which Mount&Blade: With Fire & Sword is based. The novel itself is based on the historical events that took place during the Khmelnytsky Uprising within the years 1648–1657. With Fire and Sword was originally published in 1884 and is the first of three novels in a trilogy. It was followed by The Deluge and Fire in the Steppe. With Fire and Sword is one of the most popular books ever in Poland and is even required reading in schools. It has been translated into most European languages and has been adapted into a film as well as the Mount&Blade game. Wikipedia has an article on this subject at:With Fire and Sword" "Wool","Wool Classic/Warband Viking Conquest Games Base value 130 130 130 230 Weight 40.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Raw material Made From... N/A Made Into... Wool Cloth Wool is a non-consumable trade good. In Mount&Blade: Warband, it is used with a wool cloth weavery to produce wool cloth. To do this you must speak to your master weaver and give him the items, doing this may increase your profit. In Viking Conquest except trading, wool is needed to build larger types of Boats. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Wool Cloth","Wool Cloth Warband Viking Conquest Games Base value 250 250 320 Weight 40.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Trade Made From... Wool Made Into... N/A Wool Cloth is a non-consumable trade good. It is produced by a wool cloth weavery from wool. A possible trade route for this item may be found between the towns of Ahmerrad and Dhirim. Wool cloth can be purchased in Ahmerrad for under 200 denars and then sold in Dhirim for around 270 denars, depending on the player's trade level and Dhirim's current economic situation. You can buy a wool cloth weavery for an initial cost of 6,000 denars and the weekly cost is 120 denars. The input is 2 wool (can be bought by the player) per week and the out put is 2 wool clothe per week. The average profit is 120 denars and thus has a profit margin of 2.0%. All towns in Warband produce Wool Cloth. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth" "Yartsy","Yartsy Settlement Information Type Village Kingdom Polish Commonwealth Fortification Smolensk World Map With Fire & SwordYartsySmolenskTemplate:World Map/With Fire & Sword Yartsy is a village of the Polish Commonwealth, subordinate to Smolensk. Layout[] Player Elder Fugitive Yartsy is built on uneven surface. It is a Russian-style village with eleven houses and a chapel in the center. The Village Elder can be found by starting from the player's entrance and following the path to the last house on the right. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be found by continuing along the aforementioned path and looking towards the field, beside a haystack. Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Yashlav-bey","Yashlav-bey Official Information Kingdom Crimean Khanate Monarch Khan Islam Giray Title Vassal Personal Details Gender Male Yashlav-bey is initially a vassal of the Crimean Khanate. This article is a stub. You can help out by expanding it. Crimean Khanate Monarch: Claimant: Khan Islam Giray Mehmed Giray Vassals: Ahmed-pasha Argun-bey Baesid-khan Baryn-bey Bukryn-bey Imad-pasha Mansur-bey Mirza Agish Mirza Appak Mirza Argyn Mirza Davletshi Mirza Divey Mirza Enikey Mirza Karach Mirza Yanmamed Mirza Yelchy Sedjet-bey Shirin-bey Uzyn-bey Yashlav-bey" "Yataghan/With Fire & Sword","Yataghan YataghanOne-handedBase value: 750 thalersWeight: 1.0Swing: 24cSpeed rating: 104Weapon reach: 80With Fire & Sword" "Yefremovo","Yefremovo Settlement Information Type Village Kingdom Muscovite Tsardom Fortification Bryansk Fortress World Map With Fire & SwordYefremovoBryansk FortressTemplate:World Map/With Fire & Sword Yefremovo is a village of the Muscovite Tsardom, subordinate to Bryansk Fortress. Layout[] Player Elder Fugitive Yefremovo is built on flat terrain. It is a Polish/Cossack-style village with thirteen houses. The entire village is on the right side of the road that the player enters from. The Village Elder can be found in front of the largest brick-roofed house. If sent here during a Hunt Down Fugitive quest, the Nervous Man can be found between a lone tree in the village and a small straw-roofed