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."
"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.)"
"Ada Kulun","Ada Kulun Settlement Information Type Village Kingdom KhergitKhergit Fortification NarraIchamur World Map Mount&BladeAda KulunNarraTemplate:World Map/Mount&BladeWarbandAda KulunIchamurTemplate:World Map/Warband Ada Kulun is a village initially owned by the Khergit Khanate. Layout[] Player Elder Fugitive The Village Elder is located straight ahead, on the left from where the player enters, next to a campfire and stool under an awning. Ada Kulun lies in a flat stretch of land with a few scattered trees and low hills on every side. It has a total of five structures. There aren't any crops growing, but there is a very large field filled with haystacks. A pile of animal bones lay near the village as well. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the village from where the player enters, behind an open barn that can been seen through. Trivia[] Ada Kulun's name is strikingly similar to the Chinese rendition of the former name of the Mongolian capital city, Ulaanbaatar: Da Kulun. 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"
"Akhad Thell","Akhad Official Information Faction The Undead Monarch King Harlaus Title HealerNecromancer Fiefs Clunmarr Keep Culture Swadian or Vaegir (possibly) Clan Thell Religion Dark Deities Character Details Found in SerrepaKhergit CampClunmarr KeepOverland map Likes King HarlausThe dark arts Dislikes WarsNobles Disliked by Ecatha, the Necromancer Connections Ecatha, the Necromancer (initially)Khergits (briefly)Undead King Harlaus Noble No Character Background Home Clunmarr Keep Akhad Thell was a character in the very early versions of Mount&Blade. Contents 1 Biography 1.1 Early life 1.2 Serrepa 1.3 In Khergit service 1.4 The master plan and death 2 Quotes Biography[] Early life[] Little is known about Akhad Thell's early life. At some point he became the apprentice of Ecatha, the necromancer, and would learn of the dark arts from her. He was talented, but reckless, and this frustrated Ecatha to the point that she banished him. Serrepa[] Thell settled in the village of Serrepa, where he apparently incited the local peasants to revolt against their noble overlords. A rebellion broke out, but when the nobility sent punishing parties to quell it, Thell feigned death and avoided the brutal fate to which his fellow villagers were subjected. In Khergit service[] Days after the Serrepa rebellion, Thell was found by Khergit scouts, to whom he introduced himself as a healer. The scouts took him to their leader, who tasked him with healing his daughter from a mysterious illness. Thell used his knowledge to brew a potion that weakened the disease, but said that he still required a magical amulet — the Hand of Tsannuh - to fully cure the Khergit princess. When an envoy from one of the kingdoms came to recruit the Khergits for an upcoming campaign, the Khan tasked them with helping Thell recover the amulet. Upon receiving the amulet, Thell cured Uruzuge and left for parts unknown. The master plan and death[] After some time had passed, Thell revealed himself as a necromancer by using the powers of the Hand of Tsannuh to resurrect an army of undead soldiers and the vengeful King Harlaus. He planned to have the latter rule the earth as a god-king. However Thell was only moderately successful, as the amulet was losing power and required the sacrifice of a special human, to be fully charged. Thell planned the kidnapping and ritual murder of Uruzuge. To this end he bribed Nuyukh Khan, a rival of Barthai Khan, to kidnap the princess, and bring her to the sacrificial ground at Mount Dhorak. The plan ultimately failed, as Nuyukh was intercepted and killed by the same envoy that initially helped Thell recover the amulet. They later lured Thell out of his hideout and killed him as well. With his last breath, Thell realized the error of his ways and implored the envoy to stop King Harlaus, who by that point was on his way to have Ecatha complete the ritual. Quotes[] “ I have bad news for you Barthai Khan. Uruzuge is being taken west not east. Your men won't be able to rescue her. Akhad Thell, has resurrected an army of undead over there. Now he needs to sacrifice Uruzuge to dark deities so that they give him more power. ” — player to Barthai Khan “ I know him. I thought him everything he knew. He was talented but he was reckless. As students of the dark arts we deal with powers beyond your imagening. One must always be cautious and maintain control. Make the smallest mistake and they will use it to get to you, to burn you, to destroy you. The fruit of the dark arts is like a strong poison. Only by drinking a drop at a time, can one live to enjoy it. That fool Akhad Thell did such stupid things, I drove him away. But that was a mistake. I should have killed him. ” — Ecatha the Necromancer"
"Alayen","Alayen Portrait Full Body Appears in Official Information Culture Kingdom of Vaegirs Character Details Found in Taverns Hire Cost 300 denars Likes Ymira Liked by Ymira Dislikes MarnidNizarBaheshtur as emissaryFailing questsRetreating Disliked by MarnidNizar Connections Reyvadin Noble Yes Character Background Home Vaegir Homeland Background Mercenary Noble Gender Male Parents Unnamed fatherUnnamed stepmother Siblings Unnamed stepbrother Alayen is a Vaegir mercenary noble and a companion in Mount&Blade and Warband. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Stats and Equipment 7 Trivia Biography[] Alayen was the son of a Vaegir noble who was part of the Vaegir forces that defended Rivacheg from a Nord invasion. At some point, his father remarried to another woman after his birth mother died. He had a hostile relationship with his new stepmother because she wanted her son to inherit his father's wealth. One day, his dog became sick from meat Alayen fed it, an event which he blames on his stepmother because she supposedly poisoned said meat. However, Alayen's father didn't believe this and he was disinherited from his inheritance. He left to Calradia to work as a mercenary and worked for various lords with minor tasks. He can be recruited by the player and will demand 300 denars to buy proper clothing to distinguish from the common soldier. Personality[] An honourable man who has a sense of righteousness towards his own gold-sighted ideas due to his noble upbringing, even though he is disinherited by his own father. He is straight-forward to talk to yet he remains a polite etiquette to those who speak with him even if they are from a lower class than he is. He can be a bit of arrogant and demanding at times to show his nobility like ordering someone to fetch him something. He is prideful yet remains courteous about the idea of nobility and actions of landlords from the past which made him to be the type of a person who values the old traditions in his life. He is also sociable and curious to learn about the concerns of others in the faction, probably as a way to get more recognition. Relationships[] Marnid - He dislikes Marnid for messing with the class hierarchy, when Marnid 'stole' his kill which, in Alayen's view, a noble is higher than a merchant. Nizar - Alayen dislikes Nizar's arrogance and dishonourable action toward women, his hatred against Nizar led him to be discourteous to him. Ymira - He finds attraction for Ymira and is impressed with her fighting skill. Although he won't court her, due to her merchant background rather than noble, he found comfort in talking with her. Gameplay[] Alayen is a level 2 hero who specializes in combat. While his weapon proficiencies are high, he can also be shaped into an Agility based or Intelligence based hero. It is recommended to give him some decent armor. His weapon of choice is preferably sword or lance as per his dialogue. However, you can give him different types of weapons without issue since his weapon proficiency is 100 for all weapon types. Since he is a noble, he can be elected to become a vassal without suffering the concurring lord relation penalty. He will recruit Vaegir type troops if raised to Lord status. Dialogue[] Main article: Alayen/Interactions Stats and Equipment[] Alayen - Default Stats and Equipment Attributes Stat Points Level 2 Strength 11 Agility 8 Intelligence 7 Charisma 8 Health 48 Armor Head ? Body Tabard Hand ? Foot Nomad Boots Skills Skill Points Ironflesh 1 Power Strike 3 Power Throw ? Power Draw ? Weapon Master 3 Shield 1 Athletics 1 Riding 3 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics 1 Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership 1 Trade ? Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Crossbows 100 Throwing 100 Weapons Melee Short Sword Ranged ? Shield ? Mount ? Trivia[] His Reencounter and Rehire dialogue referenced the same quests also offered to the player. His Reencounter dialogue mentioned Deliver Message quest and Train the Peasants quest His Rehire dialogue mentioned Collect debt quest, Bring Back Runaway Serfs quest and Assassinate a Local Merchant quest. According the game file strings, he is numbered as 9. Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira"
"Alburq Castle","Alburq Castle Settlement Information Type Castle Kingdom Kingdom of Nords Villages Ruvar Jayek Sieges with... Ladders Port No World Map Mount&BladeAlburq CastleRuvarTemplate:World Map/Mount&BladeWarbandAlburq CastleJayekTemplate:World Map/Warband Alburq Castle is a castle belonging to the Kingdom of Nords. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Alburq Castle lies to the east of Wercheg on the northern coastline. Its village is Ruvar which is to the southwest. Warband[] Alburq Castle lies southeast of Wercheg on the border with the Kingdom of Vaegirs to the east. Its village is Jayek which is to the northwest along the coast of the bay. The Kingdom of Vaegirs considers it stolen territory and claims that it's rightfully theirs. Layout[] Player Keep Dungeon Breach Siege[] Besieging Alburq Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Gallery[] 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"
"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"
"Almerra Castle","Almerra Castle Settlement Information Type Castles Kingdom Kingdom of Rhodoks Villages SarimishSaren Sieges with... Ladders Port No World Map Mount&BladeAlmerra CastleSarimishTemplate:World Map/Mount&BladeWarbandAlmerra CastleSarenTemplate:World Map/Warband Almerra Castle is a castle belonging to the Kingdom of Rhodoks. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Almerra Castle lies to the southeast of Jelkala and directly east of the lake in the Rhodok territory. Its village is Sarimish which is to the northeast within the large forest at the Swadian border. Warband[] Almerra Castle lies southeast of Veluca at the top of a mountain pass. It is on the border of the Rhodok territory with the Sarranid Sultanate, Khergit Khanate, and Kingdom of Swadia all close by. Its village is Saren which is to the north, resting on the plains below the mountain ridges. Layout[] Player Keep Dungeon Breach Siege[] Besieging Almerra Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Interestingly, the ladders appear inside the castle, and you enter through the main gate. It is considered one of the most difficult castles to capture because once you enter the main courtyard, you are shot at by the archers surrounding the whole courtyard. As your troops walk up the ladder, they are also shot at by the archers around the courtyard. Gallery[] 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)"
"Amashke","Amashke Settlement Information Type Village Kingdom KhergitKhergit Fortification IchamurUnuzdaq Castle World Map Mount&BladeAmashkeIchamurTemplate:World Map/Mount&BladeWarbandAmashkeUnuzdaq CastleTemplate:World Map/Warband Amashke is a village initially owned by the Khergit Khanate. Layout[] Player Elder Fugitive The Village Elder is located straight through the village from where the player enters, next to a covered table with an open book on it. Amashke is located in a relatively flat area with many low hills and some trees around it. It has a total of seven structures partially protected by stone walls and fences, though most of the buildings are connected to each other. In addition to two fields growing Cabbages, Grapes, and Squash, many different foods may be found throughout the village, including Bread, Dried Meat, Garlic, Marrows, and a cauldron of stew or soup. The animal skins hanging on the walls of one of the buildings also indicates this to be a hunting town. Amashke is possibly the most wealthy-looking village in the Khergit territory. If sent here during a Hunt Down Fugitive quest, the target may be found on the far left side of the village from where the player enters, hiding under a porch roof. 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"
"Ambean","Ambean Settlement Information Type Village Kingdom Nords Fortification Tehlrog CastleSargoth World Map Mount&BladeAmbeanTehlrog CastleTemplate:World Map/Mount&BladeWarbandAmbeanSargothTemplate:World Map/Warband Ambean is a village of the Kingdom of Nords. Layout[] Player Elder Fugitive The Village Elder is located almost directly straight forward from where the player enters, across the river and up the hill, standing next to a campfire. Ambean is built in a very hilly area and next to a small stream with a narrow wooden bridge over it, there is also tree coverage of moderate density. It has a total of four structures, as well as some stone walls dividing various sections of the village. There are several fields here growing wheat, cabbages, grapes, squash, and a cluster of many small trees which are probably apple trees, baskets of which are found in a storage shed. In addition, there are ovens and bread; fishing nets and fish; hanging pelts, fur bundles, and dried meat, to indicate active hunting; and a pot of honey - making this village possess one of the most diverse visible varieties of food in the game. If sent here during a Hunt Down Fugitive quest, the target may be found behind the first building on the player's right from where they enter, next to an open shed. 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"
"Antler Knights","Antler Knights Possibly the last ever reference to the Antler Knights left after their removal. Faction Location Location unknown The Antler Knights were a minor faction appearing in Warrider and early versions of Mount&Blade. Description[] Little to nothing is known about the Antler Knights. Investigating the game files reveals they were a minor faction at odds with either the Tagars or the Khergit. Their troop tree consisted of three units: the Antler Crossbowman, the Antler Squire, and the Antler Knight. They were removed sometime between versions 0.704 and 0.711. Trivia[] Antler Knights are a popular unit type across various fantasy settings and franchises. They are usually similar to bandit-, hedge-, or other kinds of villainous knights, although not necessarily. Their most distinctive feature, of course, is their helmets, which are decorated with antlers (deer horns). In reality, any kind of horned helmets would have been impractical in actual combat (especially those with antlers) and if any were ever worn, it was most likely for purely ceremonial purposes. Indeed, the Antler Knights in Mount&Blade do not wear antler helmets. In earlier versions of Mount&Blade there was a version of the Steel Shield that featured a stag's head (see picture). It is likely a coincidence, however, as the Antler Knights were equipped with kite and heater shields in-game."
"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)"
"Arethra Rulqarn","Arethra Official Information Monarch King Larec (presumably) Culture Swadian (presumably) Clan Rulqarn Character Details Found in Rulqarn Farm Noble No Character Background Home Rulqarn Farm Arethra Rulqarn is a character appearing in early versions of Mount&Blade. She is the only horse merchant in Warrider and very early versions of Mount&Blade, and can be found at Rulqarn Farm. Aside from selling horses, she can also be asked for rumors. Trivia[] While it is not stated anywhere, it can be assumed that Rulqarn Farm is owned by Arethra's entire family, rather than just by her alone."
"Arming Sword/Mount&Blade","Stats[] Arming Sword Arming SwordOne-handedBase value: 410 denarsWeight: 1.5Swing: 29cThrust: 24pSpeed rating: 99Weapon reach: 95Mount&Blade"
"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"
"Arrows/Mount&Blade","Arrows Arrows (30 / 30)Base value: 72Weight: 3.0+1 to damage"
"Artimenner","Artimenner Portrait Full Body Appears in Official Information Culture Geroia Character Details Found in Taverns Hire Cost 300 denars Likes Lezalit Liked by Lezalit Dislikes JeremusKlethiKatrin as emissaryHungerFailing questsHeavy battle casualties Disliked by JeremusKlethi Connections Durquba Noble No Character Background Home Geroia Background Engineer Gender Male Artimenner is a Geroian engineer and a companion in Mount&Blade: Warband. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Stats and Equipment 7 Trivia Biography[] Artimenner is an engineer from Geroia who came to Calradia to offer his services seeking wealth. He specializes in fortifications, either in fixing or breaking castle walls. He also worked on Culmarr Castle at one point. One day, while he was working on building a castle tower for the castellan, the castellan ran out of money, so the project was left unfinished. This led to the construction collapsing and the castellan's death. The castellan's successor didn't pay Artimenner his services and threatened to charge him with murder if he insisted on his payment. Without any money left, he is stuck in town and unable to go back home with the roads filled with bandits and no money to pay for an escort. He is encountered in the tavern by the player and offer his services with the charge of 300 denars. If he retires from the party, he will wander around Calradia or go back to Geroia, although he remain undecided. Personality[] He is a smart and rational man who understands the laws of life and merit, he is goal-oriented, as he wanted to be a wealthy engineer when he went back to his home. He is strategic and calculating during his preparations when doing his job and also towards negotiating with anyone. Everything needs to be fair and just, especially in conducting contracts on behalf of his services of destroying and building with his specialties. He also admires to people who are cautious and well-prepared in doing their craft, a genuine mindset that resembles his own. He can be adaptive in a situation, although he can be solely relied on to his expertise of siegework. At certain times, he expresses genuine concern and caution towards the people he needs to associate with and would present his anger and disappointment when he interacts with other members in the party that may be considered to be threatening in terms of the status of their profession or even their scheming actions against him. He can be blunt and straight-forward in stating his problems in what is happening to the party in order to have the problem be resolved immediately. Relationships[] Jeremus - While Jeremus tended to the wounded, Artimenner reminded him of using Galerian's doctor methods. This led to Jeremus to rudely insult Galerian, which led to not only anger Artimenner, but also doubt the credentials of Jeremus as a doctor. Klethi - Artimenner dislikes Klethi for messing and stealing his schematics and later is threatened by her when he question her actions. He believes she is a liability to the party and wishes the player to remove her. Lezalit - Artimenner finds a friend in Lezalit, as he believes that battle is a matter of preparation, and Lezalit takes such very seriously. Gameplay[] Artimenner starts off with 4 Engineer skill, so can be a useful addition to a party if the player doesn't want to invest points in it, but does want to reduce their besieging time, or simply wants a stop-gap until they can level up to get points. He is not of noble birth, so granting him a fief in Warband will result in a loss of relations with most of the noble lords of Calradia, as they dislike a commoner being elevated to lordship. If elevated to lordship, Artimenner will recruit troops from his fief, regardless of the nationality. Dialogue[] Main article: Artimenner/Interactions Stats and Equipment[] Artimenner - Default Stats and Equipment Attributes Stat Points Level 7 Strength 9 Agility 9 Intelligence 12 Charisma 8 Health 46 Armor Head ? Body Rich Outfit Hand ? Foot Nomad Boots Skills Skill Points Ironflesh 1 Power Strike 2 Power Throw ? Power Draw ? Weapon Master 2 Shield 1 Athletics 1 Riding 2 Horse Archery ? Looting ? Trainer ? Tracking 1 Tactics 2 Path-finding ? Spotting 1 Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer 4 Persuasion ? Prisoner Management ? Leadership ? Trade 3 Proficiencies Weapon Type Points One Handed Weapons 80 Two Handed Weapons 80 Polearms 80 Archery 80 Crossbows 80 Throwing 80 Weapons Melee Short Sword Ranged ? Shield ? Mount ? Trivia[] According to game string file, his NPC number is 15. Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira"
"Ashwood Pike/Mount&Blade","The Ashwood Pike is a leaf-shaped, spearheaded pike made of ash wood. It is quick for its length, but can only attack with an overhead swing or a thrust. Ashwood Pike Ashwood PikePolearm (No shield)Base value: 205 denarsWeight: 3.5Swing: 19bThrust: 29pSpeed rating: 90Weapon reach: 170Requires strength: 11"
"Asugan Castle","Asugan Castle Settlement Information Type Castle Kingdom Khergit Khanate Villages Peshmi Dugan Sieges with... Ladders Port No World Map Mount&BladeAsugan CastlePeshmiTemplate:World Map/Mount&BladeWarbandAsugan CastleDuganTemplate:World Map/Warband Asugan Castle is a castle belonging to the Khergit Khanate. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Asugan Castle lies east of Tulga on the border of the Khanate territory at the base of two mountain ridges and before a long valley pass that seems to lead out of Calradia. Its village is Peshmi, located to the northwest of the castle. Warband[] Asugan Castle is the easternmost castle on the map, it lies on a small ridge at the southeastern border with the Sarranid Sultanate between a somewhat narrow mountain pass. Its village is Dugan, located to the north of the castle, down the hill from its ridge. Layout[] Player Keep Dungeon Breach Siege[] Besieging Asugan Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Trivia[] This castle shares a name with Asugan Noyan. Gallery[] 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"
"Awlpike/Mount&Blade","Awlpike AwlpikePolearm (No shield)Base value: 378 denarsWeight: 3.5Swing: 30cThrust: 31pSpeed rating: 92Weapon reach: 160Requires strength: 12"
"Axe/Mount&Blade","Axe AxeTwo-handedBase value: 65 denarsWeight: 4.0Swing: 32cSpeed rating: 91Weapon reach: 108Requires strength: 8Bonus against shieldsMount&Blade"
"Ayyike","Ayyike Settlement Information Type Village Kingdom Vaegir Fortification ReyvadinReyvadin World Map Mount&BladeAyyikeReyvadinTemplate:World Map/Mount&BladeWarbandAyyikeReyvadinTemplate:World Map/Warband Ayyike is a village initially owned by the Kingdom of Vaegirs. Layout[] Player Elder Fugitive The Village Elder is standing on a porch in front of the closest building to where the player starts, next to a barrel. Ayyike is set on a relatively flat location surrounded by low hills and valleys, as well as some scattered tree coverage. It has a total of five structures and a stone wall guarding one side of the village. There is a sizable field here growing cabbages, grapes, and squash. There are also some sort of animal pens, while the presence of meat hooks, knives, dried meat, and furs seems to imply that this is a butchering village. Some loaves of bread may also be found. If sent here during a Hunt Down Fugitive quest, the target may be found behind the large straw house, standing between a couple bushes. 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"
"Azgad","Azgad Settlement Information Type Village Kingdom Swadia Fortification DhirimPraven World Map Mount&BladeAzgadDhirimTemplate:World Map/Mount&BladeWarbandAzgadPravenTemplate:World Map/Warband Azgad is a village initially owned by the Kingdom of Swadia. Its fortification is Dhirim in the original Mount&Blade, and Praven in Warband. Layout[] Player Elder Fugitive The Village Elder is straight forward from where the player starts, standing next to a wooden table and bench. Azgad is built up the side of a slope in hilly terrain with abundant tree cover. It has a total of seven structures, with one at the highest elevation including a tall tower. There are five fields here growing cabbages, squash, and small shrubs, while the other two fields are both empty, the larger having stacks of straw left. Harvested squash can also be found in one basket alongside a couple more empty baskets. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the village from where the player starts, hiding inside a shed. 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"
"Baheshtur","Baheshtur Appears in Official Information Culture KhergitRoan Horse Khergits Clan Dulam Character Details Hire Cost 400 denars Likes Rolf Liked by Rolf Dislikes Katrin, Marnid, Ymira as Emissary, Hunger, Not Paid, Heavy Casualties Disliked by Katrin and Marnid Connections Tulga Noble Yes Character Background Home Pantash Valley Background Steppe NomadMercenary Parents Azabei (father) Siblings Several unnamed brothers Baheshtur is a Khergit tribesman and one of the heroes in Mount&Blade: Warband. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Stats and equipment Biography[] Baheshtur is a Khergit tribesman who lived in Pantash Valley. He is a part of the Shamir tribe, who are rivals with the Humyan tribe, and fought with them over the valley. The Khan ruling over the tribes ordered a ceasefire to prepare men for war in Calradia. Baheshtur refused to heed the Khan's order and slew one Humyan before escaping to Calradia. He plans to stay there around a year until the Khan's men forget his crimes. From there, he tried to find work with him initially going to Halmar, as his aunt lives there. He is encountered in tavern and offered his services by the player. He was given salt and 400 denars before joining the party (the salt for his people custom and the gold for payment). If he retires, he will go back home to Pantash to return to his father and brothers in hopes the Khan's men forgotten him. Personality[] A man who prefers to reflect most of his ideals and understandings towards his culture and traditions for the sake of his tribe and also to his own future. He values mostly the traditional culture he lived and dislikes the idea of advancements and some innovations. He can be a bit ruthless and takes the idea of revenge seriously when he can think about it, although that can bring trouble to himself, which can cause him to stray away from his tribe so as to not let the problem affect his own family. He is not the type to stay in one place, as he tend to wander around the lands to search for someone worthy to follow. He has a very good insight of concern and understanding of his own well-being, like what he deserves and what he must not deserve. He is more of a man who is concerned for his family and is very close to them as well. Relationships[] Marnid - Marnid dislikes Baheshtur for his Khergit raiding ways, as many caravans, including himself, fell victim to those raids. Baheshtur later insults Marnid, comparing him to a beggar or a priest if he has these thoughts. Katrin - Katrin already fears Baheshtur for his Khergit culture, with which she is unfamiliar. She soon got Baheshtur angry when she snatched a pot that he wanted to take, this led him to be vengeful against Katrin. Rolf - He is impressed with Rolf's skill in the battle, despite knowing he is lying about his noble lineage, he appreciates Rolf's braveness for this lie. Gameplay[] As he starts with high points in Horse Archery and Power Draw, it may be useful to set Bashestur up as a mounted archer, with a bow as his primary weapon and either a sword or lance as secondary (he also starts off with two points in power strike). Baheshtur is of noble birth and thus can be given land and the rights of a vassal without losing relations with existing noble lords. If elevated to lordship in Warband, Bahestur will recruit Khergit troops for his forces, in addition to the ones that are granted to him. Dialogue[] Main article: Baheshtur/Interactions Stats and equipment[] Baheshtur - Default Stats and Equipment Attributes Stat Points Level 5 Strength 9 Agility 9 Intelligence 12 Charisma 7 Health 46 Armor Head ? Body Nomad Vest Hand ? Foot Nomad Boots Skills Skill Points Ironflesh 1 Power Strike 2 Power Throw ? Power Draw 3 Weapon Master 3 Shield 1 Athletics 1 Riding 2 Horse Archery 3 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership 2 Trade ? Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 90 Polearms 90 Archery 90 Crossbows 90 Throwing 90 Weapons Melee Nomad Sabre Ranged ? Shield ? Mount ? Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira"
"Balanli","Balanli Settlement Information Type Village Kingdom Swadia Fortification DhirimTevarin Castle World Map Mount&BladeBalanliDhirimTemplate:World Map/Mount&BladeWarbandBalanliTevarin CastleTemplate:World Map/Warband Balanli is one of the villages initially owned by the Kingdom of Swadia. Layout[] Player Elder Fugitive The Village Elder is located in front of a building almost directly straight forward from where the player enters, standing at the base of a stairway. Balanli is built on a small flat area in very hilly terrain with a moderate number of trees. It has a total of six structures, one significantly separated from the rest of the village, and a well down a slope. There are two fields here growing cabbages, apples, grapes, and squash, while a third fenced area is cleared with only straw piles remaining. Dried Meat, garlic, marrow, and baskets of fruit can be found in storage while two outdoor ovens and bread may also be found. If sent here during a Hunt Down Fugitive quest, the target may be found next to the storage shed on the distant side of the village. 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"
"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"
"Barbed Arrows/Mount&Blade","Barbed Arrows Barbed Arrows (30 / 30)Base value: 124Weight: 3.0+2 to damage"
"Barezan","Barezan Official Information Faction Neutral Fiefs Salt Mine Character Background Background Merchant Barezan is a minor character appearing in older versions of Mount&Blade. He was removed from the game in version 0.894, alongside his companion Galeas and the Salt Mine, the location they could both be found in. Regardless, they are both still found the game-files, and can be re-activated via simple editing. Background[] Barezan was a merchant specializing in salt. He would sell it to travellers, particularly to the player, for cheaper than normal, and could also give the player tips on the best places to buy or sell different goods. Unlike Galeas, he did not appear in Warrider and was introduced in a subsequent version."
"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"
"Bastard Sword/Mount&Blade","Bastard Sword Bastard SwordOne/Two-handedBase value: 294 denarsWeight: 2.0Swing: 35cThrust: 26pSpeed rating: 98Weapon reach: 101Mount&Blade Heavy Bastard Sword Heavy Bastard SwordOne/Two-handedBase value: 526 denarsWeight: 2.3Swing: 37cThrust: 27pSpeed rating: 96Weapon reach: 105Mount&Blade"
"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 Axe/Mount&Blade","Battle Axe Battle AxeTwo-handedBase value: 240 denarsWeight: 5.0Swing: 41cSpeed rating: 88Weapon reach: 108Requires strength: 9Bonus against shieldsMount&Blade"
"Battle Fork/Mount&Blade","Battle Fork Battle ForkPolearmBase value: 282 denarsWeight: 4.5Thrust: 24pSpeed rating: 87Weapon reach: 142"
"Bazeck","Bazeck Settlement Information Type Village Kingdom Vaegir Fortification CurawCuraw World Map Mount&BladeBazeckCurawTemplate:World Map/Mount&BladeWarbandBazeckCurawTemplate:World Map/Warband Bazeck is a village initially owned by the Kingdom of Vaegirs. Layout[] Player Elder Fugitive The Village Elder is located straight into the village from where the player enters, standing next to a campfire. Bazeck is built beside a narrow stream in a hilly area with a few scattered pine trees. It has a total of seven structures within the village and a wooden bridge over the water. There appear to be three fields here, empty save stacks of what are probably refuse left over from harvest. Unlike most villages next to a stream, there is no evidence of an active fishing industry here. If sent here during a Hunt Down Fugitive quest, the target may be found behind the first building to the left from where the player enters, in one of the fields. 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"
"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"
"Bhulaban","Bhulaban Settlement Information Type Village Kingdom VaegirKhergit Fortification KhudanSungetche Castle World Map Mount&BladeBhulabanKhudanTemplate:World Map/Mount&BladeWarbandBhulabanSungetche CastleTemplate:World Map/Warband Bhulaban is a village initially owned by the Kingdom of Vaegirs in classic Mount&Blade and the Khergit Khanate in Warband. Layout[] Player Elder Fugitive The Village Elder can be found straight into the village, near a campfire and woodpile. Bhulaban is surrounded by many low hills and pine trees. It has a total of six structures, though most of them are connected to each other, making them only three distinct groups. There aren't any visible fields, instead the residents appear to be hunters as bones in a patch of blood-stained snow may be found nearby and a butchering pole with hooks and meat is located behind one of the buildings. Many piles of cut logs lay scattered throughout the vicinity. If sent here during a Hunt Down Fugitive quest, the target may be found on the far right side of the village from where the player enters, standing directly in front of the butchering rack. 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 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"
"Black Khergit Guard","Black Khergit Guard Troop Information Culture Black Khergit Wages ? Acquired from... Prisoners (before being cut)Black Khergit Horseman (possibly) Upgrade Cost ? XP for Kill ? Ransom Value ? Black Khergit Guards were a type of bandit in earlier versions of Mount&Blade. They are of a higher leven than the Black Khergit Horseman, implying the possibility that, should the Horsemen be recruited, they could in time be upgraded to Guards. Unlike the Dark Knights, the Black Khergit Guards were not completely removed from the game and can easily be enabled again. Stats and equipment[] Black Khergit Guard - Default Stats and Equipment Attributes Stat Points Level 28 Strength ? Agility ? Intelligence ? Charisma ? Health ? Armor Head Khergit Guard Helmet, Khergit Cavalry Helmet Body Khergit Guard Armor Hand None Foot Khergit Guard Boots Skills Skill Points Ironflesh 4 Power Strike 0 Power Throw 0 Power Draw 6 Weapon Master 0 Shield 0 Athletics 0 Riding 6 Horse Archery 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 140 Two Handed Weapons 140 Polearms 140 Archery 140 Crossbows 140 Throwing 140 Weapons Melee Nomad Sabre, Scimitar, Winged Mace, Lance Ranged Khergit Bow, Arrows Shield Nomad Shield Mount War Horse, Steppe Horse Trivia[] The Black Khergits could have been the inspiration for Bannerlord's Karakhergit faction, and this is reinforced by the fact that ""kara"" means ""black"" in Turkic languages."