house. Territory of the Muscovite Tsardom TownsCherkassk Moscow Pskov FortressesBryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' VillagesKlin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa TarusaValuiki Yefremovo" "Yelisei","Yelisei Appears in Official Information Culture Russian Character Details Hire Cost 300 thalers Likes Victor De La Buscador Liked by Sarabun Dislikes Ingri, Retreating, Failing Quests, using the collected money of Collect debt from lord Disliked by Nogai Character Background Background Mercenary Yelisei is one of the Heroes in With Fire & Sword. Yelisei is similar to Artimenner and Firentis of the previous games. Dialogue[] Main article: Yelisei/Interactions Stats and equipment[] Yelisei - Default Stats and Equipment Attributes Stat Points Level 5 Strength 8 Agility 9 Intelligence 12 Charisma 8 Health 43 Armor Head Marksman Cap Body Broadcloth Hand ? Foot Old Cavalry Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics 2 Riding 4 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer 4 Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 70 Two Handed Weapons 70 Polearms 70 Archery 70 Firearms 70 Throwing 70 Weapons Melee Simple Saber Ranged ? Shield ? Mount Saddle Horse Player's Companions Algirdas Bakhyt Colonel Zagloba Fatima Fedot Ingri Karlsson Mamai NogaiOksana Priest Spasokukotsky Sarabun Tepes Varvara Victor de la Buscador Yelisei" "Yelisei/Interactions","This is a list of interactions with Yelisei. Contents 1 Introduction 2 Reencounter 3 Retirement 4 Rehire 5 Story: Ryazan 6 Story Recap 7 Like Quotes 7.1 Victor de la Buscador 8 Dislike Quotes 8.1 Colonel Zagloba 8.2 Ingri Introduction[] If you're trying to offer me a drink, you better stay back! Oh dear me. I wouldn't think of it! ""Wine, vodka or schnapps -- it is my weakness. Just one little sip, and my body starts to itch. My name is Yelisey. I am the fourth son of the Ryazan noble Skiba. From the cradle, my father prepared me for the duty of a warrior. I learned to ride, to shoot with pistols, and to fence. But I do not count myself unlucky, stranger, no more than any other woman, in this fetid backwater, this dung heap among the nations, populated by apes and jackals."" A sober soldier? Well, that's exactly what I need. Thank you, sir. This is good cause to drink a couple of mugs of fine kvass... Just keep in mind, I would not stand being dishonored by my commander. Have your kvass, young man, and do not be troubled. I am ready. Just one small request, give me 300 thaler for a new coat. Mine is worn out, I wouldn't want to travel looking so... unpresentable. Of course. Take the money. A moralist abstainer? We do not spend our days praying to God. We make our living by making war. The Cossacks say: ""A thin fellow is either a sick man or a poor man"". So I hope you understand... For God's sake, you are of no concern to me. Reencounter[] There can be no return home for me, so I look for any business I can find. Retirement[] Captain! Pardon me please, but I feel myself out of place lately. I shall have to look for another company, which would appreciate my true worth. Rehire[] Good day to you, captain. I was wrong when I thought of finding better companions. Would you mind if I join you again? Story: Ryazan[] Ryazan, the first Russian city to fall under the onslaught of the Mongols. I come from these lands. The city today lies fifty verst away from the old town. Yet my homeland is right there. No matter if my town is small. We nobles of Ryazan are proud of our land and our forefathers! Story Recap[] Our estate is not far from Old Ryazan. It was there that I was born. Like Quotes[] Victor de la Buscador[] Pardon me, captain, if I'm sticking my nose into what is no business of mine, but I want you to know something -- Victor de la Buscador is a true warrior and friend! He seemed haughty at first, but now I can see that he is a man one can always rely on. Dislike Quotes[] Colonel Zagloba[] Captain, I can no longer be silent. The presence of that old {s11} is more and more unbearable each day. Learning that I cannot stand even the smell of spirits, he always tries to breathe into my face. And he stinks like an ale-barrel. All the time he yells Polish his songs and the like, and calls the Tsar's warlords