"Black Khergit Horseman","Black Khergit Horseman Troop Information Culture Black Khergit Wages ? Acquired from... Prisoners (before being cut) Upgrades to... Black Khergit Guard (possibly) Upgrade Cost ? XP for Kill ? Ransom Value ? Black Khergit Horsemen were a type of bandit in earlier versions of Mount&Blade. There is another Black Khergit troop kind, called ""Black Khergit Guard"", which is of a higher level. It is unknown if the Horseman is supposed to upgrade into a Guard. Unlike the Dark Knights, the Black Khergit Horsemen were not completely removed from the game and can easily be enabled again. Stats and equipment[] Black Khergit Horseman - Default Stats and Equipment Attributes Stat Points Level 21 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 48 Armor Head (Possible): Steppe Cap, Nomad Cap, Khergit War Helmet Body Mail Hauberk, Lamellar Armor Hand ? Foot Hide Boots Skills Skill Points Ironflesh 3 Power Strike ? Power Throw ? Power Draw 3 Weapon Master ? Shield ? Athletics ? Riding 3 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 Sabre, Scimitar, Flanged Mace, Spear, Lance Ranged Khergit Bow, Nomad Bow, Arrows Shield (Possible): Plate Covered Round Shield Mount Saddle Horse, Steppe Horse Trivia[] The Black Khergits could have been the inspiration for Bannerlord's Karakhergit faction, and this is reinforced by the fact that ""kara"" means ""black"" in Turkic languages."
"Boar Spear/Mount&Blade","Boar Spear Boar SpearPolearmBase value: 76 denarsWeight: 4.0Thrust: 23pSpeed rating: 81Weapon reach: 157"
"Bodkin Arrows/Mount&Blade","Bodkin Arrows Bodkin Arrows (29 / 29)Base value: 350Weight: 3.0+3 to damage"
"Bolts/Mount&Blade","Bolts Bolts (25 / 25)Base value: 64Weight: 2.3+1 to damage"
"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 (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"
"Borcha","Borcha Appears in Warrider Official Information Culture Khergit Character Details Hire Cost 300 denars Likes Marnid, Retreating Liked by Marnid Dislikes Deshavi, Klethi, Alayen as Emissary, Hunger, Not Paid, Heavy Casualties Disliked by Deshavi and Klethi Connections Ichamur Noble No Character Background Home Dashbigha Background Horse Thief Borcha is a Khergit horse thief and one of the heroes in Mount&Blade: Warband. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Stats and Equipment 7 Warrider 8 Trivia Biography[] Borcha was born in the village of Dashbigha and lived with a single mother. He developed an interest in horses as he grew up to farm horses in his home. He is a horse thief, as he stole horses and sold them, usually to his cousins. One day, he saw a horse which he claimed looked familiar to a horse that abandoned him. He untied it to get a closer look, but it belonged to a merchant who called the guards to arrest him. Borcha seeks employment as a tracker in the tavern in order to seek protection. He offers his services to the player and asks 300 denars to pay his debts to the tavern. If he retires, he will go back home in Dashbigha and settle down. Personality[] Borcha is a cunning individual, when speaking to the player character, he always attempts to embellish the truth, trying to make himself appear better or more honourable. When speaking to the player character, he refers to himself as their 'humble servant', and as far as companions go, he is actually quite loyal. When it comes to other companions, Borcha manifests a sense of pride. He dislikes being talked down to, and being accused of things, even when the accusations are deserved. He also expresses concerns over Klethi's blood-thirst. Relationships[] Deshavi - Borcha is angry that Deshavi is arrogant, as he believes that she is similar to him as a bandit. Klethi - He fears Klethi for her sadistic and relaxed way of killing the enemy in the field. Marnid - He appreciate Marnid's fighting skill and the fact that people like Marnid allow bandits like Borcha to earn a living in stealing. Gameplay[] He is not of noble birth, so in Warband, placing him as a lord will result in bad relations with most of noble lords of Calradia, as they dislike a commoner being placed as a lord. He will recruit whatever troops are available in his lands, regardless of nationality. He makes an excellent scout with his Tracking, Path-Finding, and Spotting skills; his high intelligence; and his low starting level (making it easier to level him up faster). Additionally, he is able to ride, increasing his personal party speed if he is given a horse. Using him for his party skills makes it important to prevent him from becoming injured. Dialogue[] Main article: Borcha/Interactions Stats and Equipment[] Borcha - Default Stats and Equipment Attributes Stat Points Level 3 Strength 8 Agility 7 Intelligence 12 Charisma 7 Health 45 Armor Head ? Body Khergit Armor Hand ? Foot Nomad Boots Skills Skill Points Ironflesh 1 Power Strike 1 Power Throw ? Power Draw ? Weapon Master 1 Shield ? Athletics 2 Riding 2 Horse Archery ? Looting ? Trainer ? Tracking 3 Tactics ? Path-finding 3 Spotting 2 Inventory Management 2 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 Crossbows 60 Throwing 60 Weapons Melee Knife Ranged ? Shield ? Mount ? Warrider[]
Warrider Borcha in Count Mira's prison In Warrider, Borcha can be found imprisoned by Count Mira in Rivacheg. The Count claims that Borcha stole his horses, and that he was captured asleep under a tree not far from town afterwards. On the other hand, Borcha denies this, claiming that all he wanted was to take the horses out for exercise. Regardless of the truth, the Count intends to send Borcha to Sargoth, where the latter claims to have a bounty on his head, to be hanged. The count then offers that the player deliver Borcha to judgement in exchange for half of the supposed bounty. If the player agrees, Borcha joins their party as a prisoner. Along the way he begins pleading that the player set him free. As it later turns out, there is no bounty, but Borcha joins the player's party as a companion. Trivia[] Borcha's name could be a reference to Bo'orchu, most loyal of Genghis Khan's friends and allies. Borcha's dialogue near Dashbigha seems to imply he does not consider himself a Khergit, as he refers to them as ""the Khergits"", though his grandfather was a Khergit chieftain. In Bannerlord, the Khergit are only one of many Khuzait clans, so it is possible that he considers himself one of the other clans that have now fallen into obscurity, or one of the local steppe tribes that were conquered by the Khergits. Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira"
"Boyar Belgaru","Boyar Belgaru Appears in Official Information Faction Kingdom of Vaegirs Title Boyar Culture Vaegirs Character Background Spouse Lady Tejina Children Boyar ValishinLady Olekseia Boyar Belgaru is initially a vassal of the Kingdom of Vaegirs. You may fight him or have him side with you as you help Prince Valdym the Bastard, the corresponding claimant, overthrow King Yaroglek and gain control of the kingdom. 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. Boyar Belgaru - Default Stats and Equipment Attributes Stat Points Level 22 Strength 15 Agility 14 Intelligence 8 Charisma 16 Health 54 Armor Head Helmet with Lamellar Guard Body Nomad Vest, Vaegir Elite Armor Hand Mail Mittens Foot Woolen Hose, Mail Chausses Skills Skill Points Ironflesh 2 Power Strike 3 Power Throw 0 Power Draw 0 Weapon Master 0 Shield 0 Athletics 1 Riding 3 Horse Archery 0 Looting 0 Trainer 3 Tracking 0 Tactics 2 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 3 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 130 Two Handed Weapons 130 Polearms 130 Archery 130 Crossbows 130 Throwing 130 Weapons Melee Nordic War Sword Ranged None Shield Kite Shield Mount Saddle Horse Gallery[] Boyar Belgaru in battle gear 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"
"Boyar Bracha","Boyar Bracha Appears in Official Information Faction Kingdom of Vaegirs Title Boyar Culture Vaegirs Character Background Siblings Lady Valka Boyar Bracha is initially a vassal of the Kingdom of Vaegirs. You may fight him or have him side with you as you help Prince Valdym the Bastard, the corresponding claimant, overthrow King Yaroglek and gain control of the kingdom. 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[] note: Boyar Bracha's horseman's kite shield is unable to be seen in game. This is probably because a two-handed weapon and a shield cannot be used at the same time. Boyar Bracha - Default Stats and Equipment Attributes Stat Points Level 26 Strength 16 Agility 16 Intelligence 10 Charisma 18 Health 57 Armor Head Vaegir Nobelman Helmet Body Rich Outfit, Lamellar Armor Hand Mail Mittens Foot Woolen Hose, Mail Chausses Skills Skill Points Ironflesh 3 Power Strike 4 Power Throw 0 Power Draw 0 Weapon Master 0 Shield 0 Athletics 2 Riding 4 Horse Archery 0 Looting 0 Trainer 0 Tracking 0 Tactics 3 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 2 Leadership 5 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 170 Two Handed Weapons 170 Polearms 170 Archery 170 Crossbows 170 Throwing 170 Weapons Melee Great Bardiche Ranged None Shield Horseman's Kite Shield Mount Saddle Horse 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"
"Boyar Meriga","Boyar Meriga Appears in ClassicWarband Official Information Fiefs Rivacheg Culture Vaegirs Personality Quarralesome Character Background Spouse Lady Nesha Children Boyar GastyaLady Tabath Boyar Meriga is initially a vassal of the Kingdom of Vaegirs. His starting fiefs are scripted to be Rivacheg in both Mount&Blade and Warband. He will always start off slightly disliking the player. You may fight him or have him side with you as you help Prince Valdym the Bastard, the corresponding claimant, overthrow King Yaroglek and gain control of the kingdom. He tends to have trouble with Sea Raiders, and may give the player quests to attack Sea Raider landings. 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. Gallery[] Boyar Meriga in battle gear 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"
"Boyar Naldera","Boyar Naldera Official Information Kingdom Kingdom of Vaegirs Monarch King Yaroglek Title Vassal Personal Details Gender Male Boyar Naldera is initially a vassal of the Kingdom of Vaegirs. His starting fief is Curaw in both Mount&Blade and Warband. You may fight him or have him side with you as you help Prince Valdym the Bastard, the corresponding claimant, overthrow King Yaroglek and gain control of the kingdom. Family[] Spouse: Lady Seomis Children: Boyar Marmun, Lady Drina 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. Gallery[] Boyar Naldera in battle gear 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"
"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"
"Buillin","Buillin Settlement Information Type Village Kingdom Nords Fortification TihrChalbek Castle World Map Mount&BladeBuillinTihrTemplate:World Map/Mount&BladeWarbandBuillinChalbek CastleTemplate:World Map/Warband Buillin is a village of the Kingdom of Nords. Layout[] Player Elder Fugitive The Village Elder is located almost directly straight forward from where the player enters, on the right side of the path, under a porch roof and next to some stools. Buillin is set in a valley with steep mountain ridges on either side and some trees scattered throughout. It has a total of six structures, one of which is a windmill, while stone walls encircle much of the village. There are several fields here growing wheat, cabbages, grapes, and squash. There are also some small trees in the wheat field which are probably apple trees with baskets of their fruit nearby, as well as a couple ovens and a large amount of bread. Hanging animal pelts and fur bundles also indicate hunting activity. On the left side of the village, through a pass between the mountains, is a small graveyard. If sent here during a Hunt Down Fugitive quest, the target may be found behind the building on the far end of the village from where the player enters, next to a covered table and oven. 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"
"Bulugha Castle","Bulugha Castle Settlement Information Type Castle Kingdom Kingdom of Vaegirs Villages FisdnarUdiniad Sieges with... Ladders Port No World Map Mount&BladeBulugha CastleFisdnarTemplate:World Map/Mount&BladeWarbandBulugha CastleUdiniadTemplate:World Map/Warband Bulugha Castle is a castle belonging to the Kingdom of Vaegirs. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Bulugha Castle lies west of Rivacheg at the edge of the Vaegir territory and the Kingdom of Nords. Its village is Fisdnar which is to the northeast, near the northern oceanic shoreline. Warband[] Bulugha Castle lies west of Rivacheg in along the oceanic coast. It is on the border with the Kingdom of Nords and in Warband, is the northernmost castle on the map. Its village is Udiniad which is nearby to the east, within a small patch of trees. Layout[] Player Keep Dungeon Breach Siege[] Besieging Bulugha Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Trivia[]
Planned assassination or domestic brawl? There is a skeleton sitting at the table in the lord's hall with a cup in its hand and a knife in its back. Gallery[] 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"
"Bulugur","Bulugur Settlement Information Type Village Kingdom KhergitKhergit Fortification Distar CastleDistar Castle World Map Mount&BladeBulugurDistar CastleTemplate:World Map/Mount&BladeWarbandBulugurDistar CastleTemplate:World Map/Warband Bulugur is a village initially owned by the Khergit Khanate. Layout[] Player Elder Fugitive The Village Elder is located on the opposite side of the village from where the player enters, he stands on a balcony up a staircase. Bulugur is built in a narrow valley between high hills and steep ridges. It has a total of six structures. There don't seem to be any food crops growing, but there are two very long fields of haystacks on either side of the road into the village and a field of shrubs on the far side. Strings of garlic are the only visible food source found here. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the village from where the player enters, behind a building in the shrub field. 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"
"Bunduk","Bunduk Appears in Official Information Culture Rhodok Character Details Hire Cost 200 denars Likes Katrin Liked by Katrin Dislikes Lezalit, Rolf, Nizar as Emissary, Hunger, Not Paid, Heavy Casualties, Robbing Villages Disliked by Lezalit and Rolf Connections Jelkala Noble No Character Background Home Jelkala Background Rhodok Sergeant Bunduk is a Rhodok crossbowman and one of the heroes in Mount&Blade: Warband. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Stats and equipment Biography[] Bunduk was born near Jelkala. He is a veteran Rhodok soldier who was garrisoned in a town for 20 years until he had a conflict with a newly appointed commander, who was a young noble. When Bunduk unstrung his crossbow due to rain, the commander viewed it as dereliction of duty and had him horsewhipped. He soon deserted his post and got drunk in a nearby tavern, using the money he stole from the captain, until he met the player who can offer him employment. Personality[] Loyal and righteous in the laws of military. He has some dislike toward the noble bloods who tend to abuse their power, especially when they are in high positions. He still has his hatred to the blue-blooded nobles because of their punishments with no causes towards the common folk and would always give thought about equality of justice between all people. He also thinks for those lesser than him, for the sake of their lives, like children. He admires people who continue to show off great results in battles even in an old age and would also like to teach people who are younger than him about battles and such. In certain times of battle, he doesn’t like people forcing him to do things unless he respects them and has a loathing towards people who even act as royal blood even though they are not really one to begin with. He is also rational in terms of rewards from battle and doesn’t take lightly on having petty rewards like poems and songs. He has extreme concerns to those who are poor and would never take advantage of them. Relationships[] Katrin - He likes Katrin as she is one of the few old people he's able to get along with, she is also a veteran as he is. Lezalit - Bunduk hates Lezalit, not just because of his noble blood, but also his strictness in the battlefield, as Lezalit kept ordering him around and threatening to flog Bunduk. This led to Bunduk wishing he could kill Lezalit. Rolf - While he already hates nobles, he hates Rolf even more intensely, as Rolf is only a bandit pretending to be noble. To Bunduk, it was intolerable for a bad person becoming even worse by claiming nobility. Gameplay[] While initially armed with a crossbow, Bunduk can be turned to any role, as he is fairly proficient with all weapons and has some skill in riding, trainer, and first aid as well. Recruiting Bunduk costs 200 denars and his initial level is 9, which can make him somewhat slower to train, but helps him raise troops in the player's party. In Warband, should he be offered a fief and a lordly title, he will accept the fief, but demand that he be called Tribune Bunduk. Giving Bunduk a fief may cause a decrease in the player's relation with some of the nobility. If elevated to lordship, Bunduk will recruit Rhodok soldiers to fight for him and man his fiefs. Dialogue[] Main article: Bunduk/Interactions Stats and equipment[] Bunduk - Default Stats and Equipment Attributes Stat Points Level 9 Strength 12 Agility 8 Intelligence 9 Charisma 11 Health 53 Armor Head ? Body Padded Leather Hand ? Foot Nomad Boots Skills Skill Points Ironflesh 3 Power Strike 2 Power Throw ? Power Draw ? Weapon Master 3 Shield 1 Athletics 1 Riding 2 Horse Archery ? Looting ? Trainer 2 Tracking ? Tactics 1 Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid 2 Engineer ? Persuasion ? Prisoner Management ? Leadership 1 Trade ? Proficiencies Weapon Type Points One Handed Weapons 105 Two Handed Weapons 105 Polearms 105 Archery 105 Crossbows 105 Throwing 105 Weapons Melee Pickaxe Ranged Crossbow, Bolts Shield ? Mount ? Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira"
"Burglen","Burglen Settlement Information Type Village Kingdom Swadia Fortification PravenDhirim World Map Mount&BladeBurglenPravenTemplate:World Map/Mount&BladeWarbandBurglenDhirimTemplate:World Map/Warband Burglen is a village initially owned by the Kingdom of Swadia. Its link to either Praven (Mount&Blade) or Dhirim (Warband) means that this village is likely to increase its wealth. This makes it a ripe target for raiding. This village is rather difficult to defend against raids, as enemy reinforcements spawn directly within the village square while friendly forces spawn outside, across a small dip in the land. Layout[] Player Elder Fugitive The Village Elder is in the middle of the village to the left from where the player starts, standing in front of a wooden stool and broom. Burglen is built on a hill in very rough terrain with moderate tree cover. It has a total of five structures and a water well in a valley below the village proper. There are two fields here growing cabbages and squash. Harvested squash and marrow can also be found in baskets and sitting around the village. There is an outdoor oven which may be used to bake bread, though no loaves are visible. There is a single animal pelt hanging on one wall. If sent here during a Hunt Down Fugitive quest, the target may be found behind one of the buildings on the opposite side of the village from where the player starts, hiding inside some bushes. 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"
"Butchering Knife/Mount&Blade","Butchering Knife Butchering KnifeOne-handedBase value: 13 denarsWeight: 0.75Swing: 24cThrust: 17pSpeed rating: 108Weapon reach: 60Can't be used to blockMount&Blade"
"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"
"Buvran","Buvran Settlement Information Type Village Kingdom Rhodoks Fortification Ergellon CastleJelkala World Map Mount&BladeBuvranErgellon CastleTemplate:World Map/Mount&BladeWarbandBuvranJelkalaTemplate:World Map/Warband Buvran is a village initially owned by the Kingdom of Rhodoks. It is located in a strategically safe place, because it is far from other factions, and the town of Jelkala is nearby. Layout[] Player Elder Fugitive The Village Elder is located just within the village on the left side from where the player enters, standing next to a campfire. Buvran is built on mostly flat terrain alongside a dried up stream as well as rows of tall trees around it. It has a total of six structures protected on most sides by a wooden fence and wall surrounding the village. There are some obvious fields growing Cabbages, and an orchard presumably growing Apples, baskets of which may be found in storage, but there are also vast open area which may be harvested fields. There are two wells here to supply their water needs, and understandably due to their river being dry, there is no evidence for fishing activity here. If sent here during a Hunt Down Fugitive quest, the target may be found through the village on the right side from where the player enters, standing next to a campfire. 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)"
"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"
"Calradia","Original map of Calradia in Mount&Blade. New map of Calradia in Warband. Map of Calradia in pre-release Bannerlord.
Map of Calradia in Bannerlord Calradia is a fictional continent and the main setting in the mainline entries of the Mount&Blade series. There are five factions in the original Mount&Blade and six in Warband, each with a ruler, a claimant, twenty vassals and a collection of fiefs that make up each faction's region. The land of Calradia is neither static nor affected only by the player's actions. Each faction is free to wage war, form alliances, or sign peace treaties with other factions. Nobles and kings lead their war parties across Calradia, attending tournaments, feasts, and collecting taxes from fiefs entrusted to them. During times of war, they plunder enemy villages, attack opposing armies in the field, and seek to conquer castles and towns through siege warfare. Law and order are the exception, rather than the rule, in Calradia. Deserters and bandits of all sorts harass trade routes and attack villagers whilst evading attacks from bands of manhunters seeking the bounties on their heads. Farmers traveling to market to sell their harvest and caravans traveling from town to town trading goods must fend off looters and thieves seeking to reap what they did not sow. Lords are also threatened by the chaos; fiefs regularly change hands during wartime. Even the kings of each faction are not safe. Claimants to the throne travel across the land, seeking brave and adventurous allies to back their claims and launch civil wars. Contents 1 Geography 1.1 In Mount&Blade 1.2 In Warband 1.3 In Bannerlord 2 History 3 Outside Calradia 4 Trivia Geography[] In Mount&Blade[] The land of Calradia resembles a continental terrain bordered by a mountain chain to the south and a snow plain to the east. It holds eight rivers, two that end in deltas, three dozen forests of varying sizes, and one lake. The earth is predominantly green except in the steppes, where it appears to be drier, and in the snow field, where it is covered with snow. In Warband[] Due to the fact that a new faction was added (Sarranid Sultanate) and there was no place to squeeze in the kingdom, the Warband map is completely redesigned from the vanilla map. Most notable is the addition of a southern desert, while still bearing similar climatic zones such as steppes and tundra. The new map turns Calradia more into a rounded peninsula, akin in a few ways to Middle-earth in The Lord of the Rings. Converting the map from a square to a more ball-shaped landmass has the advantage of making fewer parts of the map isolated and awkwardly detached, as areas like around Aldelen, Tulbuk, and Tebandra were in the original map. In Bannerlord[] Bannerlord's Calradia is somewhat similar to the general layout from Warband, but takes place 173 years earlier. It covers a larger area and has more mountains to create choke points. The new map has a much greater number of lakes and bays as well as a (at times) radically different coastline from that of Warband. History[] The true history of Calradia is quite vague. The only characters whose lives are described in any detail are monarchs, claimants, and companions. However, it is implied that the factions have been at war for a very long time, and that the player is the only person who has any chance of bringing about peace. An ancient Calradic Empire is frequently mentioned by the various companions as predating all the kingdoms. Matheld speaks of how the first Nords to arrive in Calradia were hired to man the Empire's galleys, for instance. Lezalit says the Empire utilized all the fighting styles represented in its territory but that, eventually, ""the tribes"" destroyed the Empire. The fourth game in the series, and third canonical, Bannerlord, features the Calradic Empire shortly before its fall. Other companions speak of how Praven was the largest city under the Empire, and of the Imperial heritage that suffuses the region around Suno. Overall, very little of its actual history is ever revealed, but it is obvious that the Calradic Empire fell apart and was split into several kingdoms. The second game shows that the empire split into three different factions in the 1070s after the Emperor was killed in battle. Outside Calradia[] It is apparent that there are other nations and realms in the Mount&Blade world. Examples include the County of Geroia, from which Lezalit claims his noble lineage as the Count's second son, and Marnid reveals as his place of origin; and Balion, a realm beyond Calradia's western coast, far over the sea described in the profile of Konrad, a Custom Battle character. There is also land called Jumne (or Nordland) to the north of Calradia, where the Kingdom of Nords claim their roots lie. There is also another place named Lokti, which is only mentioned once in Argo Sendnar's description. The player character is also described as a foreigner, and many companions speak of leaving their homelands to seek their destiny in Calradia. Trivia[] The layout of the map and the mountainous terrain within the map of Bannerlord, is seemingly inspired and closely reminiscent of Anatolia - modern-day Turkey - and its geographical features. Some of the villages and castle names are changed versions (or sometimes unchanged such as Dinar, Esme, Kiraz, or Karahalli) of actual Turkish villages or towns. To name a few: Akiser -> Akhisar, Usek -> Usak, Kaysar -> Kayseri The island south of Poros looks almost identical to the island of Cyprus. The southern part of Calradia, where the Aserai reside, is inspired by North Africa and parts of the African continent, like the Sahara Desert."
"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."
"Camp Defender","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 Camp Defender Troop Information Culture Mercenaries Wages 13-7 denars Acquired from... Huntress Upgrades to... Sword Sister Upgrade Cost 80 denars XP for Kill ? xp Ransom Value 112 denars Camp Defenders are female mercenary infantry on the path to becoming Sword Sisters. Tactics[] Camp Defenders are the first rank of Peasant Women that you can take into battle without worrying that they will be immediately slaughtered. Despite being only one rank away from Sword Sister there is a significant gap in skill between the two units, so don't rush headlong into tough battles or sieges and expect your Camp Defenders to remain unscathed. Once promoted, Camp Defenders finally become Sword Sisters-- some of the best, and often overlooked, combatants in 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. Camp Defender - Default Stats and Equipment Attributes Stat Points Level 16 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 44 Armor Head (Possible): Skullcap Body Mail Shirt, Byrnie Hand ? Foot Wrapping Boots Skills Skill Points Ironflesh 1 Power Strike 2 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 2 Riding 3 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 100 Two Handed Weapons 100 Polearms 100 Archery 100 Crossbows 100 Throwing 100 Weapons Melee Hatchet, Voulge Ranged (Possible): Light Crossbow, Short Bow, Crossbow, Bolts, Arrows Shield (Possible): Fur Covered Shield, Hide Covered Round Shield Mount ? 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"
"Camp Follower","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 Camp Follower Troop Information Culture Mercenaries Wages 1 denar Acquired from... Peasant Woman-or-Refugee Upgrades to... Huntress Upgrade Cost 10 denars XP for Kill ? xp Ransom Value 37 denars Camp Followers are female mercenary infantrywomen on the path to becoming Sword Sisters. Tactics[] Camp Followers are not much better than Peasant Women and should be kept out of combat at all costs, as you could only expect them to hold their own against Looters (and even then only if the numbers aren't in the Looters' favor). Rely on your trainer skill to level these units up. Once promoted to Huntress, they can generally enter combat without getting themselves killed as long as they have plenty of support from superior troops. Once they reach Camp Defender or Sword Sister level, they can hold their own against most other 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. Camp Follower - Default Stats and Equipment Attributes Stat Points Level 5 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 44 Armor Head (Possible): Skullcap Body Dress, Woolen Dress Hand ? Foot (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 70 Two Handed Weapons 70 Polearms 70 Archery 70 Crossbows 70 Throwing 70 Weapons Melee Hatchet, Hand Axe, Voulge, Fighting Pick, Club Ranged (Possible): Light Crossbow, Short Bow, Crossbow, Bolts Shield (Possible): Nordic Shield, Hide Covered Round Shield Mount ? * They never get any Arrows, so they cannot use the Short Bow. 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"
"Can't be used to block","A weapon with the Can't be used to block trait. Can't be used to block is a trait given to One-handed weapons in Mount&Blade and Warband, which disallows the ability to block with the weapon. All weapons with this trait are short, with a reach no greater than 60. It is advised to have a shield when using a weapon with this effect due to the inability of the weapon to block by itself. However, while such weapons are incapable of normal blocking, they are still able to chamber blocking incoming melee attacks. Weapons Affected[] Mount&Blade/Warband[] Butchering Knife Cleaver Dagger Knife Sickle 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."
"Caravan Guard","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 Caravan Guard Troop Information Culture Mercenaries Wages 25-13 denars/week Acquired from... Watchman- or -Taverns Upgrades to... Mercenary Horseman- or -Mercenary Swordsman Upgrade Cost 40 denars XP for Kill 114 experience Ransom Value 96 denars Caravan Guards are tier-three mercenary cavalry in Mount&Blade and Warband. Tactics[] They are good starting cavalry but may be easily cut down by anyone stronger than looters and bandits, hence they are best used when upgraded as soon as possible. Besides taverns, they can be encountered if the player decides to raid caravans crossing the overland map, their parties consisting of 12-40 troops - usually a Caravan Master, 5-25 Caravan Guards, and a few tier-one-and-two troops from the kingdom the caravan belongs to. Caravan Guards do not use tactics when fought, usually charging straight into battle and giving the player little time to assemble whatever force they may have. 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. Caravan Guard - Default Stats and Equipment Attributes Stat Points Level 14 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 44 Armor Head (Possible) Nasal Helmet(Possible) Footman's Helmet(Possible) Padded Coif Body Leather JerkinLeather Vest Hand None Foot Hide Boots Skills Skill Points Ironflesh 1 Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield 3 Athletics ? Riding 3 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 85 Two Handed Weapons 85 Polearms 85 Archery 85 Crossbows 85 Throwing 85 Weapons Melee VoulgeSpearSwordFighting Pick Ranged None Shield Round ShieldPlain Round Shield Mount Saddle Horse 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"
"Caravan Master","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 Caravan Master Troop Information Culture Mercenaries Wages 7 denars Acquired from... Prisoners Upgrades to... N/A Upgrade Cost N/A XP for Kill 72 xp Ransom Value 60 denars Caravan Masters are the leaders of caravans, and each caravan has only one. There is nothing special about these units, other than they are the only killable unit (non-killable units being the player, lords and companions) that can neither be upgraded nor is an upgrade path for any other unit. Tactics[] The only way to get Caravan Masters is either by capturing some and recruiting them into your party from the camp menu, or by rescuing some from an enemy who has taken them prisoner. In battle, their personal strategy is to charge straight at the enemy line far ahead of their caravan guards, despite their complete lack of armor. Caravan Masters do not usually survive battles. 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. Caravan Master - Default Stats and Equipment Attributes Stat Points Level 9 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 48 Armor Head (Possible): Leather Cap Body Fur Coat, Leather Jacket Hand ? Foot Hide Boots Skills Skill Points Ironflesh 3 Power Strike ? 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 100 Two Handed Weapons 100 Polearms 100 Archery 100 Crossbows 100 Throwing 100 Weapons Melee Arming Sword Ranged ? Shield ? Mount Saddle Horse 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"
"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"
"Cartridges/Mount&Blade","This article is a stub. You can help out by expanding it."
"Castles","For castles in With Fire & Sword, see Fortresses. Castles are fortifications found all over Calradia, and each one is linked to a nearby village. In order to take control of a castle away from an opposing faction, you must besiege it. Note that you must have a negative relationship and at least 10 troops before being given the option. When you enter a friendly castle you can enter either the courtyard or the Lord's Hall. In the courtyard, you can speak to the guard of the dungeon to open a dialogue where he might grant you entrance depending on your choices. If you do gain entrance into the dungeon, you can recruit heroes or rescue lords trapped inside. In the Lord's Hall you can talk to any visitors or the lord and lady if they are present at the time. Here, you can gain quests from the lord or lady to gain their favor. In a neutral or enemy castle you can also request an audience with a lord who is currently residing in the castle. Castle garrisons tend to number in the 100-150 region and, as such, are an easier target than towns. By mid-game, a player usually has a party capable of taking a castle unaided. Castles generate the lowest tax income, usually fewer than 1000 denars, though this can vary depending on the prosperity of the castle's attached village. Troops garrisoned in a castle are paid half of what they are paid in one's party. Thus, when training an army, one may leave their fully trained troops in a castle while going around picking up new recruits and training them, resulting in faster movement speed and cheaper upkeep. Warband Features[] Mount&Blade: Warband has mostly the same castles from the first game, simply adding the Sarranid Sultanate as a new faction, along with all of their castles that did not exist in the original game. Tilbaut Castle is the only other change, having belonged to the Kingdom of Vaegirs in Mount&Blade and the Kingdom of Swadia in Warband. Warband adds the ability for castles to hold feasts, and increases interaction with prisoners by adding missions where the player must rescue a prisoner (usually a quest-giver's relative) from the castle where he is being held. The player can bribe the guard to let him in or take the key by force, resulting in the castle guards becoming hostile to the player. There are other ways for a faction to capture a castle in Warband other than just besieging it. They can also wait for the food supply of the castle/town to run out, and then take control, or if a lord holding a castle/town defects without being indicted, it will go to the new faction defected to. Should the player conquer a castle without being sworn to a liege, he takes the castle for himself, and founds a new kingdom. When the kingdom is founded, the player is asked to appoint a minister who stays in the Lord's Hall and offers kingdom management options. If the player conquers a castle when they already have their own new kingdom, they are given a list of Vassals that are with the player's kingdom to take control of the castle, the option for the player to take control of it is available, and the option for the castle to have no Lord is available as well. If the player chooses one of their Vassals to become the Lord of the castle, relationship will be modified with all your vassals, depending on how well liked the chosen Vassal is, and how many fiefs they already own. The castle then will be automatically garrisoned by troops. In Warband, the castle will be a drop off point for villages with no major town to go to. This only happens if the castle or town that the village is connected to is captured, so that the castle and town are no longer part of the same faction. After taking over a castle and assigning it to a Lord or yourself, you can choose how to distribute the spoils. You can keep them (resulting in a decrease in relationship with all Vassals), share them with the Vassals accompanying you (larger increase of relationship with the Vassals accompanying you but decrease with the rest of your Vassals) or share them with all your Vassals (minor increase of relationship with all Vassals, around +1 to +3) Gallery[] Temperate CastleSnowy CastleDesert Castle See Also[] Fortifications List of castles"
"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."
"Chaeza","Chaeza Settlement Information Type Village Kingdom Rhodoks Fortification VelucaVeluca World Map Mount&BladeChaezaVelucaTemplate:World Map/Mount&BladeWarbandChaezaVelucaTemplate:World Map/Warband Chaeza is one of the villages initially owned by the Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is forward and to the left where the player enters, standing on a stone porch next to a table and stool. Chaeza is set in hilly terrain with significant elevation differences between peaks and valleys, and few trees spotted about. It has a total of five structures, as well as stone walls and what appears to be the stone foundation of a ruined building. There are four fields here, one is growing squash and cabbages, one has wheat, while the other two are empty and may be under construction as indicated by the number of loose rails. Within a storage shed can be seen fruit baskets, fish, and furs. There is also an outdoor oven which might be used for baking bread, but none can be seen nearby. If sent here during a Hunt Down Fugitive quest, the target may be found in the fields on the far left side of the village, standing next to some shrubs. 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)"
"Chalbek Castle","Chalbek Castle Settlement Information Type Castle Kingdom Kingdom of Nords Villages Aldelen Buillin Sieges with... Ladders Port No World Map Mount&BladeChalbek CastleAldelenTemplate:World Map/Mount&BladeWarbandChalbek CastleBuillinTemplate:World Map/Warband Chalbek Castle is a castle belonging to the Kingdom of Nords. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Chalbek Castle lies far to the west of Tihr, secluded on the northwest corner of Calradia surrounded by rivers, mountains, and the ocean. It is the northernmost castle on the map. Its village is Aldelen which is to the southwest, opposite a small forest. Warband[] Chalbek Castle lies northwest of Tihr on the western Nordic peninsula. It rests at the top of a mountain ridge with the ocean encircling it to the north. Its village is Buillin which is to the northwest at the bottom of the mountain ridge. Subject to a bug in 1.143 which prevents talking to prisoners. Layout[] Player Keep Dungeon Breach Siege[] Besieging Chalbek Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Besieging forces will spawn quite far away from the ladders. The keep is outfitted with several towers which archers will occupy during assaults. Due to it being in such an isolated corner of Calradia, it rarely gets besieged. Gallery[] 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"
"Cheats","Through the cheatmenu, you can see the debug and the things that cause behaviours of factions and vassals. To use cheats, you must configure your game to allow cheats: After opening up the game launcher, before you click Play Mount&Blade, go to Configure. From there, go to the Game tab and check the box next to Enable Cheats. However, it must be noted that playing with Cheats enabled will stop you from receiving Steam Achievements (Mount & Blade: Warband and With Fire & Sword). If cheats are used, you may disable them again at any time to re-enable Steam achievements since they are only disabled for the sessions in which they are used. It is an extremely useful tool for modders as it helps to ""speed"" gameplay time so features normally restricted to late game can be accessed far sooner. Contents 1 Battle Cheats 2 Non-Battle Cheats 3 Cheatmenu 4 Import/Export Exploitation Battle Cheats[] Hotkey Effect Ctrl+H Heals your character. Ctrl+Shift+H Refills your horse's health. Ctrl+F4 Delivers blunt damage to a random enemy (doesn't hurt horses). Ctrl+Shift+F4 Delivers blunt damage to all enemies. Ctrl+Alt+F4 Delivers blunt damage to all enemies. Ctrl+F6 Delivers blunt damage to a random ally. Ctrl+Shift+F6 Delivers blunt damage to all allies. Ctrl+F5 AI takes control of the player character. You can command yourself with the party command keys. Ctrl+F3 Delivers blunt damage to the player character. Ctrl+F9 Toggles slow motion. Ctrl+F11 Freezes time. Non-Battle Cheats[] Hotkey Effect Ctrl+X Gives you 1000 experience points while on the character screen. Ctrl+X Gives a selected soldier 100 experience points while on the party screen. Ctrl+X Gives 1000 denars while on the inventory screen. Ctrl+W Gives you 10 points to each Weapon Proficiency while on the character screen. Ctrl+Left Click Teleports the party to the cursor (when on the map screen). Ctrl+T Lets you see all parties and tracks on the map screen. Ctrl+L Automatic level up. Warning: Do not level past 62.*
Level overflow glitch. * Warning: When going from level 62 to 63, the game overflows the level, instantly bumping you up by around 2000 levels. This may seem awesome at first, though quests that scale with your level will become impossible to complete such as Save the Village or clearing out Bandit Camps as there will be thousands of enemies. Every hostile party will also run from you, no matter the difference in numbers. It also causes the game to crash frequently, even on higher-end systems. Cheatmenu[] The cheatmenu is a feature added in Warband that allows many more cheat options. Pressing Ctrl+~ (tilde, next to the number row) opens the console. Entering ""cheatmenu"" will activate the cheatmenu, which allows for a wide variety of debug cheats (for those whose where tilde doesn’t work press ctrl+¬ [below escape]). To deactivate the cheatmenu, bring the console back up and enter ""nocheatmenu"". In Warband, alternative way to bring up cheatmenu, since that tilde key doesn't work on every computer, is to go to ""mount and blade warband\modules\native"" and open ""menus"" -txt. There, look for mno_tutorial_cheat 1 31 2 1 0, and change the last value from 0 to 1. Save the ""menus"" on your desktop, change the name of the original menus into ""back up"" or something as easily recognizable. Now move the new menu into your native dictionary. For this to work, you also need to start a new game. When creating the new character, you get the option ""CHEAT!"" when choosing the town as your first destination. Choose ""CHEAT!"". Using the cheatmenu you can raise your renown, honor and right to rule, instantly besiege towns and castles, get any item in the game, change the weather, change your banner, make kings and lords instantly like you, and do so much more. Import/Export Exploitation[] Note: This is not available for trial versions. Go to your character page and click on statistics Click ""Export Character"". Minimize the game screen. Go to your documents folder. Find the file ""Mount&Blade Warband Characters"" (or ""Characters"" in the Mount&Blade Warband folder). Open the file labeled the name of your character. Change what you want for the character, e.g. delete the money you have and type in a bigger sum. Save and exit. Maximize the game screen. Go back to the statistics page and click ""Import Character"". Click import and continue playing as that character - who should now have stats that you had specified."
"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"
"Chelez","Chelez Settlement Information Type Village Kingdom Rhodoks Fortification YalenJelkala World Map Mount&BladeChelezYalenTemplate:World Map/Mount&BladeWarbandChelezJelkalaTemplate:World Map/Warband Chelez is a village of Yalen in classic Mount&Blade and Jelkala in Warband, initially owned by the Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is located up the hill to the left from where the player enters, standing in front of an awning covered table and benches. Chelez is located in very hilly territory with moderate tree cover. It has a total of six structures, including a windmill at the top of a steep ridge. There are three fields here, two growing squash and one that is cleared with only heaps of straw remaining which, considering the mill, may be a harvested wheat farm. There are also several strings of garlic hanging on the side of one of the buildings. A large number of wagons and wheels can also be seen here, which could indicate carpentry as an industry from the village. If sent here during a Hunt Down Fugitive quest, the target may be found behind the shed next to the harvested field. 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)"
"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"
"Chide","Chide Settlement Information Type Village Kingdom Swadia Fortification Rindyar CastleKelredan Castle World Map Mount&BladeChideRindyar CastleTemplate:World Map/Mount&BladeWarbandChideKelredan CastleTemplate:World Map/Warband Chide is a village initially under control of the Kingdom of Swadia, it is owned by Rindyar Castle in Mount&Blade and Kelredan Castle in Warband. Layout[] Player Elder Fugitive The Village Elder is standing in front of the first building on the left from where the player starts, near a campfire and set table. Chide is built in a valley with steep hills and moderate tree cover all around it. It has a total of six structures with low stone walls around some parts. There is one field here growing cabbages and squash. There are several baskets of fruit throughout the village, though no visible apple trees. Along with the baskets in storage are some bundles of furs. There are two outdoor ovens, one has loves of bread on a covered table next to it. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the village from where the player starts, standing behind the straw house. 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"
"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"
"Cleaver/Mount&Blade","Cleaver CleaverOne-handedBase value: 3 denarsWeight: 1.5Swing: 24cSpeed rating: 103Weapon reach: 30Can't be used to blockMount&Blade"
"Club/Mount&Blade","Club ClubOne-handedBase value: 11 denarsWeight: 2.5Swing: 15bSpeed rating: 95Weapon reach: 95Mount&Blade"
"Clunmarr Keep","Clunmarr Keep Settlement Information Type Keep Kingdom Kingdom of Swadia (initially)The Undead (temporarily) World Map Near Mount Dhorak Clunmarr Keep is a location appearing in Warrider and very early versions of Mount&Blade classic. The Keep serves as the hideout to one of the game's main antagonists - Akhad Thell. Lore[] An ancient stronghold. Initially it was the capital of King Harlaus's state, and his seat of power. At some point, the King's noble subjects conspired to send a warrior, to infiltrate the keep, and assassinate him. Once the deed was done, the lords razed the keep to the ground and slaughtered Harlaus's descendants and anyone loyal to him. The keep lay abandoned for years, until one day the necromancer Akhad Thell entered its ruins and used the Hand of Tsannuh to resurrect Harlaus and his loyal soldiers with the purpose of reinstating him as ruler of Calradia. However, the talisman had lost its power, and Thell could not complete his plan. In order to recharge the talisman, a special human sacrifice was required. To this end Thell recruited Nuyukh Khan, a power-hungry Khergit chief, to kidnap the Khergit princess Uruzuge. Nuyukh failed in his assignment, but Thell still held the Hand of Tsannuh and was safe in the unassailable Keep. In order to be stopped, he had to be lured out. After these events, the Keep fell into obscurity. Trivia[] While the Keep is technically a castle, it cannot be besieged or captured, as siege mechanics did not yet exist in Warrider. It is possible that the location name was recycled and modified in later versions of the game, when villages were added, as the village Glunmar has a curiously similar name."
"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)"
"Conquering Calradia","Conquering Calradia is a somewhat ambiguous goal, as the first Mount&Blade games were open-ended ""sandbox"" games, so there is no winning condition. The most obvious goal, therefore, is complete dominance over Calradia. This is achieved by eliminating all the other factions. A faction will be eliminated when you capture all their castles and towns. Usually, the faction will linger around for a while with their lords possessing very small parties. These can be a nuisance, as their small party size allow them to quickly run away from you when you approach, enabling them to raid all of your villages with minimal threat. Contents 1 Steps to Follow 1.1 Building a Steady Income 1.2 Creating a Soldier Farm 1.3 Founding a Kingdom 1.4 Beating other Factions 1.5 Get Lords to Join You 1.6 Control the Enemies 1.7 Conquer 2 Items and Skills 2.1 Player 2.1.1 Skills 2.1.2 Equipment 2.2 Companions 2.2.1 Skills 2.2.2 Equipment Steps to Follow[] There are a number of things that you can do before beginning your journey to becoming the King of Calradia. They are not necessary but will greatly help in the long run. These steps are just a rough outline of strong strategies you can use to try to win. Building a Steady Income[] Find a way to gain large amounts of money at any time you need it. Ultimately, you want to buy a Productive Enterprise in every town in the game. The best places to start are Curaw and Dhirim, since you can buy an ironworks at each of them for 3500 denars and make about 300-500 every week from them. Once you have all the enterprises, you will get somewhere around 8000 denars every week. The best bandits to kill for money are Sea Raiders. If your faction is not at war, it is ideal to kill these bandits. However, if your faction is at war, you can try to defeat enemy lords with the hope that you will capture them and sell them for ransom. They can be worth anywhere from 1500-6000 (kings are worth 9000-17000). Trading can also be surprisingly lucrative, especially if you have a party member with a high trade skill, have expanded your inventory several ranks, and have identified several profitable trade routes. For instance, salt in Wercheg is especially cheap, available in high volumes, and sells for 3-4x in nearby Rivacheg. A good trade route will net 1000-3000 denars per run, more if you can cash in on the return trip. Talk to villagers if you want some tips on profitable trade route in the area. Creating a Soldier Farm[] You need to be able to easily replenish soldiers while you are at war so that you can protect your kingdom from enemy armies. Being able to recruit a lot of new soldiers quickly creates room for casualties during fights. You won't have to worry about losing a lot of troops during a tough fight. If you have a negative reputation with a village, they will not give you recruits. If you have somewhere between 0 and 10 reputation, they will give you 0-7 recruits when you go to them and 0 if you are at war with the faction that owns the village. If you are above 10, however, they will give you recruits even if you are at war and you will get more recruits than before. At 20, you have a chance to get tier 2 units, 40, tier 3, etc. Note that if your reputation with the village improves at all at any time, and you just recruited soldiers, more soldiers will be available for recruitment right away. A handy trick is to talk to the villagers and see if any of them are out of a job. If they are, you can give them 300 denars and your reputation will increase by 1, allowing you to recruit volunteers again. Some of the best soldiers in the game are: Infantry: Nord Huscarls Archers: Vaegir Marksmen Cavalry: Swadian Knights Horse Archers: Khergit Veteran Horse Archers Any units you wish to use, however, can be used to replace these units. You should just aim to have a good top tier unit for each role. Swadian Sergeants, Rhodok Sergeants, Rhodok Sharpshooters, and Sarranid Mamlukes would be a very powerful set of units as well. Any units can be used in your army, it is sometimes very beneficial to hire the prisoners of lords you defeat, especially to augment your garrisons. However, don't bother hiring units that are not the correct type of unit for your current army or tactical style. For example, hiring Khergit Lancers when you are using knights is a very good idea; you can even put them in the front of your army by moving them up in the party list so they can absorb the damage in the initial charge. Founding a Kingdom[] Founding a new kingdom opens up a lot of new gameplay opportunities in Warband. You can choose any name for it that you want and you can get a banner if you don't already have one. You will need to acquire a castle or town to start your new kingdom. One way to defeat a castle is to create an army of Rhodok sharpshooters. Attack any castle (preferably a castle only requiring a siege ladder unless you have really high Engineering) and tell your sharpshooters to hold position at a good distance from the castle. Let them fire all their bolts and then charge up the ramp with your companions and fight until you die. When you die, you will automatically retreat and lose some sharpshooters so you can go replenish them at your soldier farms if you like. Repeat this process until you are victorious. Keep in mind that castles that have been taken recently will have a weak garrison. You are very likely to lose this castle to the faction's army. So be prepared to just leave it for them to take. You can take it back easily because the garrison will be weak. Eventually, the faction will be at war with another faction and will leave you alone. An alternative strategy is to help a claimant take their kingdom. Make sure the kingdom is already really small. Ask for a castle that you think will be a good starting place for your kingdom. When you are done taking the kingdom, empty your castle and siege it. It will instantly lose as soon as you finish building the ladders. (Note that when using the sharpshooter strategy you don't actually have to charge the castle when you run out of bolts. As long as you have a good kill ratio you can retreat without consequence and come back again with all your ammunition restocked. The only limit is time, as enemy relief forces may show up while you are waiting to attack again.) Beating other Factions[] The faction that you took the castle from is very likely to declare war on you even after they failed to take the castle back multiple times, so try to eliminate them first. A castle is necessary because you can put troops in them and they will only cost half wages. This allows you to switch your army at any time without disbanding all your troops. When a faction declares war on you (or you declare war on them), hunt down their lords. Keep in mind that all enemy units are dismounted when fighting in villages but your units won't be (making knights significantly better). If you find their ruler, try to take them out so their tactics level won't affect your battle advantage in the next fight. If their army groups up and sieges your castle and there is no way you can fight the whole thing, just wait for them to enter your castle. But catch the last bunch of lords that enter. Enemy kings often enter last and they always have the most troops. After defeating them, help your castle win the battle. With your massive income from your enterprises, your castle can hold easily about 300 top tier units (you should have powerful units such as Huscarls and sharpshooters in your castle). When you assault a castle that has a lot of troops inside, don't worry about any number over 300, since after that, reinforcements cease arriving, and all the extra troops are killed. The best units for attacking a castle are the Nord Huscarls, as they are perfectly able to take the hailstorm of arrows that fly during most sieges, and are also able to retaliate with thrown weapons. If you have any cavalry units in your army, make sure to place them at the back of your battle list, as they will be dismounted during the battle and won't be able to fight as effectively (not that they'll be entirely useless, they just won't be able to match up against higher ranked units) Get Lords to Join You[] You need at least one Lord on your team. As for lords, don't get too many because they will start to hate you as more fiefs are given away. The easiest thing to do is just keep one town that you like and give away all the villages for that town and all the castles and towns you capture. To get more Lords to join your team, you can send out all the companions in your party to go try stir up things in the other factions. This will usually get a Lord or two for you - provided that you have enough land. You don't need very many Lords since you can defeat every team in the game with the above strategy. Keep in mind that Lords that have joined you are very unlikely to participate in campaigns because they will be busy defending their fiefs. You mostly just need them for a little defense for your villages and to fill up the garrisons of castles. Another thing to note is that if you capture a lord and then their faction falls while they are still in your custody, they will not be freed and will always be in your custody. To prevent this, before you conquer a faction, make sure you ransomed them off. This way you can have all lords if you would prefer. An easy way to get Lords to like you is breaking them out of prison, travel past towns and castles looking at the captives that are being held at in them. If a Lord is being held captive, enter the town or castle and walk up to the Prison Guard. Do exactly what you would do if you were freeing the Lord as a quest, the best part of this is you don't lose approval from any other Lords or Factions. The only difference is you will only get approval from the Lord(s) you rescued. Control the Enemies[] It is ideal that all the other factions remain small and weak. To achieve this, avoid eliminating factions - save them if you need to by attacking a faction that is attacking the weak faction. This way, the lords will never all be together and a bunch of weaker armies will try but fail to take your castle. Conquer[] Begin declaring war on factions. Use knights to wipe out their armies and then sharpshooters (and maybe some Huscarls if you want) to capture all their towns. Target towns first since they have your enterprises. Use the same tactics that were used to start your kingdom. The hardest faction to defeat with the sharpshooter strategy is the Nords. Then next being the Rhodoks. These may require more brute force so use a lot of Huscarls or just keep farming up a new army to attack with. Keep in mind that once you eliminate a faction's main army, they will take a long time to rebuild it. The lords will run around with small parties of tier 1 to tier 3 units and can be easily defeated with any army you have. You should aim at their campaign army first, try to lure them out, once their campaign army is beaten, repeat it every two weeks. This should keep the other faction down hard enough for your lords to win most fights on their own. Another way to keep your enemies weakened after defeating their main army is to split up your force, attacking and burning down as many villages as possible. This affects the enemy's recruitment and income. Repeating the attack/raids every two weeks should make your enemy's beg for peace within a month or two, ending the war in your favor. Keep in mind that you will lose relations with your current lords when you assign a new fief, so don’t be too greedy and instead conquer bits at a time, keeping your internal relations at an all time high. If you conquer too fast, you will see deserting lords, which will harm you even more than your enemy will. Items and Skills[] The equipment and skills you choose are entirely up to you because they are not too important if you use the above guidelines and your skills should be chosen to fit your play style. A more in-depth analysis can be found here. However, there are some specific suggestions that may be advisable for characters intending to conquer Calradia, which are listed below. Player[] In the beginning when setting up your player it is easiest to choose being a noble over a street urchin or other such lowly citizen. This is, however, entirely up to you. Being a noble will just make the game slightly easier due to increased starting funds and renown as a noble. Skills[] Basically any skills will be good to have, but some skills that are especially handy as a king/queen: Training: Allows you to get new top-tier troops quickly, and without risk of losing recruits; especially if given to multiple party members. Leadership: Good for getting a larger army and keeping it happy. Prisoner Management: Good for making a bit more money. Sea Raiders are worth about 100 denars. Path-finding: Gets you out of sticky situations on the map, and makes large armies move less sluggish. Persuasion: Allows you to convince other nobles to switch sides and resolve conflicts among your vassals. Tactics: Increases your battle advantage by 1 every 2 points and allows you to get more units into the battle per spawn. A higher battle advantage does however reduce the renown you get for the battle. Engineer: You will often have to initiate sieges yourself, and being able to build siege engines quicker can give you a significant strategic advantage Note: All the 'party' skills can be given to your companions. Party skills receive a bonus depending on the leader's skill level; so if your medic has Wound treatment of 5 and you have none, it's effectively 5 points. If he's got 5 and you've got 2, then it's an effective 5+1 = 6 points. The leader skill bonus (+1 if the skill is 2-4, +2 if it's 5-7, +3 if it's 8-9, and +4 if it's 10) also applies if the highest level skill is owned by the Leader. Equipment[] Get anything you want that suits your play style. You should however keep in mind that you will fight a lot of sieges, as well as large battles, both of which will sometimes take multiple rounds. This requires a build that is able to last long without running out of hit points or ammunition. Usually it is a good idea to get a ranged weapon so you can use it in castle sieges but you can just leave it in your inventory for other fights. You can go for a bow with the Power Draw skill or you can just use a crossbow. Thrown weapons are not the best choice since they generally have less ammunition but they can still be useful if you use throwing daggers and have a lot of power throw and throwing proficiency. Keep in mind that any skill points you spend on Power Draw or Throw are ones you cannot spend on Leadership, Persuasion, or other leader-specific skills; only crossbows do not require skill points. In general, the game is easier if you just buy strong armor since it is really hard to avoid getting hit in close combat, and it will allow you to stay in combat and help your troops longer. It is also easier to use a Charger or Sarranian War Horse over any other horse since it will almost never die before you do - even when you have Plate Armor. Heavy armor makes your character run slower on the ground but since you will want to be mounted most of the time, you will be better off with it anyway. Companions[] The companions page contains a section suggesting how to best use all 16 companions in the first and second 'halves' of the game. Basically, you level up your nobles while you are building your own skill, and then switch over to using peasant companions (who cause problems if they are given fiefs) after you have your own kingdom. Of the two commoners in the first party, Artimenner makes for a good minister (who can be reactivated as trainer or engineer in a pinch), and Borcha should best be dismissed. If your Persuasion is high, you can also keep your first party and only use lords from other kingdoms. Having too many lords may actually put you at a disadvantage as it will be increasingly difficult to keep their relations high and prevent jealousy when awarding fiefs. Skills[] The nobles in the first party should all have a few points in Trainer, Tactics and Leadership if you want to grant them fiefs later on, as this will help them field better armies and win more battles. Even pure combat characters should get 9 or 12 points in INT and CHA and raise these Skills to 3-4. And having many characters in your party with the Trainer skill is beneficial anyway. Prisoner Management is best avoided for companions, as it will only slow their party down. Remember that your companions will have the same AI as your other soldiers, so they are bound to fail in combat. If you give them a lot of strength, you can expect them to kill more enemies before going down. Equipment[] Since the AI does not allow soldiers to do clever moves such as kiting, it is best just to give them the strongest armor that you can find. This will help them last during fights and they will kill a lot more enemies. The AI is also particularly bad at using polearms so avoid giving them spears of any kind. You should give them a ranged weapon as well since they will be very effective in castle sieges with them. Since they can't die, they are ideal for taking castles without casualties. In this case, having a party member with a high First Aid skill is very valuable, so wounded companions can get healed again for a second round of the battle. For sieges, they do best with a ranged weapon, a shield, and a one-handed melee weapon. You want them with this equipment so you can use them like your Rhodok sharpshooters (shield until in position then start firing) and so that they can fight in close combat when they run out of arrows or when you are using knights. They also do well with this equipment if you stand them in front of your archer army so enemies that come close will be taken care of by them while your archers keep firing."
"Controls","The default controls of the game (Warband) The controls in the Mount&Blade series can be classified into Movement, Orders, Equip Items, and more. The default controls of the game (Warband) (continued) All the controls can be changed by pressing on the button next to the button explanation and then pressing the button you want to replace for the button explanation. These are the default controls of the game. Map Controls[] The map controls and the 'Take Screenshot' hotkey. The map controls are the controls used when you are in the overworld. These keys cannot be changed. All the controls can be replaced by the mouse, except the ""Wait"" button. Under the map controls there is the ""Take Screenshot"" button. The keys are Ctrl + Insert. Undocumented/'hidden' Controls[] Ctrl+Space: makes you move a lot faster in the overworld. Space+Ctrl: If you press Space first and Ctrl second, you will wait on the spot on the map you're in but time will also pass much faster. Ctrl+J: 'Stuns' the horse you're riding (as if it just hit a wall). Ctrl+Left Click: Holding Ctrl while left clicking on an ""upgrade to..."" button upgrades all eligible troops simultaneously, rather than just one. You can also use this for garrisoning, selling prisoners, and disbanding troops. Shift+Left Click: Functions similarly to Ctrl+Left Click, as explained above, but changes the amount to 5 troops at once. Using cheats can unlock a big multitude of hidden controls. Visual Maps[]
Visual map of the original Mount&Blade controls. Click for a larger view.
Visual map of Mount&Blade: Warband controls. Click for a larger view."
"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"
"Count Arrasies","Arrasies Appears in WarriderMount and Blade Official Information Faction Zendar Title Count Fiefs Zendar Culture Unknown, possibly Swadian or Zendarian Character Details Found in Zendar Noble Yes Count Arrasies was an unseen minor character in early versions of Mount&Blade, or Warrider. Overview[] The Count ruled the city-state of Zendar. Although he was never encountered in the game itself, Constable Hareck acted on his behalf, relaying his orders and decrees to the town's citizens. Trivia[] He is only ever mentioned by Constable Hareck during the few quest-related conversations that the player has with him, such as: “ Hear me people of Zendar, for this is the message of our town's lord and protector, Count Arrasies. As you know, river pirates have infested the vicinity of our town. These lawless villains devastate our realm, committing many crimes no short of pillage, robbery and murder. The mischief and suffering cause by these scums has become intolerable. Thus, our good count has found it necessary to call to arms his honest and law-abiding subjects against these murderous villains. People of Zendar, our count invites you to serve him in this cause. Those of you that volunteer now will be equipped with arms and armor at the count's expense and shall be granted the right to hunt down river pirates, ending their miserable lives if you will, and keeping their ill-gotten belongings to yourselves without tax or tribute. ” — Constable Hareck in Warrider"
"Count Beranz","Count Beranz Appears in Official Information Faction Kingdom of Swadia Monarch King Harlaus Title Count Culture Swadian Character Background Age 20-39 (random) Parents Count KlargusLady Anna Siblings Lady Nelda Count Beranz is initially a vassal of King Harlaus from the Kingdom of Swadia. 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[] Count Beranz - Default Stats and Equipment Attributes Stat Points Level 26 Strength 16 Agility 16 Intelligence 10 Charisma 18 Health 57 Armor Head Guard Helmet Body Ragged Outfit, Heraldic Mail with Surcoat Hand Gauntlets Foot Nomad Boots, Splinted Greaves Skills Skill Points Ironflesh 3 Power Strike 4 Power Throw ? Power Draw ? 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 Arming Sword, Great Sword Ranged ? Shield Heater Shield Mount Saddle Horse Kingdom of Swadia Monarch: Claimant: King Harlaus Lady Isolla of Suno 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 Ladies: Lady Anna Lady Auberina Lady Bela Lady Bernatys Lady Boadila Lady Constanis Lady Elina Lady Elys Lady Enricata Lady Gaeta Lady Irena Lady Johana Lady Magar Lady Melisar Lady Nelda Lady Philenna Lady Sonadel Lady Thedosa Lady Tibal Lady Vera"
"Count Clais","Count Clais Appears in Official Information Faction Kingdom of Swadia Monarch King Harlaus Title Count Fiefs Dhirim (Warband) Culture Swadian Personality Pitiless Character Background Spouse Lady Auberina Children Count DevlianLady Tibal Count Clais is initially a vassal of King Harlaus from the Kingdom of Swadia. He is the Lord of Dhirim. 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[] Count Clais - Default Stats and Equipment Attributes Stat Points Level 41 Strength 20 Agility 20 Intelligence 15 Charisma 25 Health 67 Armor Head Winged Great Helmet Body Red Tunic, Heraldic Mail with Surcoat Hand Gauntlets Foot Leather Boots, Mail Chausses Skills Skill Points Ironflesh 6 Power Strike 7 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 5 Riding 7 Horse Archery ? Looting ? Trainer 4 Tracking ? Tactics 6 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 180 Two Handed Weapons 180 Polearms 180 Archery 180 Crossbows 180 Throwing 180 Weapons Melee Bastard Sword, Great Sword Ranged ? Shield Heavy Heater Shield Mount Saddle Horse Gallery[] Count Clais in battle gear Kingdom of Swadia Monarch: Claimant: King Harlaus Lady Isolla of Suno 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 Ladies: Lady Anna Lady Auberina Lady Bela Lady Bernatys Lady Boadila Lady Constanis Lady Elina Lady Elys Lady Enricata Lady Gaeta Lady Irena Lady Johana Lady Magar Lady Melisar Lady Nelda Lady Philenna Lady Sonadel Lady Thedosa Lady Tibal Lady Vera"
"Count Deglan","Count Deglan Appears in Official Information Faction Kingdom of Swadia Monarch King Harlaus Title Count Culture Swadian Character Background Spouse Lady Magar Children Count RafarchLady Thedosa Count Deglan is initially a vassal of King Harlaus from the Kingdom of Swadia. 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[] Count Deglan - Default Stats and Equipment Attributes Stat Points Level 35 Strength 19 Agility 19 Intelligence 13 Charisma 22 Health 64 Armor Head Guard Helmet Body Rich Outfit, Mail Hauberk Hand Gauntlets Foot Woolen Hose, Mail Chausses Skills Skill Points Ironflesh 5 Power Strike 6 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 4 Riding 6 Horse Archery ? Looting ? Trainer 6 Tracking ? Tactics 5 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 3 Leadership 7 Trade ? Proficiencies Weapon Type Points One Handed Weapons 200 Two Handed Weapons 200 Polearms 200 Archery 200 Crossbows 200 Throwing 200 Weapons Melee Arming Sword Ranged ? Shield Heavy Heater Shield Mount Hunter Gallery[] Count Deglan in battle gear Kingdom of Swadia Monarch: Claimant: King Harlaus Lady Isolla of Suno 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 Ladies: Lady Anna Lady Auberina Lady Bela Lady Bernatys Lady Boadila Lady Constanis Lady Elina Lady Elys Lady Enricata Lady Gaeta Lady Irena Lady Johana Lady Magar Lady Melisar Lady Nelda Lady Philenna Lady Sonadel Lady Thedosa Lady Tibal Lady Vera"
"Count Delinard","Count Delinard Appears in Official Information Faction Kingdom of Swadia Monarch King Harlaus Title Count Fiefs Uxkhal (Warband) Culture Swadian Personality Martial Character Background Spouse Lady Bela Children Count RafardLady Elina Count Delinard is initially a vassal of King Harlaus from the Kingdom of Swadia. He also likes to give quests concerning the Forest Bandit hideouts near Uxkhal, if he happens to own the territory at the time. 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[] Count Delinard - Default Stats and Equipment Attributes Stat Points Level 41 Strength 20 Agility 20 Intelligence 15 Charisma 25 Health 67 Armor Head Guard Helmet Body Red Gambeson, Heraldic Mail with Surcoat Hand Gauntlets Foot Nomad Boots, Iron Greaves Skills Skill Points Ironflesh 6 Power Strike 7 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 5 Riding 7 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics 6 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 240 Two Handed Weapons 240 Polearms 240 Archery 240 Crossbows 240 Throwing 240 Weapons Melee Bastard Sword Ranged ? Shield Knightly Heater Shield Mount Courser Gallery[] Count Delinard in battle gear Kingdom of Swadia Monarch: Claimant: King Harlaus Lady Isolla of Suno 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 Ladies: Lady Anna Lady Auberina Lady Bela Lady Bernatys Lady Boadila Lady Constanis Lady Elina Lady Elys Lady Enricata Lady Gaeta Lady Irena Lady Johana Lady Magar Lady Melisar Lady Nelda Lady Philenna Lady Sonadel Lady Thedosa Lady Tibal Lady Vera"
"Count Despin","Count Despin Appears in Official Information Faction Kingdom of Swadia Monarch King Harlaus Title Count Culture Swadian Character Background Age 20-39 (random) Parents Count GrainwadLady Philenna Siblings Lady Sonadel Count Despin is initially a vassal of King Harlaus from the Kingdom of Swadia. Count Despin - Default Stats and Equipment Attributes Stat Points Level 22 Strength 15 Agility 14 Intelligence 8 Charisma 16 Health 54 Armor Head Great Helmet Body Rich Outfit, Heraldic Mail with Surcoat Hand Gauntlets Foot Nomad Boots, Mail Boots Skills Skill Points Ironflesh 2 Power Strike 3 Power Throw 0 Power Draw 0 Weapon Master 0 Shield 0 Athletics 1 Riding 3 Horse Archery 0 Looting 0 Trainer 0 Tracking 0 Tactics 2 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 3 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 120 Two Handed Weapons 120 Polearms 120 Archery 120 Crossbows 120 Throwing 120 Weapons Melee Fighting Pick, Great Sword Ranged None Shield ? Mount Horseman's Heater Shield 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. Kingdom of Swadia Monarch: Claimant: King Harlaus Lady Isolla of Suno 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 Ladies: Lady Anna Lady Auberina Lady Bela Lady Bernatys Lady Boadila Lady Constanis Lady Elina Lady Elys Lady Enricata Lady Gaeta Lady Irena Lady Johana Lady Magar Lady Melisar Lady Nelda Lady Philenna Lady Sonadel Lady Thedosa Lady Tibal Lady Vera"
"Count Devlian","Count Devlian Appears in Official Information Faction Kingdom of Swadia Monarch King Harlaus Title Count Culture Swadian Character Background Age 20-39 (random) Parents Count ClaisLady Auberina Siblings Lady Tibal Count Devlian is initially a vassal of King Harlaus from the Kingdom of Swadia. Count Devlian - Default Stats and Equipment Attributes Stat Points Level 22 Strength 15 Agility 14 Intelligence 8 Charisma 16 Health 56 Armor Head Great Helmet Body Courtly Outfit, Heraldic Mail with Surcoat Hand Gauntlets Foot Nomad Boots, Splinted Greaves Skills Skill Points Ironflesh 3 Power Strike 4 Power Throw 0 Power Draw 0 Weapon Master 0 Shield 0 Athletics 2 Riding 4 Horse Archery 0 Looting 0 Trainer 0 Tracking 0 Tactics 3 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 2 Leadership 5 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 130 Two Handed Weapons 130 Polearms 130 Archery 130 Crossbows 130 Throwing 130 Weapons Melee Arming Sword Ranged None Shield Heater Shield Mount Saddle Horse 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. Kingdom of Swadia Monarch: Claimant: King Harlaus Lady Isolla of Suno 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 Ladies: Lady Anna Lady Auberina Lady Bela Lady Bernatys Lady Boadila Lady Constanis Lady Elina Lady Elys Lady Enricata Lady Gaeta Lady Irena Lady Johana Lady Magar Lady Melisar Lady Nelda Lady Philenna Lady Sonadel Lady Thedosa Lady Tibal Lady Vera"
"Count Etrosq","Count Etrosq Appears in Official Information Faction Kingdom of Rhodoks Title Count Culture Rhodoks Character Background Siblings Lady Ellian Count Etrosq is initially a vassal of the Kingdom of Rhodoks. You may fight him or have him side with you as you help Lord Kastor of Veluca, the corresponding claimant, to overthrow King Graveth and gain control of the kingdom. He shares a name with and owns Etrosq Castle. Trivia[] Count Etrosq has a very similar banner to Boyar Harish, although his is noticeably dimmer, and the eagle is smaller. 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[] Count Etrosq - Default Stats and Equipment Attributes Stat Points Level 22 Strength 15 Agility 14 Intelligence 8 Charisma 16 Health 54 Armor Head Skullcap Body Tabard, Heraldic Mail with Surcoat Hand Leather Gloves Foot Leather Boots, Mail Boots Skills Skill Points Ironflesh 2 Power Strike 3 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 1 Riding 3 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics 2 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 3 Trade ? Proficiencies Weapon Type Points One Handed Weapons 130 Two Handed Weapons 130 Polearms 130 Archery 130 Crossbows 130 Throwing 130 Weapons Melee Fighting Pick Ranged ? Shield Heater Shield Mount Saddle Horse Kingdom of Rhodoks Monarch: Claimant: King Graveth Lord Kastor of Veluca Vassals: 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 Ladies: Lady Adelisa Lady Agasia Lady Aliena Lady Anais Lady Aneth Lady Baotheia Lady Brina Lady Calantina Lady Claudora Lady Eleandra Lady Ellian Lady Forbesa Lady Geneiava Lady Gwenael Lady Meraced Lady Miraeia Lady Reada Lady Saraten Lady Timethi Lady Ysueth"
"Count Falsevor","Count Falsevor Appears in Official Information Faction Kingdom of Rhodoks Title Count Culture Rhodoks Character Background Siblings Lady Ysueth Count Falsevor is initially a vassal of the Kingdom of Rhodoks. You may fight him or have him side with you as you help Lord Kastor of Veluca, the corresponding claimant, overthrow King Graveth and gain control of the kingdom. 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. Trivia [] Count Falsevor shares his banner with Boyar Kumipa of the Kingdom of Vaegirs, although his banner's colors are brighter than that of his Vaegir counterpart. This, coupled with their similar appearance, may lead people to the conclusion that the two are somehow related. However, there is no lore in place to confirm such a connection. Kingdom of Rhodoks Monarch: Claimant: King Graveth Lord Kastor of Veluca Vassals: 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 Ladies: Lady Adelisa Lady Agasia Lady Aliena Lady Anais Lady Aneth Lady Baotheia Lady Brina Lady Calantina Lady Claudora Lady Eleandra Lady Ellian Lady Forbesa Lady Geneiava Lady Gwenael Lady Meraced Lady Miraeia Lady Reada Lady Saraten Lady Timethi Lady Ysueth"
"Count Fraichin","Count Fraichin Appears in Official Information Faction Kingdom of Rhodoks Title Count Culture Rhodoks Character Background Parents Count TarchiasLady Forbesa Siblings Lady Claudora Count Fraichin is initially a vassal of the Kingdom of Rhodoks. You may fight him or have him side with you as you help Lord Kastor of Veluca, the corresponding claimant, overthrow King Graveth and gain control of the kingdom. 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. Kingdom of Rhodoks Monarch: Claimant: King Graveth Lord Kastor of Veluca Vassals: 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 Ladies: Lady Adelisa Lady Agasia Lady Aliena Lady Anais Lady Aneth Lady Baotheia Lady Brina Lady Calantina Lady Claudora Lady Eleandra Lady Ellian Lady Forbesa Lady Geneiava Lady Gwenael Lady Meraced Lady Miraeia Lady Reada Lady Saraten Lady Timethi Lady Ysueth"
"Count Fudreim","Count Fudreim Appears in Official Information Faction Kingdom of Rhodoks Title Count Culture Rhodoks Character Background Parents Count RaichsLady Elandra Siblings Lady Meraced Count Fudreim is initially a vassal of the Kingdom of Rhodoks. You may fight him or have him side with you as you help Lord Kastor of Veluca, the corresponding claimant, overthrow King Graveth and gain control of the kingdom. 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. Kingdom of Rhodoks Monarch: Claimant: King Graveth Lord Kastor of Veluca Vassals: 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 Ladies: Lady Adelisa Lady Agasia Lady Aliena Lady Anais Lady Aneth Lady Baotheia Lady Brina Lady Calantina Lady Claudora Lady Eleandra Lady Ellian Lady Forbesa Lady Geneiava Lady Gwenael Lady Meraced Lady Miraeia Lady Reada Lady Saraten Lady Timethi Lady Ysueth"
"Count Gerluchs","Count Gerluchs Appears in Official Information Faction Kingdom of Rhodoks Title Count Culture Rhodoks Character Background Parents Count LaruqenLady Saraten Siblings Lady Baotheia Count Gerluchs is initially a vassal of the Kingdom of Rhodoks. You may fight him or have him side with you as you help Lord Kastor of Veluca, the corresponding claimant, overthrow King Graveth and gain control of the kingdom. 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. Kingdom of Rhodoks Monarch: Claimant: King Graveth Lord Kastor of Veluca Vassals: 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 Ladies: Lady Adelisa Lady Agasia Lady Aliena Lady Anais Lady Aneth Lady Baotheia Lady Brina Lady Calantina Lady Claudora Lady Eleandra Lady Ellian Lady Forbesa Lady Geneiava Lady Gwenael Lady Meraced Lady Miraeia Lady Reada Lady Saraten Lady Timethi Lady Ysueth"
"Count Gharmall","Count Gharmall Appears in Official Information Faction Kingdom of Rhodoks Title Count Culture Rhodoks Character Background Spouse Lady Anais Children Count TrimbauLady Miraeia Count Gharmall is initially a vassal of the Kingdom of Rhodoks. You may fight him or have him side with you as you help Lord Kastor of Veluca, the corresponding claimant, overthrow King Graveth and gain control of the kingdom. 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. Gallery[] Count Gharmall in battle gear Kingdom of Rhodoks Monarch: Claimant: King Graveth Lord Kastor of Veluca Vassals: 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 Ladies: Lady Adelisa Lady Agasia Lady Aliena Lady Anais Lady Aneth Lady Baotheia Lady Brina Lady Calantina Lady Claudora Lady Eleandra Lady Ellian Lady Forbesa Lady Geneiava Lady Gwenael Lady Meraced Lady Miraeia Lady Reada Lady Saraten Lady Timethi Lady Ysueth"
"Count Grainwad","Count Grainwad Appears in Official Information Faction Kingdom of Swadia Monarch King Harlaus Title Count Culture Swadian Character Background Spouse Lady Philenna Children Count DespinLady Sonadel Count Grainwad is initially a vassal of King Harlaus from the Kingdom of Swadia. 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[] Count Grainwad - Default Stats and Equipment Attributes Stat Points Level 41 Strength 20 Agility 20 Intelligence 15 Charisma 25 Health 65 Armor Head Flat Topped Helmet Body Tabard, Heraldic Mail with Surcoat Hand Gauntlets Foot Leather Boots, Mail Boots Skills Skill Points Ironflesh 5 Power Strike 6 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 4 Riding 6 Horse Archery ? Looting ? Trainer 4 Tracking ? Tactics 5 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 3 Leadership 7 Trade ? Proficiencies Weapon Type Points One Handed Weapons 290 Two Handed Weapons 290 Polearms 290 Archery 290 Crossbows 290 Throwing 290 Weapons Melee Heavy Bastard Sword, Two Handed Sword Ranged ? Shield Knightly Heater Shield Mount Hunter Gallery[] Count Grainwad in battle gear Kingdom of Swadia Monarch: Claimant: King Harlaus Lady Isolla of Suno 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 Ladies: Lady Anna Lady Auberina Lady Bela Lady Bernatys Lady Boadila Lady Constanis Lady Elina Lady Elys Lady Enricata Lady Gaeta Lady Irena Lady Johana Lady Magar Lady Melisar Lady Nelda Lady Philenna Lady Sonadel Lady Thedosa Lady Tibal Lady Vera"
"Count Gutlans","Count Gutlans Appears in Official Information Faction Kingdom of Rhodoks Monarch King Graveth Title Count Culture Rhodoks Personality Martial Character Background Spouse Lady Aneth Children Count Tribidan Lady Raeda Count Gutlans is initially a vassal of the Kingdom of Rhodoks. You may fight him or have him side with you as you help Lord Kastor of Veluca, the corresponding claimant, overthrow King Graveth and gain control of the kingdom. 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. Gallery[] Count Gutlans in battle gear Kingdom of Rhodoks Monarch: Claimant: King Graveth Lord Kastor of Veluca Vassals: 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 Ladies: Lady Adelisa Lady Agasia Lady Aliena Lady Anais Lady Aneth Lady Baotheia Lady Brina Lady Calantina Lady Claudora Lady Eleandra Lady Ellian Lady Forbesa Lady Geneiava Lady Gwenael Lady Meraced Lady Miraeia Lady Reada Lady Saraten Lady Timethi Lady Ysueth"
"Count Haringoth","Count Haringoth Appears in Official Information Faction Kingdom of Swadia Monarch King Harlaus Title Count Fiefs Haringoth Castle Culture Swadian Character Background Spouse Lady Constanis Children Count RegasLady Vera Count Haringoth is initially a vassal of King Harlaus from the Kingdom of Swadia. He shares a name with and owns Haringoth Castle. 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[] Count Haringoth - Default Stats and Equipment Attributes Stat Points Level 41 Strength 20 Agility 20 Intelligence 15 Charisma 25 Health 67 Armor Head Flat Topped Helmet Body Nobleman Outfit, Coat of Plates Hand Gauntlets Foot Leather Boots, Splinted Leather Greaves Skills Skill Points Ironflesh 6 Power Strike 7 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 5 Riding 7 Horse Archery ? Looting ? Trainer 3 Tracking ? Tactics 6 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 260 Two Handed Weapons 260 Polearms 260 Archery 260 Crossbows 260 Throwing 260 Weapons Melee Heavy Bastard Sword Ranged ? Shield Heavy Heater Shield Mount War Horse Gallery[] Count Haringoth in battle gear Trivia[] Count Haringoth exists in Mount&Blade as well. Here, he uses a different banner, and is much younger, still having dark hair. This reinforces the idea that Mount and Blade: Warband is not only a re-imagining, but also a sequel to Mount&Blade.
Count Haringoth as he appears in Mount&Blade Kingdom of Swadia Monarch: Claimant: King Harlaus Lady Isolla of Suno 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 Ladies: Lady Anna Lady Auberina Lady Bela Lady Bernatys Lady Boadila Lady Constanis Lady Elina Lady Elys Lady Enricata Lady Gaeta Lady Irena Lady Johana Lady Magar Lady Melisar Lady Nelda Lady Philenna Lady Sonadel Lady Thedosa Lady Tibal Lady Vera"
"Count Klargus","Count Klargus Appears in Official Information Faction Kingdom of Swadia Monarch King Harlaus Title Count Fiefs Suno Culture Swadian Personality Martial Character Background Age 45-62 (random) Spouse Lady Anna Children Count BeranzLady Nelda Count Klargus is initially a vassal of King Harlaus from the Kingdom of Swadia. He is initially the lord of Suno. Thus, he likes to give quests involving the removal of Forest Bandit hideouts in that area. His banner is very similar to the one used by King Harlaus, bearing the same lion, but is slightly more faded and on an orange background instead of red. 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[] Count Klargus - Default Stats and Equipment Attributes Stat Points Level 41 Strength 20 Agility 20 Intelligence 15 Charisma 25 Health 67 Armor Head Great Helmet Body Courtly Outfit, Heraldic Mail with Surcoat Hand Scale Gauntlets Foot Nomad Boots, Splinted Greaves Skills Skill Points Ironflesh 6 Power Strike 7 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 5 Riding 7 Horse Archery ? Looting ? Trainer 3 Tracking ? Tactics 6 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 230 Two Handed Weapons 230 Polearms 230 Archery 230 Crossbows 230 Throwing 230 Weapons Melee Arming Sword Ranged ? Shield Horseman's Heater Shield Mount Saddle Horse Gallery[] Count Klargus in battle gear Kingdom of Swadia Monarch: Claimant: King Harlaus Lady Isolla of Suno 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 Ladies: Lady Anna Lady Auberina Lady Bela Lady Bernatys Lady Boadila Lady Constanis Lady Elina Lady Elys Lady Enricata Lady Gaeta Lady Irena Lady Johana Lady Magar Lady Melisar Lady Nelda Lady Philenna Lady Sonadel Lady Thedosa Lady Tibal Lady Vera"
"Count Kurnias","Count Kurnias Appears in Official Information Faction Kingdom of Rhodoks Title Count Culture Rhodoks Character Background Siblings Lady Timethi Count Kurnias is initially a vassal of the Kingdom of Rhodoks. You may fight him or have him side with you as you help Lord Kastor of Veluca, the corresponding claimant, overthrow King Graveth and gain control of the kingdom. 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. Kingdom of Rhodoks Monarch: Claimant: King Graveth Lord Kastor of Veluca Vassals: 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 Ladies: Lady Adelisa Lady Agasia Lady Aliena Lady Anais Lady Aneth Lady Baotheia Lady Brina Lady Calantina Lady Claudora Lady Eleandra Lady Ellian Lady Forbesa Lady Geneiava Lady Gwenael Lady Meraced Lady Miraeia Lady Reada Lady Saraten Lady Timethi Lady Ysueth"
"Count Laruqen","Count Laruqen Appears in Official Information Faction Kingdom of Rhodoks Title Count Culture Rhodoks Character Background Spouse Lady Saraten Children Count GerluchsLady Baotheia Count Laruqen is initially a vassal of the Kingdom of Rhodoks. You may fight him or have him side with you as you help Lord Kastor of Veluca, the corresponding claimant, overthrow King Graveth and gain control of the kingdom. 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. Gallery[] Count Laruqen in battle gear Kingdom of Rhodoks Monarch: Claimant: King Graveth Lord Kastor of Veluca Vassals: 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 Ladies: Lady Adelisa Lady Agasia Lady Aliena Lady Anais Lady Aneth Lady Baotheia Lady Brina Lady Calantina Lady Claudora Lady Eleandra Lady Ellian Lady Forbesa Lady Geneiava Lady Gwenael Lady Meraced Lady Miraeia Lady Reada Lady Saraten Lady Timethi Lady Ysueth"
"Count Matheas","Count Matheas Appears in Official Information Monarch King Graveth Title Count Fiefs Veluca Culture Rhodoks Personality Martial Character Background Spouse Lady Brina Children Count TellrogLady Aliena Count Matheas is initially a vassal of the Kingdom of Rhodoks. You may fight him or have him side with you as you help Lord Kastor of Veluca, the corresponding claimant, overthrow King Graveth and gain control of the kingdom. 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. Gallery[] Count Matheas in battle gear Kingdom of Rhodoks Monarch: Claimant: King Graveth Lord Kastor of Veluca Vassals: 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 Ladies: Lady Adelisa Lady Agasia Lady Aliena Lady Anais Lady Aneth Lady Baotheia Lady Brina Lady Calantina Lady Claudora Lady Eleandra Lady Ellian Lady Forbesa Lady Geneiava Lady Gwenael Lady Meraced Lady Miraeia Lady Reada Lady Saraten Lady Timethi Lady Ysueth"
"Count Meltor","Count Meltor Appears in Official Information Faction Kingdom of Swadia Monarch King Harlaus Title Count Culture Swadian Character Background Age 20-39 (random) Siblings Lady Gaeta Count Meltor is initially a vassal of King Harlaus from the Kingdom of Swadia. 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[] Count Meltor - Default Stats and Equipment Attributes Stat Points Level 30 Strength 18 Agility 17 Intelligence 12 Charisma 20 Health 61 Armor Head Guard Helmet Body Rich Outfit, Heraldic Mail with Surcoat Hand Gauntlets Foot Nomad Boots, Mail Boots Skills Skill Points Ironflesh 4 Power Strike 5 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 3 Riding 5 Horse Archery ? 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 130 Two Handed Weapons 130 Polearms 130 Archery 130 Crossbows 130 Throwing 130 Weapons Melee Fighting Pick Ranged ? Shield Heater Shield Mount Saddle Horse Kingdom of Swadia Monarch: Claimant: King Harlaus Lady Isolla of Suno 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 Ladies: Lady Anna Lady Auberina Lady Bela Lady Bernatys Lady Boadila Lady Constanis Lady Elina Lady Elys Lady Enricata Lady Gaeta Lady Irena Lady Johana Lady Magar Lady Melisar Lady Nelda Lady Philenna Lady Sonadel Lady Thedosa Lady Tibal Lady Vera"
"Count Mirchaud","Count Mirchaud Appears in Official Information Faction Kingdom of Swadia Monarch King Harlaus Title Count Culture Swadian Character Background Age 20-39 (random) Siblings Lady Bernatys Count Mirchaud is initially a vassal of King Harlaus from the Kingdom of Swadia. 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[] note: Count Mirchaud's knightly heater shield is unable to be seen in game. This is probably because a two-handed weapon and a shield cannot be used at the same time. Count Mirchaud - Default Stats and Equipment Attributes Stat Points Level 30 Strength 18 Agility 17 Intelligence 12 Charisma 20 Health 61 Armor Head Guard Helmet Body Blue Gambeson, Mail Hauberk Hand Gauntlets Foot Woolen Hose, Mail Chausses Skills Skill Points Ironflesh 4 Power Strike 5 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 3 Riding 5 Horse Archery ? 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 190 Two Handed Weapons 190 Polearms 190 Archery 190 Crossbows 190 Throwing 190 Weapons Melee Two Handed Sword Ranged ? Shield Knightly Heater Shield Mount Courser Kingdom of Swadia Monarch: Claimant: King Harlaus Lady Isolla of Suno 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 Ladies: Lady Anna Lady Auberina Lady Bela Lady Bernatys Lady Boadila Lady Constanis Lady Elina Lady Elys Lady Enricata Lady Gaeta Lady Irena Lady Johana Lady Magar Lady Melisar Lady Nelda Lady Philenna Lady Sonadel Lady Thedosa Lady Tibal Lady Vera"
"Count Montewar","Count Montewar Appears in Official Information Faction Kingdom of Swadia Monarch King Harlaus Title Count Culture Swadian Character Background Parents Count RyisLady Boadila Siblings Lady Elys Count Montewar is initially a vassal of King Harlaus from the Kingdom of Swadia. 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. Count Montewar - Default Stats and Equipment Attributes Stat Points Level 26 Strength 16 Agility 16 Intelligence 10 Charisma 18 Health 55 Armor Head Great Helmet Body Ragged Outfit, Heraldic Mail with Surcoat Hand Gauntlets Foot Nomad Boots, Splinted Greaves Skills Skill Points Ironflesh 2 Power Strike 3 Power Throw 0 Power Draw 0 Weapon Master 0 Shield 0 Athletics 1 Riding 3 Horse Archery 0 Looting 0 Trainer 0 Tracking 0 Tactics 2 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 00 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 3 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 150 Two Handed Weapons 150 Polearms 150 Archery 150 Crossbows 150 Throwing 150 Weapons Melee Arming Sword, Great Sword Ranged None Shield Horseman's Heater Shield Mount Saddle Horse Kingdom of Swadia Monarch: Claimant: King Harlaus Lady Isolla of Suno 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 Ladies: Lady Anna Lady Auberina Lady Bela Lady Bernatys Lady Boadila Lady Constanis Lady Elina Lady Elys Lady Enricata Lady Gaeta Lady Irena Lady Johana Lady Magar Lady Melisar Lady Nelda Lady Philenna Lady Sonadel Lady Thedosa Lady Tibal Lady Vera"
"Count Nealcha","Count Nealcha Appears in Official Information Faction Kingdom of Rhodoks Title Count Culture Rhodoks Character Background Parents Count RelandLady Adelisa Siblings Lady Calantina Count Nealcha is initially a vassal of the Kingdom of Rhodoks. You may fight him or have him side with you as you help Lord Kastor of Veluca, the corresponding claimant, overthrow King Graveth and gain control of the kingdom. 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. Kingdom of Rhodoks Monarch: Claimant: King Graveth Lord Kastor of Veluca Vassals: 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 Ladies: Lady Adelisa Lady Agasia Lady Aliena Lady Anais Lady Aneth Lady Baotheia Lady Brina Lady Calantina Lady Claudora Lady Eleandra Lady Ellian Lady Forbesa Lady Geneiava Lady Gwenael Lady Meraced Lady Miraeia Lady Reada Lady Saraten Lady Timethi Lady Ysueth"
"Count Nourbis","Nourbis Official Information Kingdom Kingdom of Swadia Monarch King Larec Title Count Fiefs Jelkala Religion Christianity (implied) Personal Details Gender Male Count Nourbis was a Swadian lord in early versions of Mount&Blade — Warrider. Count Nourbis gives the player a quest to investigate the rumours of the Undead. Stats and equipment[] The count wears a leather jacket and nomad boots. Trivia[] All the counts share the same appearance and gear. Kingdom of Swadia (Warrider) Monarch: Claimant: King Larec King Harlaus Vassals: Duke Taugard Count Nourbis Count Haxalye Count Grimar Count Belicha Count Rhudolg Lord Paugard Sir Lagein"
"Count Plais","Count Plais Appears in Official Information Faction Kingdom of Swadia Monarch King Harlaus Title Count Fiefs Uxkhal (classic) Culture Swadian Character Background Siblings Lady Johana Count Plais is initially a vassal of King Harlaus from the Kingdom of Swadia. He is the starting lord of Uxkhal in Mount&Blade, but not in Warband. 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[] Count Plais - Default Stats and Equipment Attributes Stat Points Level 30 Strength 18 Agility 17 Intelligence 12 Charisma 20 Health 61 Armor Head Nasal Helmet Body Gambeson, Heraldic Mail with Surcoat Hand Scale Gauntlets Foot Blue Hose, Mail Boots Skills Skill Points Ironflesh 4 Power Strike 5 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 3 Riding 5 Horse Archery ? 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 160 Two Handed Weapons 160 Polearms 160 Archery 160 Crossbows 160 Throwing 160 Weapons Melee Fighting Pick Ranged ? Shield Heater Shield Mount Steppe Horse Kingdom of Swadia Monarch: Claimant: King Harlaus Lady Isolla of Suno 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 Ladies: Lady Anna Lady Auberina Lady Bela Lady Bernatys Lady Boadila Lady Constanis Lady Elina Lady Elys Lady Enricata Lady Gaeta Lady Irena Lady Johana Lady Magar Lady Melisar Lady Nelda Lady Philenna Lady Sonadel Lady Thedosa Lady Tibal Lady Vera"
"Count Rafarch","Count Rafarch Appears in Official Information Faction Kingdom of Swadia Monarch King Harlaus Title Count Culture Swadian Character Background Parents Count DeglanLady Magar Siblings Lady Thedosa Count Rafarch is initially a vassal of King Harlaus from the Kingdom of Swadia. 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. Count Rafarch - Default Stats and Equipment Attributes Stat Points Level 26 Strength 16 Agility 16 Intelligence 10 Charisma 18 Health 55 Armor Head Nasal Helmet Body Gambeson, Heraldic Mail with Surcoat Hand Scale Gauntlets Foot Blue Hose, Mail Boots Skills Skill Points Ironflesh 2 Power Strike 3 Power Throw 0 Power Draw 0 Weapon Master 0 Shield 0 Athletics 1 Riding 3 Horse Archery 0 Looting 0 Trainer 4 Tracking 0 Tactics 2 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 3 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 190 Two Handed Weapons 190 Polearms 190 Archery 190 Crossbows 190 Throwing 190 Weapons Melee Fighting Pick Ranged None Shield Knightly Heater Shield Mount Steppe Horse Kingdom of Swadia Monarch: Claimant: King Harlaus Lady Isolla of Suno 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 Ladies: Lady Anna Lady Auberina Lady Bela Lady Bernatys Lady Boadila Lady Constanis Lady Elina Lady Elys Lady Enricata Lady Gaeta Lady Irena Lady Johana Lady Magar Lady Melisar Lady Nelda Lady Philenna Lady Sonadel Lady Thedosa Lady Tibal Lady Vera"
"Count Rafard","Count Rafard Appears in Official Information Faction Kingdom of Swadia Monarch King Harlaus Title Count Culture Swadian Character Background Parents Count DelinardLady Bela Siblings Lady Elina Count Rafard is initially a vassal of King Harlaus from the Kingdom of Swadia. 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[] Count Rafard - Default Stats and Equipment Attributes Stat Points Level 26 Strength 16 Agility 16 Intelligence 10 Charisma 18 Health 59 Armor Head Nasal Helmet Body Red Tunic, Heraldic Mail with Tabard Hand Scale Gauntlets Foot Leather Boots, Mail Chausses Skills Skill Points Ironflesh 4 Power Strike 5 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 3 Riding 5 Horse Archery ? Looting ? Trainer 6 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 190 Two Handed Weapons 190 Polearms 190 Archery 190 Crossbows 190 Throwing 190 Weapons Melee Bastard Sword Ranged ? Shield Horseman's Heater Shield Mount Saddle Horse Kingdom of Swadia Monarch: Claimant: King Harlaus Lady Isolla of Suno 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 Ladies: Lady Anna Lady Auberina Lady Bela Lady Bernatys Lady Boadila Lady Constanis Lady Elina Lady Elys Lady Enricata Lady Gaeta Lady Irena Lady Johana Lady Magar Lady Melisar Lady Nelda Lady Philenna Lady Sonadel Lady Thedosa Lady Tibal Lady Vera"
"Count Raichs","Count Raichs Appears in Official Information Faction Kingdom of Rhodoks Title Count Culture Rhodoks Character Background Spouse Lady Eleandra Children Count FudreimLady Meraced Count Raichs is initially a vassal of the Kingdom of Rhodoks. You may fight him or have him side with you as you help Lord Kastor of Veluca, the corresponding claimant, overthrow King Graveth and gain control of the kingdom. 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. Trivia[] Count Raichs shares his banner with Alagur Noyan. Gallery[] Count Raichs in battle gear Kingdom of Rhodoks Monarch: Claimant: King Graveth Lord Kastor of Veluca Vassals: 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 Ladies: Lady Adelisa Lady Agasia Lady Aliena Lady Anais Lady Aneth Lady Baotheia Lady Brina Lady Calantina Lady Claudora Lady Eleandra Lady Ellian Lady Forbesa Lady Geneiava Lady Gwenael Lady Meraced Lady Miraeia Lady Reada Lady Saraten Lady Timethi Lady Ysueth"
"Count Regas","Count Regas Appears in Official Information Faction Kingdom of Swadia Monarch King Harlaus Title Count Culture Swadian Character Background Parents Count HaringothLady Constanis Siblings Lady Vera Count Regas is initially a vassal of King Harlaus from the Kingdom of Swadia. 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[] Count Regas - Default Stats and Equipment Attributes Stat Points Level 35 Strength 19 Agility 19 Intelligence 13 Charisma 22 Health 60 Armor Head Great Helmet Body Rich Outfit, Mail Hauberk Hand Gauntlets Foot Woolen Hose, Mail Chausses Skills Skill Points Ironflesh 3 Power Strike 4 Power Throw ? Power Draw ? 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 140 Two Handed Weapons 140 Polearms 140 Archery 140 Crossbows 140 Throwing 140 Weapons Melee Nordic War Sword, Great Sword Ranged ? Shield Heavy Heater Shield Mount Hunter Kingdom of Swadia Monarch: Claimant: King Harlaus Lady Isolla of Suno 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 Ladies: Lady Anna Lady Auberina Lady Bela Lady Bernatys Lady Boadila Lady Constanis Lady Elina Lady Elys Lady Enricata Lady Gaeta Lady Irena Lady Johana Lady Magar Lady Melisar Lady Nelda Lady Philenna Lady Sonadel Lady Thedosa Lady Tibal Lady Vera"
"Count Reichsin","Count Reichsin Appears in Official Information Faction Kingdom of Rhodoks Title Count Culture Rhodoks Character Background Parents Count TalbarLady Agasia Siblings Lady Geneiava Count Reichsin is initially a vassal of the Kingdom of Rhodoks. You may fight him or have him side with you as you help Lord Kastor of Veluca, the corresponding claimant, overthrow King Graveth and gain control of the kingdom for Lord Kastor of Veluca. 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. Kingdom of Rhodoks Monarch: Claimant: King Graveth Lord Kastor of Veluca Vassals: 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 Ladies: Lady Adelisa Lady Agasia Lady Aliena Lady Anais Lady Aneth Lady Baotheia Lady Brina Lady Calantina Lady Claudora Lady Eleandra Lady Ellian Lady Forbesa Lady Geneiava Lady Gwenael Lady Meraced Lady Miraeia Lady Reada Lady Saraten Lady Timethi Lady Ysueth"
"Count Reland","Count Reland Appears in Official Information Faction Kingdom of Rhodoks Title Count Culture Rhodoks Character Background Spouse Lady Adelisa Children Count NealchaLady Calantina Count Reland is initially a vassal of the Kingdom of Rhodoks. You may fight him or have him side with you as you help Lord Kastor of Veluca, the corresponding claimant, overthrow King Graveth and gain control of the kingdom. 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. Gallery[] Count Reland in battle gear Kingdom of Rhodoks Monarch: Claimant: King Graveth Lord Kastor of Veluca Vassals: 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 Ladies: Lady Adelisa Lady Agasia Lady Aliena Lady Anais Lady Aneth Lady Baotheia Lady Brina Lady Calantina Lady Claudora Lady Eleandra Lady Ellian Lady Forbesa Lady Geneiava Lady Gwenael Lady Meraced Lady Miraeia Lady Reada Lady Saraten Lady Timethi Lady Ysueth"
"Count Rimusk","Count Rimusk Appears in Official Information Faction Kingdom of Rhodoks Title Count Culture Rhodoks Character Background Siblings Lady Gwenael Count Rimusk is initially a vassal of the Kingdom of Rhodoks. You may fight him or have him side with you as you help Lord Kastor of Veluca, the corresponding claimant, overthrow King Graveth and gain control of the kingdom. Count Rimusk has a very similar banner to Boyar Marmun, although the horse and the border are smaller. 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. Kingdom of Rhodoks Monarch: Claimant: King Graveth Lord Kastor of Veluca Vassals: 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 Ladies: Lady Adelisa Lady Agasia Lady Aliena Lady Anais Lady Aneth Lady Baotheia Lady Brina Lady Calantina Lady Claudora Lady Eleandra Lady Ellian Lady Forbesa Lady Geneiava Lady Gwenael Lady Meraced Lady Miraeia Lady Reada Lady Saraten Lady Timethi Lady Ysueth"
"Count Rochabarth","Count Rochabarth Appears in Official Information Faction Kingdom of Swadia Monarch King Harlaus Title Count Culture Swadian Character Background Parents Count TredianLady Melisar Siblings Lady Irena Count Rochabarth is initially a vassal of King Harlaus from the Kingdom of Swadia. 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. note: Count Rochabarth's horseman' heater shield is unable to be seen in game. This is probably because a two-handed weapon and a shield cannot be used at the same time. Count Rochabarth - Default Stats and Equipment Attributes Stat Points Level 30 Strength 18 Agility 17 Intelligence 12 Charisma 20 Health 59 Armor Head Winged Great Helmet Body Blue Gambeson, Mail Hauberk Hand Gauntlets Foot Woolen Hose, Mail Chausses Skills Skill Points Ironflesh 2 Power Strike 3 Power Throw 0 Power Draw 0 Weapon Master 0 Shield 0 Athletics 1 Riding 3 Horse Archery 0 Looting 0 Trainer 0 Tracking 0 Tactics 2 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 3 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 210 Two Handed Weapons 210 Polearms 210 Archery 210 Crossbows 210 Throwing 210 Weapons Melee Great Sword Ranged None Shield Horseman's Heater Shield Mount Courser Kingdom of Swadia Monarch: Claimant: King Harlaus Lady Isolla of Suno 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 Ladies: Lady Anna Lady Auberina Lady Bela Lady Bernatys Lady Boadila Lady Constanis Lady Elina Lady Elys Lady Enricata Lady Gaeta Lady Irena Lady Johana Lady Magar Lady Melisar Lady Nelda Lady Philenna Lady Sonadel Lady Thedosa Lady Tibal Lady Vera"
"Count Ryis","Count Ryis Portrait Full Body Appears in Official Information Faction Kingdom of Swadia Monarch King Harlaus Title Count Culture Swadian Character Background Spouse Lady Boadila Children Count MontewarLady Elys Count Ryis is initially a vassal of King Harlaus from the Kingdom of Swadia. 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[] Count Ryis - Default Stats and Equipment Attributes Stat Points Level 35 Strength 19 Agility 19 Intelligence 13 Charisma 22 Health 64 Armor Head Winged Great Helmet Body Nobleman Outfit, Coat of Plates Hand Gauntlets Foot Leather Boots, Splinted Leather Greaves Skills Skill Points Ironflesh 5 Power Strike 6 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 4 Riding 6 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics 5 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 3 Leadership 7 Trade ? Proficiencies Weapon Type Points One Handed Weapons 250 Two Handed Weapons 250 Polearms 250 Archery 250 Crossbows 250 Throwing 250 Weapons Melee Heavy Bastard Sword, Great Sword Ranged ? Shield Heavy Heater Shield Mount War Horse Kingdom of Swadia Monarch: Claimant: King Harlaus Lady Isolla of Suno 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 Ladies: Lady Anna Lady Auberina Lady Bela Lady Bernatys Lady Boadila Lady Constanis Lady Elina Lady Elys Lady Enricata Lady Gaeta Lady Irena Lady Johana Lady Magar Lady Melisar Lady Nelda Lady Philenna Lady Sonadel Lady Thedosa Lady Tibal Lady Vera"
"Count Stamar","Count Stamar Appears in Official Information Faction Kingdom of Swadia Monarch King Harlaus Title Count Culture Swadian Character Background Siblings Lady Enricata Count Stamar is initially a vassal of King Harlaus from the Kingdom of Swadia. 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[] Count Stamar - Default Stats and Equipment Attributes Stat Points Level 30 Strength 18 Agility 17 Intelligence 12 Charisma 20 Health 61 Armor Head Guard Helmet Body Red Gambeson, Heraldic Mail with Surcoat Hand Gauntlets Foot Nomad Boots, Iron Greaves Skills Skill Points Ironflesh 4 Power Strike 5 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 3 Riding 5 Horse Archery ? 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 220 Two Handed Weapons 220 Polearms 220 Archery 220 Crossbows 220 Throwing 220 Weapons Melee Bastard Sword Ranged ? Shield Knightly Heater Shield Mount Courser Kingdom of Swadia Monarch: Claimant: King Harlaus Lady Isolla of Suno 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 Ladies: Lady Anna Lady Auberina Lady Bela Lady Bernatys Lady Boadila Lady Constanis Lady Elina Lady Elys Lady Enricata Lady Gaeta Lady Irena Lady Johana Lady Magar Lady Melisar Lady Nelda Lady Philenna Lady Sonadel Lady Thedosa Lady Tibal Lady Vera"
"Count Talbar","Count Talbar Appears in Official Information Faction Kingdom of Rhodoks Title Count Culture Rhodoks Character Background Spouse Lady Agasia Children Count ReichsinLady Geneiava Count Talbar is initially a vassal of the Kingdom of Rhodoks. You may fight him or have him side with you as you help Lord Kastor of Veluca, the corresponding claimant, overthrow King Graveth and gain control of the kingdom. 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. Gallery[] Count Talbar in battle gear Kingdom of Rhodoks Monarch: Claimant: King Graveth Lord Kastor of Veluca Vassals: 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 Ladies: Lady Adelisa Lady Agasia Lady Aliena Lady Anais Lady Aneth Lady Baotheia Lady Brina Lady Calantina Lady Claudora Lady Eleandra Lady Ellian Lady Forbesa Lady Geneiava Lady Gwenael Lady Meraced Lady Miraeia Lady Reada Lady Saraten Lady Timethi Lady Ysueth"
"Count Tarchias","Count Tarchias Appears in Official Information Faction Kingdom of Rhodoks Title Count Culture Rhodoks Character Background Spouse Lady Forbesa Children Count FraichinLady Claudora Count Tarchias is initially a vassal of the Kingdom of Rhodoks. You may fight him or have him side with you as you help Lord Kastor of Veluca, the corresponding claimant, overthrow King Graveth and gain control of the kingdom. 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. Gallery[] Count Tarchias in battle gear Kingdom of Rhodoks Monarch: Claimant: King Graveth Lord Kastor of Veluca Vassals: 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 Ladies: Lady Adelisa Lady Agasia Lady Aliena Lady Anais Lady Aneth Lady Baotheia Lady Brina Lady Calantina Lady Claudora Lady Eleandra Lady Ellian Lady Forbesa Lady Geneiava Lady Gwenael Lady Meraced Lady Miraeia Lady Reada Lady Saraten Lady Timethi Lady Ysueth"
"Count Tellrog","Count Tellrog Appears in Official Information Faction Kingdom of Rhodoks Title Count Culture Rhodoks Character Background Parents Count MatheasLady Brina Siblings Lady Aliena Count Tellrog is initially a vassal of the Kingdom of Rhodoks. You may fight him or have him side with you as you help Lord Kastor of Veluca, the corresponding claimant, overthrow King Graveth and gain control of the kingdom. He wears ""Mail and Plate"" armor, which is not available to the player without using cheats. 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. Kingdom of Rhodoks Monarch: Claimant: King Graveth Lord Kastor of Veluca Vassals: 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 Ladies: Lady Adelisa Lady Agasia Lady Aliena Lady Anais Lady Aneth Lady Baotheia Lady Brina Lady Calantina Lady Claudora Lady Eleandra Lady Ellian Lady Forbesa Lady Geneiava Lady Gwenael Lady Meraced Lady Miraeia Lady Reada Lady Saraten Lady Timethi Lady Ysueth"
"Count Tredian","Count Tredian Appears in Official Information Faction Kingdom of Swadia Monarch King Harlaus Title Count Culture Swadian Character Background Spouse Lady Melisar Children Count RochabarthLady Irena Count Tredian is initially a vassal of King Harlaus from the Kingdom of Swadia. 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[] Count Tredian - Default Stats and Equipment Attributes Stat Points Level 41 Strength 20 Agility 20 Intelligence 15 Charisma 25 Health 65 Armor Head Winged Great Helmet Body Tabard, Heraldic Mail with Surcoat Hand Gauntlets Foot Leather Boots, Mail Boots Skills Skill Points Ironflesh 5 Power Strike 6 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 4 Riding 6 Horse Archery ? Looting ? Trainer 4 Tracking ? Tactics 5 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 3 Leadership 7 Trade ? Proficiencies Weapon Type Points One Handed Weapons 240 Two Handed Weapons 240 Polearms 240 Archery 240 Crossbows 240 Throwing 240 Weapons Melee Heavy Bastard Sword, Two Handed Sword Ranged ? Shield Knightly Heater Shield Mount Hunter Gallery[] Count Tredian in battle gear Kingdom of Swadia Monarch: Claimant: King Harlaus Lady Isolla of Suno 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 Ladies: Lady Anna Lady Auberina Lady Bela Lady Bernatys Lady Boadila Lady Constanis Lady Elina Lady Elys Lady Enricata Lady Gaeta Lady Irena Lady Johana Lady Magar Lady Melisar Lady Nelda Lady Philenna Lady Sonadel Lady Thedosa Lady Tibal Lady Vera"
"Count Tribidan","Count Tribidan Appears in Official Information Faction Kingdom of Rhodoks Title Count Culture Rhodoks Character Background Parents Count Gut;ansLady Aneth Siblings Lady Reada Count Tribidan is initially a vassal of the Kingdom of Rhodoks. You may fight him or have him side with you as you help Lord Kastor of Veluca, the corresponding claimant, overthrow King Graveth and gain control of the kingdom. 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. Kingdom of Rhodoks Monarch: Claimant: King Graveth Lord Kastor of Veluca Vassals: 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 Ladies: Lady Adelisa Lady Agasia Lady Aliena Lady Anais Lady Aneth Lady Baotheia Lady Brina Lady Calantina Lady Claudora Lady Eleandra Lady Ellian Lady Forbesa Lady Geneiava Lady Gwenael Lady Meraced Lady Miraeia Lady Reada Lady Saraten Lady Timethi Lady Ysueth"
"Count Trimbau","Count Trimbau Appears in Official Information Faction Kingdom of Rhodoks Title Count Culture Rhodoks Character Background Parents Count GharmallLady Anais Siblings Lady Miraeia Count Trimbau is initially a vassal of the Kingdom of Rhodoks. You may fight him or have him side with you as you help Lord Kastor of Veluca, the corresponding claimant, overthrow King Graveth and gain control of the kingdom. 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. Kingdom of Rhodoks Monarch: Claimant: King Graveth Lord Kastor of Veluca Vassals: 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 Ladies: Lady Adelisa Lady Agasia Lady Aliena Lady Anais Lady Aneth Lady Baotheia Lady Brina Lady Calantina Lady Claudora Lady Eleandra Lady Ellian Lady Forbesa Lady Geneiava Lady Gwenael Lady Meraced Lady Miraeia Lady Reada Lady Saraten Lady Timethi Lady Ysueth"
"Crossbow/Mount&Blade","Crossbow CrossbowBase value: 182Weight: 3.0Damage: 38pAccuracy: 99Speed Rating: 43Requires Strength: 8Cannot be used on horseback"
"Cudgel/Mount&Blade","Cudgel CudgelOne-handedBase value: 4 denarsWeight: 2.5Swing: 13bSpeed rating: 99Weapon reach: 90Mount&Blade"
"Culmarr Castle","Culmarr Castle Settlement Information Type Castles Kingdom Kingdom of Rhodoks Villages IstiniarDirigsene Sieges with... Tower Port No World Map Mount&BladeCulmarr CastleIstiniarTemplate:World Map/Mount&BladeWarbandCulmarr CastleDirigseneTemplate:World Map/Warband Culmarr Castle is a castle belonging to the Kingdom of Rhodoks. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Culmarr Castle lies northwest of Yalen on the northern edge of the Rhodok territory between two small forests. Its village is Istiniar which is to the northwest. Warband[] Culmarr Castle lies northeast of Yalen at the top of a mountain pass. It is on the northern border of the Rhodok territory with the Kingdom of Swadia on the other side of a river separating the two kingdoms. Its village is Dirigsene which is to the southeast within a branching valley at the bottom of the encompassing mountains. Layout[] Player Keep Dungeon Breach There is a windmill on top of a hill near the castle as well as a farmhouse over the river, accessible by a small stone bridge. Siege[] Besieging Culmarr Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. Trivia[] The Castle is one of the two oldest castles in the game. Culmarr Castle was in an early Mount&Blade beta as an obtainable castle along with Radoghir Castle. If approached with Artimenner in the party, he explains that the castle was built in the old Imperial style and was the host of a toll-taking count following Rhodok independence. He will also state that Culmarr controls a trade route leading outside of Calradia, despite it being on the side of Calradia surrounded by water. This may be an oversight from the redrawing of the map between Mount&Blade and Warband. In the original game, the castle stands in a mountain pass that leads west of Calradia, although there is still a river without a bridge walling off that edge of the map. Gallery[] 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)"
"Curaw","Curaw Settlement Information Type Town Kingdom Kingdom of Vaegirs Villages BazeckShulusUslumBazeckRebache Sieges with... Ladders Port No World Map Mount&BladeCurawBazeckUslumShulusTemplate:World Map/Mount&BladeWarbandCurawBazeckRebacheTemplate:World Map/Warband Curaw is a town located in the snowy plains of the Kingdom of Vaegirs. Its initial lord is Boyar Naldera. Contents 1 Territory 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade Curaw lies in the middle of an open area with a small forest to the northwest and mountains separating the Vaegirs from the Khergit Khanate to the south. Its villages are Bazeck, Shulus, and Uslum. Warband The area around Curaw is forested tundra, with a rather large river toward the town from the west, forking into a northern and southern branch right before it. Its villages are Bazeck and Rebache. The Khergit Khanate considers it stolen territory and claims that it's rightfully theirs. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master for Curaw can be located by heading straight forward after selecting 'Take a walk around the streets'. He is on the player's right as they head towards the keep. Siege[] Besieging Curaw requires the construction of Siege Ladders. Attackers begin very close to the walls while defenders begin above them on the walls and the single ladder leading to it. Tournaments[] Tournaments in Curaw feature the following equipment: Mount&Blade Heavy Sword Lance & Shield Crossbow & Bolts, Sword Bow & Arrows Sword & Shield Horse (not every participant is mounted) Warband Axe & Shield Bow & Arrows, Dagger Javelins & Shield Horse Economy[] Curaw sells Iron and buys Dried Meat. Being on the way to other towns, it is a good stop for the merchant player and nearby villages linked to castles improve the town's production. At the start of a new game, Curaw's Tool production can potentially be set higher, making Iron more expensive and an Ironworks a poor investment. Curaw produces: Bread Smoked Fish Ale Leatherwork Tools Iron Wool Cloth Pottery Oil 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"
"Curin Castle","Curin Castle Settlement Information Type Castle Kingdom Kingdom of Nords Villages HaenKwynn Sieges with... Siege Tower Port No World Map Mount&BladeCurin CastleHaenTemplate:World Map/Mount&BladeWarbandCurin CastleKwynnTemplate:World Map/Warband Curin Castle is a castle belonging to the Kingdom of Nords. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Curin Castle lies south of Tihr near a small patch of trees. Its village is Haen which is to the south of this castle. Warband[] Curin Castle lies west of Sargoth on an island surrounded by rivers and the ocean to the north. It is only accessible by two bridges on either side of its village. Its village is Kwynn which is to the south, occupying the isolated landmass. Layout[] Player Keep Dungeon Breach Siege[] Besieging Curin Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. Gallery[] 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"
"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."
"Dagger/Mount&Blade","Dagger DaggerOne-handedBase value: 17 denarsWeight: 0.75Swing: 22cThrust: 19pSpeed rating: 112Weapon reach: 47Can't be used to blockMount&Blade"
"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"
"Dark Hunter","""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. Dark Hunters were a former type of enemy that could be encountered in early Mount&Blade. They were frequently encountered with the infamous Dark Knights, and could upgrade to them. They rode some of the best horses in the game and wore Leather Jerkins, making them slightly easier to kill than their more heavily-armoured companions. They had a penchant for large axes."
"Dark Knight","Dark Knights were formerly a type of enemy you could encounter in an early version of Mount&Blade. They wore the finest armor in Calradia, the Black Armor. Due to their superior equipment, they posed too great a threat, not only to the player, but other lords as well. This contributed to their eventual removal from the game. They were removed from the game between version 0.800 to version 0.894. The Dark Knights can still be found in various mods for the Mount&Blade games. Their armor still exists in the game's files, and you can re-enable it by editing the game. Surprisingly, Dark Knights did not wear black helmets, instead they wore guard helmets. They wore: Black Armor Iron/Mail Greaves Guard Helmet Gauntlets"
"Dashbigha","Dashbigha Settlement Information Type Village Kingdom KhergitKhergit Fortification NarraTulga World Map Mount&BladeDashbighaNarraTemplate:World Map/Mount&BladeWarbandDashbighaTulgaTemplate:World Map/Warband Dashbigha is a village initially owned by the Khergit Khanate. Layout[] Player Elder Fugitive The Village Elder is located on a balcony at the top of a very steep staircase which is attached to one of the buildings on the far side of the village from where the player enters. Dashbigha is located in a grassy valley with many trees encircled by barren desert hills. It has a total of six structures, one of which appears to be collapsing or under construction on one corner, as well as a small roofed table next to an oven or kiln. There are two sizable fields on either side of the village dotted with haystacks, one of the buildings is also surrounded with clusters of haystacks. Despite two open barns, there is no sign of any food here. These barns cannot be entered by players. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the village from where the player enters, behind the building with haystacks around it. 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"
"Dazubo","The player character with all 4 interactive objects. Dazubo was Yavuz Armağan's first documented project, as well as the predecessor to Warrider (pre-release name for Mount&Blade), dating back as far as 2001. Its name was later given to the engine that runs Mount&Blade games itself, and most of the features included in this project are available in Mount&Blade games to this day. It solely features a player character being able to move only inside 4 interconnected corridors, and also being able to interact with 4 objects: a big moss-covered ball, a big hay bale-like capsule, a ""chair"" (that looks like the inspiration for the shooting target practice) and a small ball. The character also wields a completely unusable one-handed sword. As expected of a work this early in development, it has very simple graphics and the controls are somewhat hard to use. Contents 1 Available mechanics 2 Controls 2.1 Player-related 2.2 Environment/program-related 3 Trivia 4 External link Available mechanics[] movement (forwards, backwards, sideways, upwards, downwards) jump (player doesn't pause after falling to ground) kick (independent of the player's movement) vertical head tilt (independent of the player's actions) movement of objects (either by kicking them or moving on them) overhead/first-person view Controls[] Player-related[] mouse movement (horizontal): rotate player's facing direction mouse movement (vertical): move player's head up/down W/2: walk forwards S: walk backwards Space: jump left click/M: kick Q: rotate player's facing direction/make player walk sideways (left) E: rotate player's facing direction/make player walk sideways (right) F9: toggle overhead/first-person view Environment/program-related[] Enter: toggle turning entire screen blue B: show 3D shapes of all objects F2: show display and rendering options (minimizes to desktop) F5: remove display of shadows Esc: exit to desktop Note: Controls may be completely unresponsive right after opening the program. Simply closing and re-opening it will fix the issue. Trivia[] Early gameplay videos from Mount&Blade II: Bannerlord show that it is the first time since Dazubo that vertical head movement of troops is possible without the troops needing to perform an action to do so (e.g. rotating shield/attack direction). External link[] Dazubo download"
"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."
"Derchios Castle","Derchios Castle Settlement Information Type Castle Kingdom Kingdom of Swadia Villages Ibiran Tosdhar Sieges with... Ladders Port No World Map Mount&BladeDerchios CastleIbiranTemplate:World Map/Mount&BladeWarbandDerchios CastleTosdharTemplate:World Map/Warband Derchios Castle is a castle belonging to the Kingdom of Swadia. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Derchios Castle lies north of Dhirim on top of a steep hill, surrounded by trees. Its village is Ibiran which is to the southwest at the base of the hill. Warband[] Derchios Castle lies north of Dhirim on the slope of the hill upon which Dhirim occupies. To the northwest is the Kingdom of Nords and to the northeast is the Kingdom of Vaegirs. Its village is Tosdhar which is nearby to the west adjacent to a patch of trees. Layout[] Player Keep Dungeon Breach Siege[] Besieging Derchios Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Defending Derchios Castle is relatively easy, provided one has an army with lots of good archers (such as Rhodok Sharpshooters) and a few good heavy infantry units (Nord Huscarls or Swadian Sergeants), though heavy cavalry (Sarranid Mamlukes) would work well too. Have your infantry and cavalry bunch up at the ladder while your archers are positioned on the two battlements on either side of the ladder. Your shield wall should be able to hold the enemy infantry on the ladders, while your archers pick off the troops on the ladders. This strategy is especially effective against armies with poor ranged units (like the Swadians) or with many troops without shields (such as Vaegir units), letting your archers thin out the enemy ranks and your infantry kill those who manage to climb the ladders. Take note however, that this strategy will not work well against the Rhodoks, due to their heavy infantry and good crossbowmen. Gallery[] Courtyard and keep of Derchios Castle.The lord's hall of Derchios Castle. 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"
"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"
"Deshavi","Deshavi Appears in Official Information Culture Nord Character Details Hire Cost Free Likes Klethi Liked by Klethi Dislikes Borcha, Rolf, Bunduk as Emissary, Hunger, Not Paid, Heavy Casualties Disliked by Borcha and Rolf Connections Tihr Noble No Character Background Home Kulum Background PeasantBandit Deshavi is a Nordic bandit and one of the heroes in Mount&Blade: Warband. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Stats and equipment 7 Trivia Biography[] Deshavi was born in Kulum as a commoner. Life in Kulum was not good as the village was forced to grow flax for the lords and had to grow their private land for food. She was later forced by her father to marry. Unfortunately for her, the man she married was a drunk who was abusive to her. She ended up running away from her husband, but got captured by a group of bandits. Fortunately, one of the bandits took pity on her and taught her skills of hunting and fighting. This made the other bandits jealous, who would go on to kill her mentor, this led to her intense hatred for bandits. She soon ended up in a random town where she drowns her sorrows and seek employment as a tracker. She is soon found by the player and she offers her services for free. If she retires, she will have enough money to leave Calradia and go overseas. Personality[] Deshavi is a cynical and tough woman who went through a lot of misfortune to get this far in life. She is a bit brutally rational in a lot of things and doesn't like to get annoyed by men in general, which she has an extreme hatred toward. She dislikes those who are ignorant, dirty, and sinful to the point that wants to leave Calradia for a better land to live in, just to avoid these types of people. Although she also reflects a bit of remorse in some of her actions and decisions, like her family, and was hoping to show to them how much she grew out from her misfortunes. Due to her life, she has an extreme dislike towards bandits and hopes to kill all of them for a better future for common folk and women like her. Vengeance is also one of the things that still stirs up in her mind, and hopes to seek it along with Klethi when she retires. She is ruthless toward the idea of second chances for criminals and also toward people who are very suspicious of her. Relationships[] Borcha - Deshavi dislikes Borcha for his rudeness and his background as a criminal, he is perfect representation on how she views bandits and criminals in Calradia. Klethi - She finds a friend in Klethi, as Klethi promises to help her take revenge against the bandits who killed her friend. Rolf - She remembers Rolf being part of a rival bandit band called the ""Brethen of the Woods"", she fears Rolf for his deceitful ways regarding his background. Gameplay[] Deshavi is not a noble, so the player will lose relationship points with most Calradian nobles if she is elevated to lordship, as most nobles dislike commoners holding land. Lady Deshavi will recruit whatever troops are available in her fiefs, regardless of nationality. As a follower, Deshavi is an able archer, scout, and tracker, possessing all of the skills needed to act in that role. Her low level allows her to develop quickly and keeping her back in the archer line will usually keep her healthy enough to perform her role even after battles. Dialogue[] Main article: Deshavi/Interactions Stats and equipment[] Deshavi - Default Stats and Equipment Attributes Stat Points Level 2 Strength 8 Agility 9 Intelligence 10 Charisma 6 Health 45 Armor Head ? Body Ragged Outfit Hand ? Foot Wrapping Boots Skills Skill Points Ironflesh 1 Power Strike ? Power Throw ? Power Draw 2 Weapon Master 1 Shield ? Athletics 2 Riding ? Horse Archery ? Looting ? Trainer ? Tracking 2 Tactics ? Path-finding 3 Spotting 3 Inventory Management 2 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 Crossbows 80 Throwing 80 Weapons Melee Quarterstaff Ranged Hunting Bow, Arrows Shield ? Mount ? Trivia[] Deshavi does not seem to consider herself a Nord, as her dialogue near Kulum calls them 'our landlords'. In Mount&Blade II: Bannerlord, the region Kulum is located in is ruled by Vlandia, which would eventually be conquered by Nords laying claim to the lands supposedly promised to them by the Calradic Empire. Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira"
"Dhirim","Dhirim Settlement Information Type Town Kingdom Swadia Villages UshkuruAzgadYalibeAmereBurglenUshkuruTshibtinYalibe Sieges with... LadderTower Port No World Map Mount&BladeDhirimUshkuruAzgadBalanliNemejaTemplate:World Map/Mount&BladeWarbandDhirimUshkuruBurglenTshibtinYalibeAmereTemplate:World Map/Warband Dhirim is a town of the Kingdom of Swadia. It is initially owned by Lord Mirchaud in classic Mount&Blade and Count Clais in Warband. A centrally located town situated on a bluff at the frontier of Swadia, sharing a border with several rivaling factions. In peacetime, Dhirim is one of the richest towns in Calradia due to its positioning. Caravans from all factions travel to this Swadian merchant hub. In wartime, however, Dhirim is a prime target for attack, being threatened by three other kingdoms, having surrounding villages frequently looted, thus making recruitment difficult. Dhirim must be well garrisoned for the player to keep ownership of this town, as opposing factions will often besiege Dhirim first when wars start. Contents 1 Territory 1.1 Mount&Blade 1.2 Warband 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade[] Dhirim is in the eastern third of Swadia, bordering the Kingdom of Nords to the northwest, the Kingdom of Vaegirs to the northeast, and the Khergit Khanate to the southeast. Its villages are Azgad, Balanli, Nemeja, and Ushkuru. Warband[] Dhirim is in the middle of Calradia, surrounded by the Kingdom of Vaegirs and the Nords to the north, the Khergit Khanate to the east, the Kingdom of Rhodoks to the west, and the Sarranid Sultanate to the south. Its villages are Amere, Burglen, Tshibtin, Ushkuru, and Yalibe. With five each, Dhirim and Shariz are the towns with the most villages. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena
Guild master location The Guild Master in Dhirim is located just outside the keep on a terrace, which is a straight walk when 'Take a walk around the streets' is selected. The quickest way to reach him is to go to the castle, then leave via the door instead of the tab key, at which point he will be almost directly in front of the player. Dhirim is one of two towns (Suno is the other) that does not have a door to the arena accessible from the streets. If the player enters the arena, and then uses the exit in the arena to reach the streets, the player will find themselves out of bounds, embedded within the buildings of the city. From there, they can escape the intended boundaries of the town and explore the entire map. Siege[] Besieging Dhirim requires the construction of a siege ladder in classic Mount&Blade, but a siege tower in Warband, making it a harder target. Tournaments[] If you take part in a Tournament in Dhirim, you may be assigned any of the following sets of equipment: Lance & Shield Bow & Arrows, Dagger Sword & Shield Axe & Shield Heavy Sword Not all participants are on horses. Leaving the arena through the door will put the player out of bounds. See Layout above. Economy[] Dhirim produces: Ale Bread Leatherwork Oil Pottery Tools Wool Cloth Dhirim sells cheap iron on occasion but not as cheaply as Curaw. Tools, Leatherwork, and Wool are also cheap here. Dhirim and its nearby villages can be described as the ""Breadbasket of Calradia"" due to the insane amounts of grain produced in this region. Dhirim is a good place to build a brewery in Warband because grain in nearby villages is dirt cheap. This means those villages are also excellent strategic supply points for you to very cheaply load up your army with lots of grain and bread for your military campaigns. Dhirim's prosperity can recover quickly during peacetime, largely due to the above average number of villages surrounding it and the distance of those villages from the normal spawn locations of bandit camps. 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"
"Dhorak Keep","Dhorak Keep Settlement Information Type Castle (Keep) Kingdom Kingdom of Swadia (presumably, Warrider)Outlaws (later versions) Dhorak Keep or Dhorak's Keep was a location in older versions of Mount&Blade, making its first appearance in Warrider (version 0.202) and being removed in version 0.894. Despite it being removed, it's still in the game files and can be activated via editing. In Warrider[] In Warrider the location is hidden by default. As implied from a conversation with Borcha, it is supposed to be a prison. When entering, the scene is a plane surrounded by large hills at the edges that has a very basic building structure - four walls and no roof - in its near right-hand corner, and an npc called Keepmaster Gruham, apparently the local overseer. Outside of possible unplayable quests, there is nothing to be done here. In later versions[] In later versions Dhorak Keep became a castle inhabited by bandits, led by Rolf, the Baron. In some versions the Keep could be attacked. In others, it could be entered to hire bandit troops. After the keep was removed, Rolf was promoted to a potential player companion."
"Dhorak Pass","Dhorak Pass Settlement Information Type Mountain pass Kingdom Kingdom of Swadia(geographically) World Map Near Mount Dhorak and Dhorak Keep Dhorak Pass is a location mentioned in old versions of Mount&Blade. While the location is unmarked on the overland map, it does appear physically as a geographical feature. It is the area where quest-related refugee and bandit parties spawn. Trivia[] Given the fact the Pass shares its name with Mount Dhorak (a marked but inaccessible location in Warrider) and Dhorak Keep, one can deduce the Pass is located somewhere in their vicinity. While no longer mentioned in later versions and seeing as how the setting of all the mainline Mount&Blade games is Calradia, it can be assumed that Dhorak Pass still exists in-universe somewhere between the Kingdom of Swadia and the Kingdom of Rhodoks, based on the deactivated location of Dhorak Keep."
"Dirigh Aban","Dirigh Aban Settlement Information Type Village Kingdom KhergitKhergit Fortification TulgaIchamur World Map Mount&BladeDirigh AbanTulgaTemplate:World Map/Mount&BladeWarbandDirigh AbanIchamurTemplate:World Map/Warband Dirigh Aban is a village initially owned by the Khergit Khanate. Layout[] Player Elder Fugitive The Village Elder is located just into the village from where the player enters, next to a covered table and cooking pot over a campfire. Dirigh Aban is located in a valley with several thin trees and many steep mountains all around it. It has a total of nine structures, including a watch tower at the summit of a very tall peak and a building half constructed in the side of a cliff. There are two fields growing cabbages and squash, an animal skin on one of the walls may indicate some hunting is done here as well. If sent here during a Hunt Down Fugitive quest, the target may be found on the far side of the village from where the player enters, next to a closed wooden storage room. Gallery[] Dirigh Aban's watch towerPossible mine entrance 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"
"Dirigsene","Dirigsene Settlement Information Type Village Kingdom Rhodoks Fortification JelkalaCulmarr Castle World Map Mount&BladeDirigseneJelkalaTemplate:World Map/Mount&Blade WarbandDirigseneCulmarr CastleTemplate:World Map/Warband Dirigsene is one of the villages initially owned by the Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is located in the middle of the village, down the main road and on the right side from where the player enters, standing between a wood pile and bench. Dirigsene is located in mountainous terrain spotted with abundant trees and boulders. It has a total of six structures, including a windmill at the top of a steep hill accessible by a winding path. A single field can be found here which is empty except for heaps of straw, and when considering the mill, may be a harvested wheat farm. There is no other evidence of food production within the village. If sent here during a Hunt Down Fugitive quest, the target may be found almost directly forward from where the player starts, standing among some large bushes. 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)"
"Distar Castle","Distar Castle Settlement Information Type Castle Kingdom Khergit Khanate Villages Bulugur Sieges with... Ladders Port No World Map Mount&BladeDistar CastleBulugurTemplate:World Map/Mount&BladeWarbandDistar CastleBulugurTemplate:World Map/Warband Distar Castle is a castle belonging to the Khergit Khanate. It is featured in both Mount&Blade and Warband. Its village is Bulugur. Location[] Mount&Blade[] Distar Castle lies north of Narra on the westernmost edge of the Khergit territory bordering the Kingdom of Rhodoks. Its village is nearby to the southeast. Warband[] Distar Castle lies on a ridge north of Tulga. It is the central-most castle in the Khergit territory. Its village is far to the northeast on the opposite side of the ridge it shares with the castle. Layout[] Player Keep Dungeon Breach It is not actually possible to enter the keep from the courtyard, as the way is blocked by spikes. Even if one were to find a way past the spikes, a loading zone for the keep does not exist, making it only accessible through the menu. Siege[] Besieging Distar Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. At the start of the siege you and your troops are quite far away from the ladder, which can become a problem if you need reinforcements once you are inside the castle. Also, being located on a large mountain, troops are vulnerable to archers. Gallery[] 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"
"Double Sided Lance/Mount&Blade","Double Sided Lance Double Sided LancePolearmBase value: 261 denarsWeight: 5.5Thrust: 27pSpeed rating: 80Weapon reach: 130"
"Dramug Castle","Dramug Castle Settlement Information Type Castle Kingdom Kingdom of Vaegirs Villages VezinTebandra Sieges with... Ladders Port No World Map Mount&BladeDramug CastleVezinTemplate:World Map/Mount&BladeWarbandDramug CastleTebandraTemplate:World Map/Warband Dramug Castle is a castle belonging to the Kingdom of Vaegirs. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Dramug Castle lies southeast of Reyvadin near a forest and one of the river forks that divide the territory of the Vaegirs. Its village is Vezin which is to the southeast, on the other side of the river. Warband[] Dramug Castle lies southeast of Reyvadin. It is on the border with the Kingdom of Swadia. Its village is Tebandra which is to the east, at the base of a mountain range. Layout[] Player Keep Dungeon Breach Siege[] Besieging Dramug Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. With spikes blocking most of the entrance, it is a key place to hold as it is very easy to defend. Although, on the reverse, it can be hard to siege for those same reasons. Gallery[] 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"
"Dranton","Dranton Official Information Faction Neutral Title Champion Character Details Likes Being left alone Dislikes Being bothered Character Background Background Arena fighter Dranton is a tournament fighter who participates in many of the same tournaments as the player. 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. Dranton - Default Stats and Equipment Attributes Stat Points Level 42 Strength 15 Agility 15 Intelligence 4 Charisma 4 Health Armor Head ? Body Leather Vest Hand ? Foot Hide Boots Skills Skill Points Ironflesh 7 Power Strike 5 Power Throw ? Power Draw 4 Weapon Master ? Shield 3 Athletics 4 Riding 4 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 324 Two Handed Weapons 324 Polearms 324 Archery 324 Crossbows 324 Throwing 324 Weapons Melee ? Ranged ? Shield ? Mount ? Trivia[] In early versions of Mount&Blade, he could be found in Zendar's tavern along with Kradus and Xerina. He would either refuse to talk to the player or would be rude."
"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"
"Dugan","Dugan Settlement Information Type Village Kingdom KhergitKhergit Fortification TulgaAsugan Castle World Map Mount&BladeDuganTulgaTemplate:World Map/Mount&BladeWarbandDuganAsugan CastleTemplate:World Map/Warband Dugan is a village initially owned by the Khergit Khanate. Layout[] Player Elder Fugitive The Village Elder is located just inside the village from where the player enters, next to campfire and awning-covered table and benches. Dugan is located in a relatively flat valley with large hills and trees all around it. It has a total of five structures protected by stone walls around some portions of the village. There are three separate fields growing Cabbages, Grapes, and Squash. A number of meat cuts hang near the Village Elder and a storeroom contains several baskets of apples as well, indicating this town has access to a wide variety of food. If sent here during a Hunt Down Fugitive quest, the target may be found behind the first building on the player's right, standing near the cabbage/watermelon field and a couple water troughs. 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"
"Dumar","Dumar Settlement Information Type Village Kingdom Rhodoks Fortification Etrosq CastleEtrosq Castle World Map Mount&BladeDumarEtrosq CastleTemplate:World Map/Mount&Blade WarbandDumarEtrosq CastleTemplate:World Map/Warband Dumar is one of the villages initially owned by the Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is located in almost directly in front of where the player enters, next to a bench and a table with cups on it. Dumar is built on hilly terrain with many tall trees around it. It has a total of seven structures as well as some stone and wood walls around parts of the border. There are two fields growing cabbages, grapes, and squash. There is also an oven here for baking bread. If sent here during a Hunt Down Fugitive quest, the target may be found up the hill to the player's left from the entry point, standing out in the open in front of the large building at the top. 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)"
"Dustum Khan","Dustum Khan Appears in Official Information Faction Khergit Khanate Title Claimant Culture Khergits Character Background Siblings Sanjar Khan (half brother) Dustum Khan is the claimant to the throne of Khergit Khanate. He is the half-brother of Sanjar Khan, the ruler of Khergit Khanate when the game begins. He is the younger son of Janakir Khan, and claims that he always was the favorite. The traditional Khergit customs declare that, when a ruler dies he must split his lands equally among his sons. However, Sanjar took all the lands for himself, leaving Dustum with nothing. Sanjar, however, contends that while it was traditional for Khan's lands to be distributed equally, it always led to the same result - a civil war that left everything in the hands of the strongest one. Dustum was always more of an administrator than a fighter, he states, and so by taking everything he was merely sparing the realm the pain of a civil war, and sparing himself the pain of fighting his own brother. Like his brother, Dustum wears the unique Khergit Guard Armor. Only two of them exist in the entire game, and since you cannot access Sanjar Khan's inventory, Dustum remains as the only option of the player getting the item. To do so, you need to take up his cause as a claimant. This will let you access his equipment as you would a Companion's, and will allow you to equip his armor. Gallery[] Dustum Khan in starting equipment 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"
"Dusturil","Dusturil Settlement Information Type Village Kingdom KhergitKhergit Fortification HalmarTulga World Map Mount&BladeDusturilHalmarTemplate:World Map/Mount&BladeWarbandDusturilTulgaTemplate:World Map/Warband Dusturil is a village initially owned by the Khergit Khanate. Layout[] Player Elder Fugitive The Village Elder can be found half-way through the village, to the player's right near a campfire. Dusturil is located on higher land with valleys and steep hills all around it. It has a total of seven structures. It is a village of little note, possessing no fields or real points of interest. Despite the fact there are no trees in the vicinity, only bushes, there are three campfires burning here - more than most villages. If sent here during a Hunt Down Fugitive quest, the target may be found quite close to where the player enters, standing behind the first building on the player's right, hidden by a bush. 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"
"Ecatha the Necromancer","Ecatha Official Information Faction NeutralGhoulsUndead Monarch Undead King Harlaus Title The NecromancerLady of the Dark ForestMistress of DeathWitch (pejoratively) Fiefs Necromancer's Lair Religion Dark Deities Character Details Likes The dark arts Dislikes Akhad ThellTrespassersKingdom squabbles Connections Akhad Thell (former apprentice) Character Background Home Dark Forest Ecatha is a necromancer who appeared in an earlier version of Mount&Blade — Warrider. Her house is located in a forest to the west of Sargoth. She possessed an amulet - the Hand of Tsannuh - which has the power to control the essence of life. Initially Akhad Thell was her student in the dark arts, but she grew tired of his reckless behaviour and banished him. She would then continues living in the dark forest near Sargoth and practing her dark arts by capturing travellers and turning them into Ghouls for her service. Some time later the player character visits her on behalf of Barthai Khan, and demands the Hand of Tsannuh. After a fight, she surrenders the talisman but forewarns the player to not mess with powers they do not comprehend. Later still the player visits her again, asking about the talisman, and learns the story of Akhad Thell and of his plan to sacrifice the Khergit princess Uruzuge. Ecatha offers to put a spell of on princess so that she cannot be sacrificed. The player visits her a third time for this exact purpose. Once the ritual is over, Ecatha, the player and Uruzuge conspire to kill Akhad Thell by luring him out of his hideout. While the player is out fighting Thell, it turns out that the undead King Harlaus betrayed Thell and took the talisman to Ecatha, convincing her to complete the sacrifice. The player encounters her one final time during their attempt to rescue Uruzuge from being sacrificed. Quotes[] “ I am Ecatha the necromancer, the lady of the dark forest, the mistress of death... Who are you that dares to enter my territory? ” — Ecatha the Necromancer"
"Ehlerdah","Ehlerdah Settlement Information Type Village Kingdom Swadia Fortification Senuzgda CastleReindi Castle World Map Mount&BladeEhlerdahSenuzgda CastleTemplate:World Map/Mount&BladeWarbandEhlerdahReindi CastleTemplate:World Map/Warband Ehlerdah is a village initially owned by the Kingdom of Swadia. Its fortification is Senuzgda Castle in Mount&Blade and Reindi Castle in Warband. Layout[] Player Elder Fugitive The Village Elder is in front of a building on the left almost directly straight forward from where the player enters, standing next to a campfire and wooden furniture. Ehlerdah is set in a flat valley between steep mountainous outcroppings with plentiful tree cover. It has a total of eight structures, including a water well in the middle of the village and a graveyard on the other side of a low stone wall. The village has five fields growing cabbages, grapes, and squash. Hanging meat and baskets of apples can be found in storage, though there are no obvious apple trees, and two outdoor ovens as well as loaves of baked bread can also be found here. A pelt is displayed on one wall and a large number of cart wheels are scattered throughout the village. If sent here during a Hunt Down Fugitive quest, the target may be found in the corner of a field on the far left side of the village from where the player enters, hiding between a shrub and squash plant. 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"
"Elberl","Elberl Settlement Information Type Village Kingdom Swadia Fortification SunoPraven World Map Mount&BladeElberlSunoTemplate:World Map/Mount&BladeWarbandElberlPravenTemplate:World Map/Warband Elberl is a village initially owned by the Kingdom of Swadia. Layout[] Player Elder Fugitive The Village Elder is located directly in front of where the player starts, between some log spiked walls. Elberl is built on a relatively flat area on top of a hill with rolling hills and trees all around it. It is a small village with a total of four structures. There are three fields here growing cabbages, grapes, and squash, with several dummies acting as scarecrows in the open fields, one of which is wearing a straw hat. More cabbages can be found in a storage shed. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the village from where the player starts, standing next to the small vineyard. 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"
"Emer","Emer Settlement Information Type Village Kingdom Rhodoks Fortification VelucaVeluca World Map Mount&BladeEmerVelucaTemplate:World Map/Mount&BladeWarbandEmerVelucaTemplate:World Map/Warband Emer is one of the villages initially owned by the Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is located just within the village, standing to the left of where the player enters in front of the open barn doors. Emer is set on a relatively flat area in somewhat hilly terrain with a few scattered trees. It has a total of six structures, one of which seems to be collapsing. Emer may be a major producer of Grain as there are two fenced fields that appear to be harvested with only piles of straw remaining, a large number of sacks lying throughout the village, and there are two separate storage structures here that could hold a large quantity of grain. Behind the village on a low hill is a small graveyard. If sent here during a Hunt Down Fugitive quest, the target may be found behind the building on the far right side from where the player enters, standing next to a tree. 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)"
"Epeshe","Epeshe Settlement Information Type Village Kingdom Rhodoks Fortification YalenYalen World Map Mount&BladeEpesheYalenTemplate:World Map/Mount&BladeWarbandEpesheYalenTemplate:World Map/Warband Epeshe is one of the villages initially owned by the Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is located in front of the first building to the left from where the player enters, next to a stool under an overhang. Epeshe is built in a relatively flat area surrounded on all sides by hills and valleys dotted with tall trees. It has a total of seven structures. Two fenced-in fields are growing squash and cabbages. The presence of multiple wagons with several extra wheels and a large amount of wood stockpiled may suggest carpentry as the village's primary source of revenue. If sent here during a Hunt Down Fugitive quest, the target may be found behind the building next door to the village elder. 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)"
"Ergellon Castle","Ergellon Castle Settlement Information Type Castle Kingdom Kingdom of Rhodoks Villages Buvran Pagundur Sieges with... Ladders Port No World Map Mount&BladeErgellon CastleBuvranTemplate:World Map/Mount&Blade WarbandErgellon CastlePagundurTemplate:World Map/Warband Ergellon Castle is a castle belonging to the Kingdom of Rhodoks. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Ergellon Castle lies northwest of Jelkala, claustrophobically placed within a forest wedged between a mountain and lake. Its village is Buvran which is on the open road north of Jelkala. Warband[] Ergellon Castle lies north of Veluca at the base of a mountain. It is on the border with the Kingdom of Swadia. Its village is Pagundur which is to the southwest. The Kingdom of Swadia considers it stolen territory and claims that it's rightfully theirs. Layout[] Player Keep Dungeon Breach Siege[] Besieging Ergellon Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Gallery[] 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)"
"Etrosq Castle","Etrosq Castle Settlement Information Type Castle Kingdom Rhodoks Villages DumarDumar Sieges with... Ladders Port No World Map Mount&BladeEtrosq CastleDumarTemplate:World Map/Mount&BladeWarbandEtrosq CastleDumarTemplate:World Map/Warband Etrosq Castle is a castle belonging to the Kingdom of Rhodoks. It is featured in both Mount&Blade and Warband. Its village is Dumar. Contents 1 Location 1.1 Mount&Blade 1.2 Warband 2 Layout 2.1 Siege 3 Trivia 4 Gallery Location[] Mount&Blade[] Etrosq Castle lies east of Yalen, near a small forest at the edge of Rhodok territory. Its village lies to the northwest. Warband[] Etrosq Castle lies northeast of Yalen on top of a mountain pass. Its village lies to the south, at the bottom of the mountains. Layout[] Player Keep Dungeon Breach Siege[] Besieging Etrosq Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Trivia[] This castle shares its name with Count Etrosq. Gallery[] 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)"
"Eutropios","Lord Eutropios Official Information Kingdom Southern Empire Monarch Empress Rhagaea Title Nobleman Culture Calradic Empire Clan Pethros Personality Cruel (Mercy -1)Calculating (Calculating 1) Personal Details Gender Male Age 18 Parents PatyrVerina Siblings Vasilia Eutropios is a nobleman of the Southern Empire and a member of clan Pethros. He is the son of Patyr and Verina and the brother of Vasilia. At the start of the game, Eutropios is the governor of a Pethros fief. Description[] According to his Personality Traits, he is Cruel (Mercy -1) and Calculating (Calculating 1). He has a reputation for being ruthless. As with all noblemen and women, his Armor, Weapons, Perks, Friends, Enemies, and Attribute Points are all randomized at the beginning of the game. Skills[] One Handed 120 Two Handed 90 Polearm 110 Bow 130 Crossbow 70 Throwing 70 Riding 140 Athletics 70 Tactics 40 Charm 20 Leadership 80 Steward 20 Trivia[] ""Eutropius"" at age 26 and with his previous skill values He was previously called ""Eutropius"" and only had the ""Cruel"" Personality Trait as well as different skill values. The Mount&Blade fan community often calls Eutropios ""Alexander the Great"" due to his looks - him being a middle-length dark-blond-haired young man from Bannerlord's Southern-Mediterranean-inspired Calradic Empire."
"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 (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"
"Falchion/Mount&Blade","Falchion FalchionOne-handedBase value: 105 denarsWeight: 2.5Swing: 30cSpeed rating: 96Weapon reach: 73Requires strength: 8Mount&Blade"
"Farmer","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 Farmer Troop Information Culture Mercenaries Wages 1 denar Acquired from... Prisoners Upgrades to... Watchman Upgrade Cost 10 denars XP for Kill ? xp Ransom Value 32 denars Farmers may be found in groups traveling between towns and villages. They may be captured from these groups or found and recruited from prisoners of a defeated enemy. Farmers can spawn randomly in taverns across Calradia. The player can speak to them about a quest to Save the Village in their home village, and they will ask the player to assist in removing said bandits. A mob of farmers and peasant women will attack the player's forces if they attempt to loot and burn a village with only a few men. This can also happen if a particularly small player party tries to force villagers to give them supplies. Contents 1 Tactics / Usage 1.1 Cannon fodder 1.2 Garrison 1.3 Other considerations 2 Stats and equipment Tactics / Usage[] While farmers may come to your aid when defending a village, or can be recruited when rescued, they rarely serve any meaningful purpose beyond acting as cannon fodder. They're neither resilient, fast, or strong enough to make any significant impact on a battle. In fact, they can prove to be more of an annoyance when trying to help a village, as the group of farmers spawned are often large enough to slow down you down. Cannon fodder[] They could be used as fodder, taking fire from enemy marksmen for you and your party. The best way to do this would be to assign your farmers to a separate group and then order all but that one group to hold position, allowing the farmers to charge ahead to their doom. A more sensible tactic would be too ask them to hold position in front of your other troops, which will delay the enemy troops while you assemble your melee units and use archers to pepper the enemy with projectiles. Garrison[] Late game, instead of charging them to their doom, you could place as many peasants or low level cheap troops as possible as garrison, as the number of troops alone can act as deterrent against sieges (quality does impress AI when it comes to sieging a town/castle). Other considerations[] If attempting to raise mercenaries, it is advised that you keep your farmers out of the conflict until they have leveled up through shared experience, your training skill, or through sparring in a training field. 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. Farmer - Default Stats and Equipment Attributes Stat Points Level 4 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible): Leather Cap, Felt Hat Body Linen Tunic, Tunic with vest Hand ? Foot (Possible): 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 60 Two Handed Weapons 60 Polearms 60 Archery 60 Crossbows 60 Throwing 60 Weapons Melee Cleaver, Knife, Pitch Fork, Sickle, Club Ranged (Possible): Stones Shield ? Mount ? 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"
"Father Larchas","This article is a stub. You can help out by expanding it. Father Larchas was a character in Warrider, the early version of Mount&Blade."
"Fearichen","Fearichen Settlement Information Type Village Kingdom Nords Fortification SargothSargoth World Map Mount&BladeFearichenSargothTemplate:World Map/Mount&BladeWarbandFearichenSargothTemplate:World Map/Warband Fearichen is a village in the very north of the Kingdom of Nords. Layout[] Player Elder Fugitive The Village Elder is located up the hill to the left from where the player enters, standing next to a small table and stools. Fearichen is a mountainous coastal village with the ocean on one side and mountain ranges on the other, while the local area is very rough and spotted with trees. It has a total of six structures within the village partially protected by stone walls and a watch tower or lighthouse near the shore, though it is beyond the edge of the map and inaccessible. There are some fields here growing cabbages and squash, while a line of what are most likely apple trees also grow through one of the fields, the fruit of which can be found close by. There is also bread sitting out on a table next to an oven. Three ships can be seen along the coast, but like the tower, are beyond the edge of the map and cannot be reached. If sent here during a Hunt Down Fugitive quest, the target may be found around behind the first building to the player's right from where they enter, on the other side of a small stone shed. Gallery[] The Viking Ships at the coastFearichen's coastal tower 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"
"Fedner","Fedner Settlement Information Type Village Kingdom Rhodoks Fortification VelucaVeluca World Map Mount&BladeFednerVelucaTemplate:World Map/Mount&BladeWarbandFednerVelucaTemplate:World Map/Warband Fedner is one of the villages initially owned by the Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is located down the road from where the player starts, standing on a porch to the left. Fedner lies in mountainous terrain with fairly dense tree coverage. It has a total of eight structures, as well as a small roofed shelter. There are three fields here, growing wheat, squash, and some shrubs. Garlic strings and baskets of fruit may also be seen. Underneath the small shelter are several barrels and many furs. If sent here during a Hunt Down Fugitive quest, the target may be found next to the straw house on the right side of the path from where the player enters, opposite the village elder who is facing in his direction. 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)"
"Fenada","Fenada Settlement Information Type Village Kingdom Nords Fortification TihrSargoth World Map Mount&BladeFenadaTihrTemplate:World Map/Mount&BladeWarbandFenadaSargothTemplate:World Map/Warband Fenada is a village of the Kingdom of Nords. Layout[] Player Elder Fugitive The Village Elder is located almost directly straight forward from where the player enters, however buildings stand in between, so a direct route to him is not possible. He is on a covered porch next to a stool and bench. Fenada is set in an wide valley closely encircled by low hills with a few scattered trees, while farther away are great mountainous peaks and the coast. It has a total of seven structures, one of which is some sort of watch tower overlooking the shore. There are several fields here growing cabbages, grapes, and squash, as well as one mostly-barren field with a few shrubs. There are several animal pens, but no animals inhabit them. There is a large number of pelts, furs, and dried meat within the village, as well as fishing nets next to the coastal tower. Three ships sit moored just offshore, but they lie beyond the edge of the map and cannot be reached. If sent here during a Hunt Down Fugitive quest, the target may be found standing in front of the tower near the coast. 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"
"Fight Promoter","Rough-Looking Character Official Information Faction Neutral Culture Varied Character Background Background Fight promoter Fight Promoter (also known as Rough-Looking Character) is a cut character from Mount&Blade. Overview[] The Fight Promoter would randomly appear in taverns trying to convince the player to take part in an illegal fistfight. If the player agreed, they would fight against another character unarmed and unarmored. Other people in the tavern would bet on the fight. If the player wins the fight, the Fight Promoter would give them half the denars from the bets. Some code for the Fight Promoter can still be found in the game's files. However, the fistfight and betting system were never implemented."
"Fighting Axe/Mount&Blade","Fighting Axe Fighting AxeOne-handedBase value: 77 denarsWeight: 2.5Swing: 31cSpeed rating: 92Weapon reach: 90Requires strength: 9Bonus against shieldsMount&Blade"
"Fighting Pick/Mount&Blade","Fighting Pick Fighting PickOne-handedBase value: 108 denarsWeight: 3.5Swing: 25pSpeed rating: 94Weapon reach: 90Mount&Blade"
"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"
"Firentis","Firentis Appears in Official Information Culture Swadia Character Details Hire Cost Free Likes Jeremus Liked by Jeremus Dislikes Katrin, Nizar, Rolf as Emissary, Robbing Villages, Failing Quests, Too Much Fighting Disliked by Katrin and Nizar Connections Suno Noble Yes Character Background Home Suno Background Mercenary Firentis is s Swadian mercenary and one of the companions in Warband. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Stats and equipment 7 Trivia Biography[] Firentis was born and raised in Suno. He was a mercenary cavalry captain along with his brother. They fell in love with a courtesan who both brothers fought over for, this resulted in a drunk quarrel and Firentis killing his brother. Firentis felt guilty for his actions and sought redemption for his crimes. He is met by the player in a random tavern and offer services provided that he use his skills not against the innocent. If he retires from your party, he will wander Calradia for other means of redemption. Personality[] Firentis is an idealistic and passionate man who is prone to fits of extreme anger. He holds strong beliefs in honor, justice, and redemption. Relationships[] Jeremus - Firentis and Jeremus share their views of peace and tiredness of war. Katrin - He dislike Katrin's fear of him for his fratricide. Nizar - Firentis dislike Nizar for his immoral actions in the battle, while confronting him, Nizar later insult Firentis for his fratricide which cause Firentis to attack Nizar. Gameplay[] He has a few initial combat skills and can function well either as an infantryman or a cavalryman. If elevated to lordship, Lord Firentis will hire Swadian troops to fight for him. Dialogue[] Main article: Firentis/Interactions Stats and equipment[] Firentis - Default Stats and Equipment Attributes Stat Points Level 6 Strength 10 Agility 12 Intelligence 10 Charisma 5 Health 47 Armor Head ? Body Tabard Hand ? Foot Nomad Boots Skills Skill Points Ironflesh 1 Power Strike 2 Power Throw ? Power Draw ? Weapon Master 2 Shield 1 Athletics 3 Riding 2 Horse Archery ? Looting ? Trainer 1 Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership 1 Trade ? Proficiencies Weapon Type Points One Handed Weapons 105 Two Handed Weapons 105 Polearms 105 Archery 105 Crossbows 105 Throwing 105 Weapons Melee Sword Ranged ? Shield ? Mount ? Trivia[] Though Firentis introduces himself as 'a captain of horse' who served the lord of the town he is met in, he has more skill in athletics than riding. Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira"
"Fisdnar","Fisdnar Settlement Information Type Village Kingdom Vaegir Fortification Bulugha CastleRivacheg World Map Mount&BladeFisdnarBulugha CastleTemplate:World Map/Mount&BladeWarbandFisdnarRivachegTemplate:World Map/Warband Fisdnar is a village initially owned by the Kingdom of Vaegirs. When the game starts out, this village's prosperity is Rich. This village is the farthest frontier of the Vaegirs to the northeast. Its remote position safeguards it against attacks from enemy lords, as they would either have to go through the Sea Raider infested coast, several fortifications and the city of Rivacheg to reach it from the west, or travel through the harsh tundra, avoiding Vaegir patrols. Their location, however, is both a blessing and a curse - since they're so far away from their town of Rivacheg, it is very hard for their farmers to reach the town, and those same Sea Raiders often prey on the peasants trying to get to to Rivacheg to sell their wares. Layout[] Player Elder Fugitive The Village Elder is located up the path to the left from where the player enters, in front of the large building overlooking the village. Fisdnar is built on top of a hill with mountainous terrain all around it with moderate tree coverage. It has a total of seven structures within the village, including a windmill. There are three fields here, growing wheat, cabbages, and squash. If sent here during a Hunt Down Fugitive quest, the target may be found behind the village straw house on the opposite side from where the player starts. 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"
"Flintlock Pistol/Mount&Blade","This article is a stub. You can help out by expanding it."
"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"
"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"
"Forest Bandit","This article is a disambiguation page for Forest Bandit 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. Forest Bandit may refer to: Forest Bandit Forest Bandit"
"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"
"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."
"Four Ways Inn","The Four Ways Inn Settlement Information Type Tavern Kingdom Neutral The Four Ways Inn was a location featured in older versions of Mount&Blade. It first appeared in Warrider (version 0.202) and was removed in version 0.894. Overview[] The Inn's map marker was that of a village, and when accessed, the player had the option of entering the 'outside' scene, and the inn itself. On the inside, the Inn functioned as a tavern, but it was unaffiliated to any kingdom. The 'outside' scene featured a lake with a small island, and the inn itself located on its bank; the inn was a small two-story, farmhouse-like building, similar to the one represented by the map icon. Trivia[] The name probably comes from its location somewhere in the middle of the world map. The Inn is still present in the game files and can be activated via editing. Based on the code still found in Warband, dismissed companions were to travel to the Four Ways Inn instead of appearing in random taverns. In Warrider's game dialogues, it is implied that Marnid at some point became either the Inn's owner, or cook serving pork stew as one of its more famous dishes. Gallery[] The scene overviewThe lakeThe Inn itself The location makes a comeback in several mods."
"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"
"Galeas","Galeas Official Information Faction Neutral Title Overseer Fiefs Salt Mine Character Background Background Slave Trader Galeas is a minor character appearing in older versions of Mount&Blade. He was removed from the game in version 0.894 alongside his companion Barezan and the Salt Mine, the location they could both be found in. Regardless, they are both still found the game files and can be re-activated via simple editing. Background[] Galeas was introduced in Warrider as the salt mine's overseer. He would buy the player's prisoners. In later versions he could also sell low-level troops to the player."
"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."
"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."
"Geroia","Geroia is a land located beyond Calradia. Contents 1 Descripion 1.1 Georgraphy 1.2 Politics 2 Notable Geroians 3 Trivia Descripion[] Almost nothing is known of the region. In Warband, several companions claim Geroia as their homeland. Georgraphy[] Geroia seems to be located to the east of Calradia, as, according to Lezalit, it is ""over the hills"". This is also confirmed by Marnid, who claims to have been travelling from there through Khergit lands when he was robbed. Geroia also seems to have access to the sea, as ransom brokers in Bannerlord state that some of the prisoners that fail to get ransomed will be sold there as galley slaves. Politics[] Geroia seems to be a land consisting of several polities, known collectively as the ""republics of Geroia"", at least during the time of Bannerlord. It is unclear how these republics function, but it seems that the merchant class thrives there, and at least one of the republics has a Count. Lezalit - the second son of the apparently well-known Count of Geroia - claims that only the firstborn of Geroian nobles inherit their father's wealth, whereas all other children are left with nothing. It also seems that Geroia is, in general, a peaceful land, as, according to Lezalit, noble children without inheritance have few opportunities of obtaining fiefs. Another point to suggest peacefulness is the fact that Artimenner - a siege engineer - chose to travel to Calradia in search of work. Notable Geroians[] Artimenner Count of Geroia Lezalit Marnid Trivia[] Geroia was first mentioned in Mount&Blade v0.202 - AKA Warrider - as a location beyond the game's southeastern borders, as per Marnid's backstory. In Warband, the world map was expanded and slightly changed. If one were to compare Calradia to real-life Europe, Calradia would now be the equivalent of Western and Central Europe, suggesting that Geroia is somewhere father east, beyond Khergit lands. In Bannerlord, the map of Calradia was again expanded, now stretching from Western Europe to Central Asia - if made equivalent to Eurasia - yet Geroia is still nowhere to be seen, which makes its location rather confusing."
"Ghouls","
The Ghoul face texture. Ghouls were a bandit type and playable race appearing in early versions of Mount&Blade, AKA Warrider. They were removed alongside the undead in early-to-mid versions of Mount & Blade due to the game's focus shifting away from dark fantasy. Contents 1 Description 2 Lore 3 Activating quest 4 Trivia 5 Gallery Description[] Ghouls were actually normal people that have been cursed, either by magic, or by their own inhuman actions. The player would first encounter ghouls during the quest to obtain the hand of a god. The ghouls here were servant-guardians of Ecatha, the witch that held the artefact in question. Later on ghouls were meant to appear as bandit parties, roaming the map. The player would have received a quest where they would hunt down ghoul parties and either bring them in as prisoners, or convince them to peacefully go to Kaga, an asylum-like location, where the ghouls were meant to be treated from the curse. Lore[] “ I had heard about the curse of the ghoul years ago, when I was a child. The legend says that when a man feeds with the decaying flesh of a fellow human his soul gets corrupted and he turns into a creature of darkness. ” — Darsu the Healer Activating quest[] To activate this quest, you need to enable cheats. Press Crtl-F for all locations to show up. Go to Khergit Camp. Talk to the Uruzuge and her father. Her father will tell you to ask Akhad Thell for something to heal her. Go to Serrepa and talk to Akhad. And so the quest begins. Trivia[] Like the Undead, Ghouls would only appear on the map when the respective quest was initiated. The player could also choose to be a Ghoul during character creation. This did not affect anything, as the ghoul face was merely a skin. Gallery[] Talking to UruzugeThe necromancer EcathaGhouls charging into battle"
"Gisim","Gisim Settlement Information Type Village Kingdom NordsSwadia Fortification TihrPraven World Map Mount&BladeGisimTihrTemplate:World Map/Mount&BladeWarbandGisimPravenTemplate:World Map/Warband Gisim is a village initially owned by the Kingdom of Nords in Mount&Blade, and the Kingdom of Swadia in Warband. Layout[] Player Elder Fugitive The Village Elder is located in front of the building on top of the steep hill on the left side from where the player enters, standing before a wooded chair. Gisim is built on a relatively flat spot in very mountainous terrain with moderate tree cover. It has a total of six structures. There are two fields here growing wheat and squash, and a third fenced area which may be an empty farm or animal pen. Garlic strings hang on the wall of one building while another building is surrounded by wagons and wagon wheels, possibly indicating the home of a wainwright. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the first building on the left from where the player enters, standing between the building and the squash farm. 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 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"
"Glaive/Mount&Blade","Glaive GlaivePolearm (No shield)Base value: 352 denarsWeight: 4.5Swing: 38cThrust: 21pSpeed rating: 83Weapon reach: 157"
"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"
"Glunmar","Glunmar Settlement Information Type Village Kingdom Rhodoks Fortification YalenYalen World Map Mount&BladeGlunmarYalenTemplate:World Map/Mount&BladeWarbandGlunmarYalenTemplate:World Map/Warband Glunmar is one of the villages initially owned by the Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is located just within the village, standing at the corner of the building directly through the main entrance. Glunmar is built in a valley with hilly terrain all around and many tall pines in a semicircle to the back. It has a total of seven structures, including a tall look out tower, all surrounded by a high stone wall with only two entrances. Food sources appear somewhat diverse here with fields growing Cabbages and Grapes, a fenced orchard presumably growing the Apples that can be seen in baskets, an oven with sacks of Flour and Bread nearby, stored Beef, several hanging animal skins and a pile of bones, and there is a well located within the village walls. Glunmar has a foreboding atmosphere however, as the front entrance is decorated with many weapons and human skulls. What may be a partially-collapsed mine shaft can be found just to the right from where the player enters, although the interior graphics are semi-transparent and one can see through what should be solid rock. If sent here during a Hunt Down Fugitive quest, the target may be found under a roof on the opposite side of the building from where the Village Elder stands. 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)"
"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"
"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"
"Great Sword/Mount&Blade","Great Sword Great SwordTwo-handedBase value: 1123 denarsWeight: 2.8Swing: 42cThrust: 29pSpeed rating: 96Weapon reach: 120Requires strength: 10Mount&Blade Great Sword Great SwordTwo-handedBase value: 423 denarsWeight: 2.8Swing: 39cThrust: 31pSpeed rating: 95Weapon reach: 125Requires strength: 10Mount&Blade"
"Grunwalder Castle","Grunwalder Castle Settlement Information Type Castle Kingdom Kingdom of Rhodoks Villages Saren Serindiar Sieges with... Ladders Port No Grunwalder Castle is a castle belonging to the Kingdom of Rhodoks. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Grunwalder Castle lies southeast of Jelkala at the tip of the mountain ridge that divides the Khergit Khanate. Its village is Saren which is to the southwest. Warband[] Grunwalder Castle lies east of Veluca. It is on the border with the Kingdom of Swadia further to the east. Its village is Serindiar which is to the northwest at the edge of a forest. Layout[] Player Keep Dungeon Breach Siege[] Besieging Grunwalder Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. The assault of the castle will prove difficult, as it is designed in a manner that gives the defenders a clear ranged advantage, with three points of view looking at the assailants. Besides its design, it is uphill, so the ascent to the actual castle will be slow. Trivia[] According to Bunduk, Grunwalder Castle was named for a war veteran that taught his people how to resist the Swadians that demanded submission from them. Grunwalder was killed, but the castle that was built where he died was named in his memory. Gallery[] 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)"
"Halmar","Halmar Settlement Information Type Town Kingdom Khergit Khanate Villages DusturilZagushPeshmi Sieges with... Ladders Port No World Map Mount&BladeHalmarDusturilZagushTemplate:World Map/Mount&BladeWarbandHalmarPeshmiTemplate:World Map/Warband Halmar is a town initially controlled by the Khergit Khanate. Its initial lord is Alagur Noyan. It is speculated that Halmar is the successor settlement of the town of Jalmarys, given their similar name and close proximity on the map as featured in Mount&Blade II: Bannerlord. Should Jalmarys indeed be the precursor of Halmar, the town's known history would be defined by its status as a provincial stronghold of the Western third of the Calradic Empire. Contents 1 Territory 1.1 Mount&Blade 1.2 Warband 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade[] Its villages are Dusturil and Zagush. Warband[] Its village is Peshmi Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master in Halmar can be found by immediately facing right after selecting 'Take a walk around the streets'. Siege[] Besieging Halmar requires the construction of a siege ladder. Tournaments[] If you take part in a Tournament in Halmar, you will be given the standard equipment and one of the random equipment sets: Standard equipment: Horse Arena Tunic Steppe Helmet Random equipment sets: 10/31 - Lance & Shield 10/31 - Bow & Arrows, Practice Dagger 6/31 - Javelins & Shield 5/62 - Sword & Shield 5/62 - Heavy Sword Economy[] Halmar sells Pottery cheaply. Halmar produces: Ale Bread Leatherwork Oil Pottery Tools Wine Wool Cloth 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"
"Hammer/Mount&Blade","Hammer HammerOne-handedBase value: 7 denarsWeight: 2.0Swing: 14bSpeed rating: 100Weapon reach: 55Mount&Blade"
"Hand Axe/Mount&Blade","Hand Axe Hand AxeOne-handedBase value: 24 denarsWeight: 2.0Swing: 27cSpeed rating: 95Weapon reach: 75Requires strength: 7Bonus against shieldsMount&Blade"
"Hanun","Hanun Settlement Information Type Village Kingdom Vaegir Fortification Nelag CastleNelag Castle World Map Mount&BladeHanunNelag CastleTemplate:World Map/Mount&BladeWarbandHanunNelag CastleTemplate:World Map/Warband Hanun is a village initially owned by the Kingdom of Vaegirs. Layout[] Player Elder Fugitive The Village Elder is located forward into the village center and to the left from where the player enters, standing near a group of barrels. Hanun is next to a narrow stream in a slightly hilly area with a few scattered evergreens. It has a total of seven structures within the village. There is one fenced-in area that is empty save a snowy covering, whether an animal pen or crop field cannot be discerned. The presence of fishing nets are the only obvious sign of a food source. If sent here during a Hunt Down Fugitive quest, the target may be found behind one of the buildings on the left side of the village from where the player enters, near a lone tree. 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"
"Haringoth Castle","Haringoth Castle Settlement Information Type Castle Kingdom Swadia Villages TahlberlNemeja Sieges with... Siege Tower Port No World Map Mount&BladeHaringoth CastleTahlberlTemplate:World Map/Mount&BladeWarbandHaringoth CastleNemejaTemplate:World Map/Warband Haringoth Castle is a castle in the Kingdom of Swadia. It is featured in both Mount&Blade and Warband, albeit situated in different locations. Contents 1 Location 1.1 Mount&Blade 1.2 Warband 2 Layout 2.1 Siege 3 Trivia 4 Gallery Location[] Mount&Blade[] Haringoth Castle lies southwest of Dhirim, alongside the mountain range that divides the Kingdom of Swadia. Its village is Tahlberl, which is nearby to the southeast. Warband[] Haringoth Castle lies southwest of Praven among a forested area. It overlooks a bridge crossing the river that divides Swadia from the Kingdom of Rhodoks. Due to its location, this castle will be one of the first besieged when the Rhodoks go to war with the Swadians. Its village is Nemeja, which is to the west, where it rests in a clearing encircled by trees. Layout[] Player Keep Dungeon Breach Siege[] Besieging Haringoth Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. Trivia[] This castle shares its name with Count Haringoth, its initial owner. Gallery[] 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"
"Hatchet/Mount&Blade","Hatchet HatchetOne-handedBase value: 3 denarsWeight: 2.0Swing: 23cSpeed rating: 97Weapon reach: 60Bonus against shieldsMount&Blade"
"Heavy Crossbow/Mount&Blade","Heavy Crossbow Heavy CrossbowBase value: 349Weight: 3.5Damage: 46pAccuracy: 99Speed Rating: 41Requires Strength: 9Cannot be used on horseback"
"Heavy Lance/Mount&Blade","Heavy Lance Heavy LancePolearmBase value: 130 denarsWeight: 2.75Swing: 16bThrust: 26pSpeed rating: 85Weapon reach: 190Requires strength: 10"
"Heavy Sabre/Mount&Blade","Heavy Sabre Heavy SabreOne-handedBase value: 384 denarsWeight: 1.75Swing: 33cSpeed rating: 96Weapon reach: 96Mount&Blade"
"Hegemony","Hegemony 268bc is a popular mod for Mount&Blade. The game is set in the year 268 BC. The mod adds new items, new troops, a new historically accurate map and the following historically accurate factions: Sarmatia, Roman Republic, Ptolemaic Empire, Dacia, The Germanic tribes, Gaul Federation, Macedon, Seleucid Empire, Hellenic City-states and Tribes of Iberia. Hegemony is now outdated and no longer functions with version 1.011 of Mount&Blade."
"Hero tactics","The following are tactical uses of Heroes from Mount&Blade and Warband that will allow one to optimize their party. Contents 1 Conflict Chart 2 Specialization 3 The Raiding Party 4 An Early Troop Set Up 5 A Second-Half Party 6 See also Conflict Chart[] One first must be aware of which hero hates which other heroes, as these conflicts will decrease morale and make it harder to keep your chosen heroes from leaving the party. However, note that it is possible to keep a hero in your party along with someone they hate if you balance this animosity by also recruiting someone whom the prickly hero likes. There are a few approaches to building a group that is stable over time. There is only one lineup that includes 10 heroes and is stable: Alayen (L: Ymira, DL: Nizar, Marnid) Artimenner (L: Lezalit, DL: Klethi, Jeremus) Baheshtur (L: Rolf, DL: Katrin, Marnid) Borcha (L: Marnid, DL: Deshavi, Klethi) Bunduk (L: Katrin, DL: Lezalit, Rolf) Katrin (L: Bunduk, DL: Baheshtur, Firentis) Matheld (L: Nizar, DL: Ymira, Jeremus) Nizar (L: Matheld, DL: Alayen, Firentis) Rolf (L: Baheshtur, DL: Deshavi, Bunduk) Ymira (L: Alayen, DL: Matheld, Lezalit) If you would like 9 heroes, there are 10 possible lineups: Alayen, Artimenner, Baheshtur, Borcha, Firentis, Jeremus, Lezalit, Rolf, Ymira Alayen, Artimenner, Baheshtur, Bunduk, Katrin, Matheld, Nizar, Rolf, Ymira Alayen, Artimenner, Baheshtur, Deshavi, Firentis, Klethi, Lezalit, Matheld, Rolf Alayen, Artimenner, Baheshtur, Deshavi, Firentis, Klethi, Lezalit, Rolf, Ymira Alayen, Artimenner, Borcha, Firentis, Jeremus, Lezalit, Marnid, Rolf, Ymira Alayen, Baheshtur, Borcha, Bunduk, Katrin, Matheld, Nizar, Rolf, Ymira Alayen, Baheshtur, Bunduk, Katrin, Klethi, Matheld, Nizar, Rolf, Ymira Artimenner, Bunduk, Deshavi, Katrin, Klethi, Lezalit, Marnid, Matheld, Nizar Baheshtur, Borcha, Firentis, Jeremus, Lezalit, Marnid, Matheld, Nizar, Rolf Baheshtur, Deshavi, Firentis, Jeremus, Klethi, Lezalit, Matheld, Nizar, Rolf For a total of eight heroes you can focus on the two distinct loops of conflict, choosing one group of heroes from each loop, with two possible choices each. Choose one group of five and one group of three. Groups of five: Artimenner Borcha Matheld * Lezalit * Rolf * Bunduk Deshavi Klethi Jeremus Ymira Groups of three: Alayen * Baheshtur * Firentis * Katrin Marnid Nizar * means they are Noble. In addition to avoiding conflicts, each group of five has a pair of heroes who like each other (Deshavi and Klethi, Artimenner and Lezalit); the other three members of each group of five like someone in a group of three -- although the groups aren't ""matched"" (Jeremus likes Firentis and Ymira likes Alayen, who are from one group-of-three, while Bunduk likes Katrin, who is from another. Borcha and Matheld like Marnid and Nizar, respectively, but Rolf likes Baheshtur, who is in a different group). There are a total of six noble heroes, all on the left column of the table above. So if you name all nobles as Lords and recruit all the remaining heroes, almost all of them will get on well. Borcha will have a dislike factor of -1 (which may be manageable) and Artimenner will have a dislike factor of -2 (which is not manageable). Specialization[] Each Hero leans toward a specialization. Certain skills will contribute to the party as a whole. However, others are personal or a leader-only specialty, which would be good if they are a Vassal in your kingdom. When a Hero's health falls to 30%, or below, the name will be shown in red text and any of their skills that were aiding the party will not work until they heal back to above 30%. Those with healing abilities should be kept at the bottom of the party list to ensure that they see less battle and therefore are less likely to be wounded too badly to heal others. Common Specializations (note that very high level characters will be able to expand into another specialization): Heavy Hitter (Strength based): Ironflesh, Power Strike, Power Draw. Uses heavy armor and 2 two-handed weapons plus bow and fights on foot (unless there are points for agility/horse archery left over). Alternatively variants include using a Crossbow instead of bow (to save skillpoints in Power Draw) or using a Shield+throwing weapons. Weaponmaster (Agility based): Weapon Master, Shield and Riding or Athletics or Looting. Has just enough strength to enable decent armor and the better one-handed weapons. Fights on foot (Athletics & Looting builds), using a shield and one-handed weapons. A crossbow is also a good idea for the foot variants. The looter in particular should be left in the back with the archers, while the other two can be at the front as Infantry or Cavalry respectively. Horse Archer (Agility based with Strength inclusions): Weapon Master, Riding, Horse Archery. Also needs decent power draw or power throw skill. A riding archer. Bow+Arrows or 2 throwing weapons stacks, 1 Hand weapon and Shield. The trickiest part is balancing between Strength (for the weapon requirements) and agility. If you use crossbows instead don't forget they can only use the lightest ones, which do not pack that much punch. All Intelligence Heroes: One thing about them is that they have about twice the skillpoints as other builds, as each point of intelligence gives one extra skillpoint. What to do with them depends on your overall situation. Training is never a bad idea, as this allows you to quickly upgrade new units without need for combat. You can also make their skills overlap with other heroes, as often you have enough intelligence heroes. They are not very good fighters, so you should level them towards 10 strength, give them a Siege Crossbow and use them as archers. Or totally leave them out of combat and train them via trainer skill/shared experience only. Pathfinder (Intelligence based): Pathfinding, Spotting, Tracking. Allows you to move a lot faster on the strategic map than without them and see enemies before they see you. Very important role for hunting bandits and certain quests. For best effect, combine them with other speed increasing measures. Siege Tactician (Intelligence based): Engineering, Tactics, Training. If you need a castle taken or fief improved, he/she is your man/woman. Since their primary focus is on one Skill, they get the largest amount of spare Skillpoints, which also makes this a good choice for those heroes that already are high level. Doctor (Intelligence based): Surgery, First Aid, Wound Treatment. These guys keep your people alive or get them back on their feet. Surgery greatly reduces the need to recruit and train new troops, while the other two get your heroes back on their feet faster. Leader (Charisma based): As Charisma contains 2/3 Leader Skills, you have two options. Focus on trading only and invest overflowing skill points into other skills, making this hero a trader with wide (but shallow) skill set except for the trading skill. Or groom him/her to become your Vassal later, where Leadership and Prisoner Management are quite useful skills to have. The Raiding Party[] If you get sick of playing the nice-to-peasants honorable knight, you probably want to have ""heroes"" that don't object to the frequent razing of villages in your party. It's also highly profitable, so the incentive for being evil is there. This chart consists only of like minded heroes should help pick your party: Depending on your morale management skills, a -1 dislike factor should be easily manageable. (Jeremus is not listed but he has -1 with Artimenner AND Matheld) An Early Troop Set Up[] The following is an example of a possible hero set up which will work well with early players. All these people will not have problems with each other, and most will willingly raid villages without protests. Additionally, many of them are nobles, allowing you to bestow fiefs upon them from your kingdom later in the game. Using them in your party for the early portion of the game makes them exceptionally powerful as they fight their own battles as your vassals. Alayen: The first early hero that is a blank slate. Could be made into either of the agility or intelligence heroes. Artimenner: A siege tactician. Baheshtur: An amazing horse archer (Starts with horse archery and power draw). A horse, bow, arrows, and two-handed sword is a practical equipment choice. Borcha: Pathfinder Hero. Comes with some riding skill, but otherwise mostly a low level blank slate to be shaped however you need it. Lezalit: While highly skilled with all weapons, his high intelligence makes him a good candidate as the party doctor. However his high initial level means he gets his skills a lot slower. Alternatively you can use him as an agility hero. Matheld: One of the best heroes available, but also one with the hardest decisions to make; she has existing skillpoints for the heavy hitter with Crossbow, any agility (except looter) role. Or you could skill her to become a vassal later (Charisma Hero). Firentis: An excellent heavy hitter or agility hero. His only problem is he is the only hero in this initial group who objects to raiding villages. Simply send him on a reconnaissance trip if you are going to be involved in such dirty work. Obviously not a good choice for looting skill agility variant. Rolf: Joins you on a pretty high level. Good Intelligence, but the only Intelligence role that fits would be Siege Tactician (due to low Skillpoint requirements). Might also pull off leader build. Ideally suited as either Riding, foot Agility Hero, or Strength Hero. As ranged weapon, consider using throwing weapons. Once you have begun your own kingdom, cycle these heroes out of your party and replace them with the others in the game, who are not nobles and thus make a better second-half party. A Second-Half Party[] The following is an example of a possible hero set up which will work well in the second half of the game. While possible, it is not recommended that you begin with this team as its members are weaker and many have issues with raiding villages, a key source of early income. Nizar: Will eventually be one of your best fighters, but can be a bit tricky in the beginning due to his low ability scores. Katrin: While the weakest hero in the game due to her high starting level and wasted skill points in Inventory management, she can become a respectable fighter with enough experience. Recommend equipping her with a crossbow rather than bow so as to save skill points in Power Draw. Marnid: A blank slate character with Merchant Background. Intelligence is high, so he can be the Siege Tactician or he could be another doctor/pathfinder. Alternatively he could be Leader type, but don't forget he is not Noble if you plan to make him a vassal. He, Katrin, and Nizar should be the first part of your team that you pick up when you make Alayen, Firentis, and Baheshtur vassals of your burgeoning kingdom. Ymira: Another blank slate character with high intelligence. She has some pre-existing doctor skills making her very viable as a replacement doctor. Jeremus: Should be used the way he is, as a siege crossbow-wielding doctor. Deshavi and Klethi: One of these two should be the pathfinder. The other can be any agility hero or a backup pathfinder as you choose. Bunduk: Resist the urge to leave him with a crossbow, instead raise his Power Draw skill to match his already substantial Power Strike and Riding abilities to make him a solid fighter. See also[] Strategy and tactics Player tactics Hints"
"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"
"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"
"Hired Blade","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 Bannerlord version, see Hired Blade (Bannerlord). Hired Blade Troop Information Culture Mercenaries Wages 43-23 denars/week Acquired from... Mercenary Swordsman- or -Taverns Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value 204 denars Hired Blades are tier-five mercenary infantry in Mount&Blade and Mount&Blade: Warband. Tactics[] Their fighting ability is comparable to dismounted Swadian Knights and will easily win against equal numbers of Sea Raiders. They wear either a Guard Helmet, a Great Helmet, or a Bascinet, a Haubergeon, Leather Gloves, and either Plate Boots, Iron Greaves, or Mail Chausses. They wield either a Heavy Bastard Sword - which they never use two-handed - or an Arming Sword, both together with a Horseman's Heater Shield in their other hand. Hired Blades are easily picked out on the battlefield due to their unusual appearance - heavily armored and dismounted - but are powerful fighters and not to be trifled with. However, since their relatively small shield makes them vulnerable to ranged attacks, they should be backed up with ranged troops to make them most effective. Hired Blades can carve up almost any opposition in close quarters because of the well-balanced nature of their equipment - not making use of unwieldy two-handers or large cumbersome shields - but they should be protected from cavalry running rings around them, especially Khergit Horse Archers, who can make short work of them. Hired Blades will be the shock troops of a mercenary army, out in front to tie up the enemy while the (usually) larger numbers of Mercenary Swordsmen behind close in to finish the job. They do their job well even for their high recruitment cost and wages - as an added bonus, since they rode horses in early versions of Mount&Blade, they are considered mounted when calculating party speed on the overland map. 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. Hired Blade - Default Stats and Equipment Attributes Stat Points Level 25 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 52 Armor Head Great HelmetGuard HelmetBascinet Body Haubergeon Hand Leather Gloves Foot Plate BootsIron GreavesMail Chausses Skills Skill Points Ironflesh 5 Power Strike 5 Power Throw ? Power Draw ? Weapon Master ? Shield 5 Athletics 5 Riding 3 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 Heavy Bastard SwordArming Sword Ranged None Shield Horseman's Heater Shield Mount None 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"
"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"
"Hrus Castle","Hrus Castle Settlement Information Type Castle Kingdom Kingdom of Nords Villages Rizi Rizi Sieges with... Siege Tower Port No World Map Mount&BladeHrus CastleRiziTemplate:World Map/Mount&BladeWarbandHrus CastleRiziTemplate:World Map/Warband Hrus Castle is a castle belonging to the Kingdom of Nords. It is featured in both Mount&Blade and Warband. Its village is Rizi. Location[] Mount&Blade[] Hrus Castle lies to the southeast of Tihr on a narrow pass wedged between two mountainous peaks. Its village lies to the northwest, at the base of the mountains. Warband[] Hrus Castle lies west of Tihr at the base of the western Nordic peninsula. Its village lies within a forested area to the northeast. Layout[] Player Keep Dungeon Breach Siege[] Besieging Hrus Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. Gallery[] 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"
"Hunting Bow/Mount&Blade","Hunting Bow Hunting BowBase value: 17Weight: 1.0Damage: 15pAccuracy: 99Speed rating: 100Mount&Blade"
"Hunting Crossbow","The Hunting Crossbow is the weakest Crossbow in Mount&Blade and can also be used from horseback. It is the ranged weapon that most character creation choices will give you and packs enough of a punch to kill most bandits with a single well aimed shot to the head. At near point blank range it is capable of penetrating low resistance shields thanks to its high base damage. Warband Mount&Blade See Also Crossbows (List) Ranged Weapons (List) Weapons (List)"
"Hunting Crossbow/Mount&Blade","Hunting Crossbow Hunting CrossbowBase value: 22Weight: 2.3Damage: 28pAccuracy: 99Speed Rating: 47"
"Huntress","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 Huntress Troop Information Culture Mercenaries Wages 5-3 denars Acquired from... Camp Follower Upgrades to... Camp Defender Upgrade Cost 20 denars XP for Kill ? xp Ransom Value 66 denars Huntresses are female mercenary infantrywomen on the path to becoming Sword Sisters. Tactics[] Once Peasant Women have been promoted up to the Huntress level they can join your army without immediately dying, but they are still at risk and must have the support of other troops to help draw enemy fire. They are more vulnerable to infantry, as footmen will face-off against them and repeatedly strike them, whereas mounted units should become distracted by your other units and lose their focus on the Huntresses. If you are training your Huntresses, do not take them into large battles or sieges or they will almost certainly die. A successful promotion of a Huntress will earn you a Camp Defender, the first unit in this troop line that can really be called a soldier. 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. Huntress - Default Stats and Equipment Attributes Stat Points Level 10 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible): Skullcap Body Dress, Leather Jerkin Hand ? Foot (Possible): Wrapping Boots Skills Skill Points Ironflesh ? Power Strike 1 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 85 Two Handed Weapons 85 Polearms 85 Archery 85 Crossbows 85 Throwing 85 Weapons Melee Hatchet, Hand Axe, Voulge, Fighting Pick, Club Ranged (Possible): Light Crossbow, Short Bow, Crossbow, Bolts, Arrows Shield (Possible): Nordic Shield, Hide Covered Round Shield Mount ? 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"
"Ibdeles","Ibdeles Settlement Information Type Village Kingdom Rhodoks Fortification Ibdeles CastleIbdeles Castle World Map Mount&BladeIbdelesIbdeles CastleTemplate:World Map/Mount&Blade WarbandIbdelesIbdeles CastleTemplate:World Map/Warband Ibdeles is a village of Ibdeles Castle, initially owned by the Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is located almost directly forward from where the player enters, in front of a bench on the far side of the village. Ibdeles is set in a deep valley surrounded on all sides with steep hills and scattered pines. It has a total of five structures and a well. A single field can be found between two buildings, though the presence of water troughs suggests it is intended for animals. There are some Wine jugs stored in a shed and a few sacks propped against a wall which may contain Grain, but no other food sources can be seen here. If sent here during a Hunt Down Fugitive quest, the target may be found on the other side of the building to the right from where the player starts. 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)"
"Ibdeles Castle","Ibdeles Castle Settlement Information Type Castle Kingdom Kingdom of Rhodoks Villages Ibdeles Sieges with... Towers Port No World Map Mount&BladeIbdeles CastleIbdelesTemplate:World Map/Mount&BladeWarbandIbdeles CastleIbdelesTemplate:World Map/Warband Ibdeles Castle is a castle belonging to the Kingdom of Rhodoks. It is featured in both Mount&Blade and Warband. Its village is Ibdeles. Location[] Mount&Blade[] Ibdeles Castle lies southeast of Yalen on open land. Its village lies to the southwest. Warband[] Ibdeles Castle lies south of Jelkala on the coastal outcropping in the Rhodok territory. It is surrounded by the ocean, mountains, and the river next to Jelkala, making its location very enclosed geographically. Its village lies to the south opposite a line of trees. Layout[] Player Keep Dungeon Breach Siege[] Besieging Ibdeles Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. The siege tower takes a relatively long time to move into position, leaving your troops vulnerable to ranged attacks. Gallery[] 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)"
"Ibiran","Ibiran Settlement Information Type Village Kingdom Swadia Fortification Derchios CastleUxkhal World Map Mount&BladeIbiranDerchios CastleTemplate:World Map/Mount&BladeWarbandIbiranUxkhalTemplate:World Map/Warband Ibiran is a village initially owned by the Kingdom of Swadia. Its fortification is Derchios Castle in the original Mount&Blade or Uxkhal in Warband. Layout[] Player Elder Fugitive The Village Elder is standing in front of one of the buildings on the right side of the village from where the player starts, near a wooden table and stools. Ibiran is built in a shallow valley in very hilly terrain with moderate tree cover. It has a total of five structures. There are three fields here that have all been harvested, leaving only numerous stacks of straw behind. No evidence of what type of crops were grown or any other type of food can be found in this village. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the building straight forward from where the player starts, standing next to a row of straw stacks. 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"
"Ichamur","Ichamur Settlement Information Type Town Kingdom Khergit Khanate Villages AmashkeAda KulunDirigh Aban Sieges with... Ladders Port No World Map Mount&BladeIchamurAmashkeTemplate:World Map/Mount&BladeWarbandIchamurAda KulunDirigh AbanTemplate:World Map/Warband Ichamur is a town of the Khergit Khanate. Its initial lord is Tonju Noyan. Contents 1 Territory 1.1 Mount&Blade 1.2 Warband 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade[] Its village is Amashke. Warband[] Its villages are Ada Kulun and Dirigh Aban. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master in Ichamur can be located by walking straight forward after selecting 'Take a walk around the streets' and then going up the stairs slightly to the player's right. Siege[] Besieging Ichamur requires the construction of Ladders (2 hours with 10 engineering skill). Tournaments[] If you take part in a Tournament in Ichamur, you can be given any of the following sets of equipment: Javelin & Shield Bow & Arrows, Dagger Lance & Shield All contests start mounted on a Horse. Economy[]
Guild Master location. Ichamur sells Salt for a low price. Ichamur produces: Ale Bread Leatherwork Oil Pottery Tools Spice Wool Cloth The area around Ichamur is often covered in Steppe Bandits. As such, it is quite dangerous for traders and will often be among the ""most affected by bandits"" and ""least visited"" in Calradia. 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"
"Ilvia","Ilvia Settlement Information Type Village Kingdom Rhodoks Fortification VelucaYalen World Map Mount&BladeIlviaVelucaTemplate:World Map/Mount&BladeWarbandIlviaYalenTemplate:World Map/Warband Ilvia is one of the villages initially owned by the Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is located just down the road and to the right from where the player enters, standing in front of a small bench. Ilvia is positioned in moderately hilly terrain alongside a stream and is encircled by a few scattered trees. It has a total of seven structures, as well as a wooden bridge crossing the water. The village has several fields growing grapes, cabbages, squash, and shrubs, as well as one empty field that appears to have already been harvested. Unusual for villages near rivers, there is no evidence for fishing activity here. If sent here during a Hunt Down Fugitive quest, the target may be found in some bushes almost directly in front of where the player enters, standing behind the second building on the left, between the squash and cabbage fields. 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)"
"Inquisition","Inquisition Official Information Capital Unknown Ruler King Harlaus (possibly)Inquisitor Largus The Inquisition was a faction found in early versions of Mount&Blade, chiefly in 0.632. Contents 1 Description 2 Interactions with the player 3 Removal 4 Trivia Description[] The Inquisition was apparently a quest related faction. It consisted of Inquisitor Largus and his Inquisition Knights, which were similar to Swadian Knights. They would speak in an aggressive manner, fanatically opposed to the Devil and anyone they considered his servants. This conflicted with their judgment of people to the point of treating everyone with suspicion and even outright hostility. Interactions with the player[] If the player accepted Jevna's\ Jehna's request to deliver a parcel to her friend in Praven, a band of Inquisition knights would spawn on the map, attempting to intercept the player. When encountered, they would inquire of the player's business with Jevna, and afterwards would demand the package she asked the player to deliver. Regardless of the player's choices during the conversation, they would become hostile, forcing them into a fight. Removal[] Jevna's quest was removed some time between versions 0.632 and 0.704, and without it, the Inquisition Knights lost their purpose. They were still present in 0.704's files, but would not spawn and had no interactions with the player. It is unclear if they were part of a larger quest-line, or made specifically for Jevna's quest. Trivia[] The faction is, quite obviously, based on the medieval Inquisition, which was a group of institutions under the Catholic Church, aimed at seeking out heresy and apostasy. The fanatical devotion to their faith, manifested by the Inquisition Knights in the game, may also be a reference to the Spanish Inquisition of the Renaissance Period, which was infamous for its fanaticism and cruelty."
"Inquisition Knight","Inquisition Knight Troop Information Culture Kingdom of Swadia Wages ? denars/week Acquired from... Prisoners Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? denars Inquisition Knights were a quest-specific unit encountered by the player in older versions of Mount&Blade. Overview[] Inquisition Knights seem to have been a quest-specific variation of the standard Swadian Knight. They would spawn on the overland map as a party called Inquisition and engage the player. Stats and Equipment[] Note: Stats and gear taken from the v0.704 module system - they might have been different in different versions. Inquisition Knight - Default Stats and Equipment Attributes Stat Points Level 25 Strength ? Agility ? Intelligence ? Charisma ? Health ? Armor Head Guard HelmetBascinetHelmet with Neckguard Body Coat of PlatesPlate Armor Hand None Foot Iron GreavesMail Chausses Skills Skill Points Ironflesh 3 Power Strike 3 Power Throw ? Power Draw ? Weapon Master ? Shield 3 Athletics ? Riding 5 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 120 Two Handed Weapons 120 Polearms 120 Archery 120 Crossbows 120 Throwing 120 Weapons Melee SpearBastard SwordGreat SwordMorningstarSword Ranged None Shield Heater ShieldKite ShieldWar ShieldHeraldic Shield Mount ChargerWar HorseHunter"
"Inquisitor Largus","Inquisitor Largus Appears in Mount&Blade Official Information Faction Inquisition Monarch King Harlaus (possibly) Title Inquisitor Culture Swadian (possibly) Religion Calradic religion Character Details Noble Unknown Inquisitor Largus is an npc appearing in early versions of Mount&Blade, chiefly in version 0.632. Description[] If the player accepted Jevna's quest to deliver a parcel to Praven, Largus would spawn on the world map with a retinue of Inquisition Knights, attempting to intercept them. If he caught up to the player, he would interrogate as to their business with Jevna and would demand the parcel. He would refuse to believe the player regardless of their dialogue choices, resulting in a fight. Trivia[] It is unconfirmed if Largus actually appears during Jevna's quest. However, due to fact that he shares his title with the Inquisition Knights, and is not referenced anywhere else in the game files, it is fairly safe to assume that the assumption is correct. In the game files there is an npc named Brother Largus.It is unclear if the two are one and the same, however it is possible that they are, if the Inquisitor are a monastic organization, referring to each other as 'brothers'."
"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"
"Iron Staff/Mount&Blade","Iron Staff Iron StaffPolearmBase value: 202 denarsWeight: 2.0Swing: 25bThrust: 26bSpeed rating: 97Weapon reach: 140"
"Ismirala","Ismirala Settlement Information Type Village Kingdom Vaegir Fortification Ismirala CastleIsmirala Castle World Map Mount&BladeIsmiralaIsmirala CastleTemplate:World Map/Mount&BladeWarbandIsmiralaIsmirala CastleTemplate:World Map/Warband Ismirala is a village initially owned by the Kingdom of Vaegirs. Layout[] Player Elder Fugitive The Village Elder is located in front of the large building at the top of the ridge on the far side of the village from where the player starts, standing next to a bench. Ismirala is set by a stream in a valley with a steep mountainous walls all around it and small tree clusters scattered about. It has a total of eight structures and two wooden bridges over the water, one of which is nothing more than a few planks. There are a couple places where fields probably grow during warmer times, but are buried under snow. Unlike most villages with a stream, there are no signs of a fishing industry here. If sent here during a Hunt Down Fugitive quest, the target may be found behind a building just below the ridge where the Village Elder may be found, standing next to a woodpile. 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"
"Ismirala Castle","Ismirala Castle Settlement Information Type Castle Kingdom Kingdom of Vaegirs Villages IsmiralaIsmirala Sieges with... Ladders Port No World Map Mount&BladeIsmirala CastleIsmiralaTemplate:World Map/Mount&BladeWarbandIsmirala CastleIsmiralaTemplate:World Map/Warband Ismirala Castle is a castle belonging to the Kingdom of Vaegirs. It is featured in both Mount&Blade and Warband. Its village is Ismirala. Location[] Mount&Blade[] Ismirala Castle lies west of Curaw at the border of the Vaegir territory and the Kingdom of Swadia. Its village is nearby to the northeast. Warband[] Ismirala Castle lies west of Curaw at the edge of Vaegir territory. It overlooks a bridge crossing the river flowing to the Kingdom of Nords and the ocean from the many tributaries that divide the Kingdom of Vaegirs. Its village is to the east on the bank of the river. Layout[] Player Keep Dungeon Breach Siege[] Besieging Ismirala Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Trivia[] Lezalit claims to have spent a winter as a drill instructor here, until he was relieved of his duty due to disagreements between himself and the lord over Lezalit's brutal training methods. He blames the incident on Vaegir aversion to discipline. Gallery[] 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"
"Istiniar","Istiniar Settlement Information Type Village Kingdom Rhodoks Fortification Culmarr CastleYalen World Map Mount&BladeIstiniarCulmarr CastleTemplate:World Map/Mount&BladeWarbandIstiniarYalenTemplate:World Map/Warband Istiniar is one of the villages initially owned by the Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is in the middle of the village next to a table and stools, to the player's left if they take the path that splits the village in half from where they start. Istiniar is located in an area with many low hills and evenly spaced trees of moderate abundance. It has a total of six tightly set structures, including a large tower. There are ambiguous number of fields here from three to five depending on what is counted, the three obvious fields are all growing squash, cabbages, and fruit, while a fenced area within one of the fields also has grapes and another fenced area has piles of straw. Within storage sheds can be seen cabbages, fruit baskets, flour, cheese, butter, beef, dried meat, ale barrels, and furs. On a wall near the Elder hangs a large number of garlic strings. If sent here during a Hunt Down Fugitive quest, the target may be found at the base of the tower on the opposite side of the village from where the player starts, standing next to a pile of firewood. 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)"
"Iyindah","Iyindah Settlement Information Type Village Kingdom Swadia Fortification Tevarin CastleSuno World Map Mount&BladeIyindahTevarin CastleTemplate:World Map/Mount&BladeWarbandIyindahSunoTemplate:World Map/Warband Iyindah is a village initially owned by the Kingdom of Swadia. Layout[] Player Elder Fugitive The Village Elder is standing next to a wooden chair on the porch of the largest structure, on the left side from where the player enters. Iyindah is built in a flat valley, surrounded by hilly terrain with moderately dense tree cover. It is very small with a total of six structures as well as a graveyard with many parts of the villages enclosed with low stone walls. There are two fields growing wheat and what may be apple trees, although all of the nearby baskets are empty. On the far side of the village are a couple of wagons and a large number of spare wheels, which may indicate the presence of a wainwright. If sent here during a Hunt Down Fugitive quest, the target may be found behind the walled-in orchard, standing next to the rubble of a small hole in the wall. 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"
"Jamiche","Jamiche Settlement Information Type Village Kingdom Rhodoks Fortification Jamiche CastleJamiche Castle World Map Mount&BladeJamicheJamiche CastleTemplate:World Map/Mount&Blade WarbandJamicheJamiche CastleTemplate:World Map/Warband Jamiche is one of the villages initially owned by the Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is on the far side of the village from where the player enters, standing in front of a bench on top of a wooden balcony. Jamiche is located on a mostly flat plain with sparse tree cover. It has a total of five structures, a few with accessible roofs or higher levels. There are two fields here, one growing wheat and the other has been cleared with only piles of straw left behind. The presence of wagons, spare wheels, wheelbarrows, abundant barrels, and several wood piles may indicate an industry of carpentry. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the same building as the Village Elder, on the far left of the village from where the player enters. 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)"
"Jamiche Castle","Jamiche Castle Settlement Information Type Castle Kingdom Kingdom of Rhodoks Villages Jamiche Sieges with... siege tower Port no World Map Mount&BladeJamiche CastleJamicheTemplate:World Map/Mount&BladeWarbandJamiche CastleJamicheTemplate:World Map/Warband Jamiche Castle is a castle belonging to the Kingdom of Rhodoks. It is featured in both Mount&Blade and Warband. Its village is Jamiche. Location[] Mount&Blade[] Jamiche Castle is southeast of Veluca on the border with the Khergit Khanate. It holds the distinction of being the only non-Khergit castle on the steppes. Its village is nearby to the southwest. Warband[] Jamiche Castle lies east of Jelkala on the border with the Sarranid Sultanate. The ocean and a small mountain separate it from foreign territory. Its village lies to the southwest at the edge of the ocean. Layout[] Player Keep Dungeon Breach Siege[] Besieging Jamiche Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. Location[] 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)"
"Jarid/Mount&Blade","Jarid Jarid(7 / 7)Base value: 209 denarsWeight: 4.0Damage: 33pSpeed rating: 89Requires Power Throw: 2Bonus against shieldsMount&Blade"
"Jarl Aedin","Jarl Aedin Appears in Official Information Monarch King Ragnar Title Jarl Fiefs Tihr Culture Nords Personality Martial Character Background Spouse Lady Jadeth Children Jarl Faarn Lady Miar Jarl Aedin is initially a vassal of the Kingdom of Nords. You may fight him or have him side with you as you help Lethwin Far-Seeker, the corresponding claimant, overthrow King Ragnar and gain control of the kingdom. Family[] Spouse: Lady Jadeth Children: Jarl Faarn, Lady Miar 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[] Jarl Aedin - Default Stats and Equipment Attributes Stat Points Level 22 Strength 15 Agility 14 Intelligence 8 Charisma 16 Health 54 Armor Head Nordic Huscarl's Helmet Body Rich Outfit, Banded Armor Hand Mail Mittens Foot Woolen Hose, Mail Boots Skills Skill Points Ironflesh 2 Power Strike 3 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 1 Riding 3 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics 2 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 3 Trade ? Proficiencies Weapon Type Points One Handed Weapons 130 Two Handed Weapons 130 Polearms 130 Archery 130 Crossbows 130 Throwing 130 Weapons Melee Great Axe Ranged Throwing Axes Shield Heavy Round Shield Mount ? Gallery[] Jarl Aedin in battle gear Kingdom of Nords Monarch: Claimant: King Ragnar Lethwin Far-Seeker 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 Ladies: Lady Aesa Lady Afrid Lady Alfrun Lady Bergit Lady Bryn Lady Dria Lady Eilif Lady Eir Lady Endegrid Lady Glunde Lady Gudrun Lady Herjasa Lady Hild Lady Ingunn Lady Jadeth Lady Kaeteli Lady Loeka Lady Miar Lady Svipul Lady Thera"
"Jarl Aeric","Jarl Aeric Appears in Official Information Faction Kingdom of Nords Title Jarl Culture Nords Character Background Siblings Lady Afrid Jarl Aeric is initially a vassal of the Kingdom of Nords. You may fight him or have him side with you as you help Lethwin Far-Seeker, the corresponding claimant, overthrow King Ragnar and gain control of the kingdom. Family[] Siblings: Lady Afrid 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[] Jarl Aeric - Default Stats and Equipment Attributes Stat Points Level 26 Strength 16 Agility 16 Intelligence 10 Charisma 18 Health 57 Armor Head Nordic Huscarl's Helmet Body Red Tunic, Banded Armor Hand Mail Mittens Foot Blue Hose, Splinted Greaves Skills Skill Points Ironflesh 3 Power Strike 4 Power Throw ? Power Draw ? 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 200 Two Handed Weapons 200 Polearms 200 Archery 200 Crossbows 200 Throwing 200 Weapons Melee One Ranged Shield Heavy Round Shield Mount ? Kingdom of Nords Monarch: Claimant: King Ragnar Lethwin Far-Seeker 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 Ladies: Lady Aesa Lady Afrid Lady Alfrun Lady Bergit Lady Bryn Lady Dria Lady Eilif Lady Eir Lady Endegrid Lady Glunde Lady Gudrun Lady Herjasa Lady Hild Lady Ingunn Lady Jadeth Lady Kaeteli Lady Loeka Lady Miar Lady Svipul Lady Thera"
"Jarl Bulba","Jarl Bulba Appears in Official Information Faction Kingdom of Nords Title Jarl Culture Nords Character Background Parents Jarl IryaLady Dria Siblings Lady Glunde Jarl Bulba is initially a vassal of the Kingdom of Nords. You may fight him or have him side with you as you help Lethwin Far-Seeker, the corresponding claimant, overthrow King Ragnar and gain control of the kingdom. 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[] Jarl Bulba - Default Stats and Equipment Attributes Stat Points Level 35 Strength 19 Agility 19 Intelligence 13 Charisma 22 Health 64 Armor Head Nordic Helmet Body Leather Vest, Banded Armor Hand Scale Gauntlets Foot Woolen Hose, Mail Boots Skills Skill Points Ironflesh 5 Power Strike 6 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 4 Riding 6 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics 5 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 3 Leadership 7 Trade ? Proficiencies Weapon Type Points One Handed Weapons 200 Two Handed Weapons 200 Polearms 200 Archery 200 Crossbows 200 Throwing 200 Weapons Melee Fighting Pick Ranged Throwing Axes Shield Huscarl's Round Shield Mount ? Kingdom of Nords Monarch: Claimant: King Ragnar Lethwin Far-Seeker 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 Ladies: Lady Aesa Lady Afrid Lady Alfrun Lady Bergit Lady Bryn Lady Dria Lady Eilif Lady Eir Lady Endegrid Lady Glunde Lady Gudrun Lady Herjasa Lady Hild Lady Ingunn Lady Jadeth Lady Kaeteli Lady Loeka Lady Miar Lady Svipul Lady Thera"
"Javelin/Mount&Blade","Javelin Javelin(7 / 7)Base value: 75 denarsWeight: 5.0Damage: 28pSpeed rating: 91Requires Power Throw: 1Bonus against shieldsMount&Blade"
"Jayek","Jayek Settlement Information Type Village Kingdom Nords Fortification WerchegAlburq Castle World Map Mount&BladeJayekWerchegTemplate:World Map/Mount&BladeWarbandJayekAlburq CastleTemplate:World Map/Warband Jayek is a village of the Kingdom of Nords. Layout[] Player Elder Fugitive The Village Elder is located straight down the dirt path from where the player enters, across the stone path, standing next to a some steps and a bucket. Jayek is built in an area covered in long, rolling hills and valleys with several trees growing mostly in smaller groups. It has a total of six structures. There are several fields here, one growing squash and another full of some short shrubs, the rest appear to have already been harvested and are full of heaps of straw or hay. There is a very large number of baskets to be found throughout the village, but no evidence of anything to put inside them. If sent here during a Hunt Down Fugitive quest, the target may be found in the shrub field behind the building the Village