cowards and bandits. My patience has reached its limit! Ingri[] Captain, hear me. Ingri has turned my life to hell. First she started patronizing me, then called me her son, and tried to enter my tent during the night. A few days ago she got angry with me for some reason. Called me an insensitive blockhead and an ungrateful fool. A few more nights like this and I shall go look for new companions." "Young Warrior","Young Warrior Troop Information Culture Manhunters Wages 22 peningas/week Acquired from... Monasteries- or -Prisoners Upgrades to... Slave Hunter Upgrade Cost 288 peningas XP for Kill ? experience Ransom Value ? peningas Young Warriors are tier-one manhunter archers in Viking Conquest. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Young Warrior - Default Stats and Equipment Attributes Stat Points Level 18 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 65 Armor Head None Body Tunic Hand None Foot Leather Shoes Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 0 Power Strike 5 Power Throw 2 Power Draw 2 Weapon Maintenance 0 Weapon Master 7 Athletics 4 Riding 3 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 4 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 135 Two Handed Weapons 90 Polearms 110 Archery 30 Crossbows 0 Throwing 130 Slings 110 Weapons Melee Big Hand Axe Ranged Throwing Spears Shield Round Shield Mount None Trivia[] They are visually present in Farmsteads but cannot be recruited there. Manhunter Troops ManhunterSlave DriverSlave HunterSlave CrusherSlaver Chief Marksman of the Secret Department Young Warrior Slave DriverSlave HunterVeteran Slave HunterSlaver Chief" "Zamoshye","Zamoshye Settlement Information Type Village Kingdom Polish Commonwealth Fortification Smolensk World Map With Fire & SwordZamoshyeSmolenskTemplate:World Map/With Fire & Sword Zamoshye is a village of the Polish Commonwealth, subordinate to Smolensk. Unlike other villages, Zamoshye is ruled by Warlord Fyodor Obukhovich on all newly started games. Jaques Du Clermont steers you towards this village as a source of tutorial quests for the player to complete in order to get to know basic game mechanics, such as combat and trade. The first quest given in a new campaign will be to Talk to the Zamoshye Elder. Layout[] Player Elder Fugitive Zamoshye is built on an uneven area surrounded by mountains. It is a Russian-style village and has a total of twelve structures: nine houses, a church, a horse stable, and a windmill on the top of a hill. Two houses have shelter for storage attached to them, with one of them storing wood, and the other storing bags, supposedly of wheat. In front of every house is a path that leads to the center of the village, where a water well is located. To the left of the player's entrance there is a field with four haystacks on it. There is a fence between the path and the field, but the player's horse can easily jump over it. The Village Elder can be found by following the path from the entrance up to the well and taking the path straight ahead. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be hiding beside the windmill. Trivia[] This is the only village with a named Village Elder. Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Zamoshye Bandits","Zamoshye Bandits Given by Mikhay Time limit Unlimited Reward 100 thaler+5 Relation (Village)+2 Relation (Faction)+200 Exp2 Wheat3 Flour1 Oil Zamoshye Bandits is one of the tutorial quest you can choose from. Contents 1 Summary 2 Walkthrough 3 Quest Line 4 Transcript Summary[] A gang has settled around the village of Zamoshye. The elder asks that you to deal with the bandits who are camped in the nearby forest. Walkthrough[] The quest is simple to do as you need to eliminate a group of bandits consists of 7 men. You are definitely recommended to recruit villagers as you can't take on the group alone. (Unless you are confident that you can take on on your own) These bandits will have guns, you would have dodge their fire as guns have deadly damage. Once you defeat the bandits, return to the village and collect your reward. Quest Line[] Talk to the Zamoshye Elder Zamoshye Bandits Peasant Taxes Bring Goods to Zamoshye Transcript[] Main article: Zamoshye Bandits/Transcript" "Zaporozhian Cavalryman","Zaporozhian Cavalryman Troop Information Culture Cossack Hetmanate Wages 23 thalers/week Acquired from... Personal Guard Commander Upgrades to... Zaporozhian Cavalryman (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Zaporozhian Cavalrymen are personal guard horse archers of the Cossack Hetmanate. Tactics[] High level horsemen making up part of Cossack scouting parties and able to act as heavy dragoons, they are the Hetmanate's heaviest and most expensive troops. Lacking both the lances and armor of true heavy cavalry - wearing mail at best and cloth at worst - but carrying excellent firearms - the best Miquelet Carbine in the game among them - as well as riding light but fast Coursers, Zaporozhian Cavalrymen show reasonable power against all kinds of troops - as with all cavalry, however, they will quickly fall if surrounded by infantry. Zaporozhian Cavalrymen are best employed against any lighter cavalry - dragoon-alikes may shoot down their horses before they get in reach - and any vulnerable infantry lacking firearms and polearms. Being a lot weaker on foot than one would expect, be sure not to round Zaporozhian Cavalrymen up against ranged infantry with higher-power firearms - using a lure to aim enemy firearms and pikes away from them may allow an effective charge to commence, provided your lure isn't obliterated. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Zaporozhian Cavalryman - Default Stats and Equipment Attributes Stat Points Level 18 Strength 11 Agility 10 Intelligence 0 Charisma 0 Health 54 Armor Head Cossack Cap Body Armor-clad ZupanLeather-clad ZupanCossack Zupan Hand None Foot Good Cavalry BootsCavalry BootsGood BootsCossack Boots Skills Skill Points Ironflesh 4 Power Strike 3 Grenade Throwing 0 Power Draw ? Weapon Master 5 Shield ? Athletics ? Riding 5 Shooting from Horseback 7 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 165 Two Handed Weapons 145 Polearms 155 Archery 0 Firearms 155 Throwing 0 Weapons Melee Cavalry LanceChekanCrowbillSaberCossack Saber Ranged Miquelet CarbineGood PistolHeavy BulletsBullets Shield None Mount Courser Gallery[] In-game stats and equipment Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran)" "Zaporozhian Cavalryman (veteran)","Zaporozhian Cavalryman (veteran) Troop Information Culture Cossack Hetmanate Wages ? thalers/week Acquired from... Zaporozhian Cavalryman Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Zaporozhian Cavalrymen (veterans) are veteran personal guard horse archers of the Cossack Hetmanate. Tactics[] High level horsemen making up part of Cossack scouting parties and able to act as heavy dragoons, they are the Hetmanate's heaviest and most expensive troops. Lacking both the lances and armor of true heavy cavalry - wearing mail at best and cloth at worst - but carrying excellent firearms - the best Miquelet Carbine in the game among them - as well as riding light but fast Coursers, veteran Zaporozhian Cavalrymen show reasonable power against all kinds of troops - as with all cavalry, however, they will quickly fall if surrounded by infantry. Veteran Zaporozhian Cavalrymen are best employed against any lighter cavalry - dragoon-alikes may shoot down their horses before they get in reach - and any vulnerable infantry lacking firearms and polearms. Being a lot weaker on foot than one would expect, be sure not to round veteran Zaporozhian Cavalrymen up against ranged infantry with higher-power firearms - using a lure to aim enemy firearms and pikes away from them may allow an effective charge to commence, provided your lure isn't obliterated. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Zaporozhian Cavalryman (veteran) - Default Stats and Equipment Attributes Stat Points Level 22 Strength 12 Agility 11 Intelligence 0 Charisma 0 Health 57 Armor Head Rich MisiurkaMisiurkaMisiurka CapCossack Cap Body Chain ArmorChain-mail ZupanArmor-clad ZupanLeather-clad Zupan Hand None Foot Good Cavalry BootsCavalry BootsGood BootsCossack Boots Skills Skill Points Ironflesh 5 Power Strike 4 Grenade Throwing 0 Power Draw ? Weapon Master 6 Shield ? Athletics ? Riding 7 Shooting from Horseback 8 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 180 Two Handed Weapons 160 Polearms 170 Archery 0 Firearms 170 Throwing 0 Weapons Melee Cavalry LanceGood ChekanGood CrowbillFlanged MaceMaceSaberCossack Saber Ranged Good Miquelet CarbineGood PistolHeavy BulletsBullets Shield None Mount Courser Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran)" "Zaporozhian Infantryman","Zaporozhian Infantryman Troop Information Culture Cossack Hetmanate Wages 5 thalers/week Acquired from... Infantry Commander Upgrades to... Zaporozhian Infantryman (veteran) Upgrade Cost 20 thalers XP for Kill ? experience Ransom Value ? thalers Zaporozhian Infantrymen are regular archers of the Cossack Hetmanate. Tactics[] Musketeers armed with a saber for fighting infantry in melee, they are tough, fast, and have better armor, muskets, and stats than both Zolnier and Musketeers. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Zaporozhian Infantryman - Default Stats and Equipment Attributes Stat Points Level 8 Strength 9 Agility 9 Intelligence 0 Charisma 0 Health 52 Armor Head Cossack Cap Body Cossack Zupan Hand None Foot Cossack Boots Skills Skill Points Ironflesh 4 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 3 Shield ? Athletics 3 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 110 Two Handed Weapons 90 Polearms 100 Archery 0 Firearms 130 Throwing 0 Weapons Melee Simple SaberSimple Cossack Saber Ranged Wheellock MusketSimple Wheellock MusketGood Matchlock MusketHeavy BulletsBullets Shield None Mount None Gallery[] In-game stats and equipment Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran)" "Zaporozhian Infantryman (veteran)","Zaporozhian Infantryman (veteran) Troop Information Culture Cossack Hetmanate Wages 9 thalers/week Acquired from... Zaporozhian Infantryman Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value 40 thalers Zaporozhian Infantrymen (veterans) are veteran regular archers of the Cossack Hetmanate. Tactics[] Musketeers armed with a saber for fighting infantry in melee, they are tough, fast, and have better armor, muskets, and stats than both veteran Zolnier and veteran Musketeers. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Zaporozhian Infantryman (veteran) - Default Stats and Equipment Attributes Stat Points Level 12 Strength 10 Agility 10 Intelligence 0 Charisma 0 Health 55 Armor Head Cossack Cap Body Cossack Zupan Hand None Foot Cossack Boots Skills Skill Points Ironflesh 5 Power Strike 2 Grenade Throwing 0 Power Draw ? Weapon Master 4 Shield ? Athletics 3 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 125 Two Handed Weapons 105 Polearms 115 Archery 0 Firearms 145 Throwing 0 Weapons Melee SaberCossack Saber Ranged Miquelet MusketWheellock MusketHeavy BulletsBullets Shield None Mount None Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran)" "Zbarazh Fortress","Zbarazh Castle Settlement Information Type Fortress Kingdom Polish Commonwealth Villages Slavuta World Map With Fire & SwordZbarazh CastleTemplate:World Map/With Fire & Sword Zbarazh Fortress is a fortress of the Polish Commonwealth, initially ruled by Colonel Jan Skrzetuski. It has the village Slavuta. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders As the player passes through the gates, the Lord's Hall and the prison are on the opposite side of the fortress. During a siege, four ladders are placed on the right side of the fortress. Trivia[] The town was besieged in 1649 by a combined force of Cossacks and Crimeans. The defending Polish garrison managed to hold off the defenders and sign a ceasefire with the attackers. This siege is described in the novel With Fire and Sword by Henryk Sienkiewicz which the game is based on. Wikipedia has an article on this subject at:Zbarazh Castle This article is a stub. You can help out by expanding it. Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye" "Zolnier","Zolnier Troop Information Culture Polish Commonwealth Wages 3 thalers Acquired from... Prisoners or Commander Upgrades to... Zolnier (veteran) XP for Kill 40 XP Ransom Value 30 thalers The Zolnier is a Polish Commonwealth infantry marksman, the generic Musketeer class of the Polish commonwealth. Lightly armored and armed with a musket and saber, the Zolnier is a competent, if stunningly unexceptional infantryman that can be deployed in bulk. However, without cavalry support, don't expect them to be very skilled. In Captain modes in multiplayer they have Armor-clad Kuntush instead of Hajduk Uniform. Contents 1 Tactics 2 Stats and equipment 3 Trivia 4 Gallery Tactics[] Like any other marksmen unit, they work well in firing lines. Under the fire at will command, a good number of Zolniers (50 or more) will provide a constant musket fire, preventing enemies from getting close. Zolniers can also be used as anti-cavalry for a short time. When a battle begins, arrange them in rows quickly and deploy them in a good position in the map, wait for the enemy cavalry to get close before giving them the order to open fire. While waiting for the enemy to get close, arrange your cavalry in attacking formation so that they can relieve the Zolniers when they get overrun by enemy troops. During a siege, Zolniers will excel in shooting down defenders. Zolniers shouldn't be used to storm fortifications because they lack heavy armor and weaponry in melee combat. At the start of a siege, hold your other troops and let the Zolniers open fire in a safe distance in rows, let them empty all their bullets before deploying your other troops to attack. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Zolnier - Default Stats and Equipment Attributes Stat Points Level 6 Strength 8 Agility 7 Intelligence 0 Charisma 0 Health 43 Armor Head Polish Uniform Hat Body Hajduk Uniform Hand ? Foot Old Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 1 Shield ? Athletics 3 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 80 Two Handed Weapons 60 Polearms 70 Archery 0 Firearms 100 Throwing 0 Weapons Melee Simple Saber Ranged Simple Wheellock Musket, Bullets Shield ? Mount ? Trivia[] Żołnierz is the Polish word for soldier. They look like hajduk, Polish XVI c. infantryman created by King Stefan Batory. They were based on Hungary's troops. They were armed with muskets, sabres, axes, and anything they could take. Their role was to cover enemies in fire and sapper activities. Wages (lafa, or żołd in Polish) were 3 złoty (commanders got 4) per month. Gallery[] Captain modes version in multiplayer Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "Zolnier (veteran)","Zolnier (veteran) Troop Information Culture Polish Commonwealth Wages 7 thalers Acquired from... Zolnier Upgrades to... None The Zolnier (veteran) is an upgraded version of the regular Polish musketeer, the Zolnier. The upgraded version has a better musket. Tactics[] In battle, the Zolnier should be considered an equivalent of the Swadian Crossbowman. Though of lesser level, it has similar stats and equipment, except for the much lighter armor, which is the case with the most units in With Fire & Sword. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Zolnier (veteran) - Default Stats and Equipment Attributes Stat Points Level 10 Strength 9 Agility 8 Intelligence 0 Charisma 0 Health 46 Armor Head Polish Uniform Hat Body Hajduk Uniform Hand ? Foot Old Boots Skills Skill Points Ironflesh 1 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 2 Shield ? Athletics 3 Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 95 Two Handed Weapons 75 Polearms 85 Archery 0 Firearms 115 Throwing 0 Weapons Melee Simple Saber Ranged Simple Wheellock Musket, Wheellock Musket, Bullets Shield ? Mount ? Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)" "Zolotonosha","Zolotonosha Settlement Information Type Village Kingdom Cossack Hetmanate Fortification Kiev World Map With Fire & SwordZolotonoshaKievTemplate:World Map/With Fire & Sword Zolotonosha is a village of the Cossack Hetmanate, subordinate to Kiev. Layout[] Player Elder Fugitive Zolotonosha is built on flat terrain, with seven Polish/Cossack-style houses. In the middle of the village there is a water well. There are two horses under a stable, as well as wood and barrels stored under shelter. What is presumably the Village Elder's residence has grapes growing inside the fence, and behind it is a field of yellow flowers. Next to the flower field is a cabbage field. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be standing on the field to the left of the player's entrance, behind one of the haystacks. Wikipedia has an article on this subject at:Zolotonosha Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha"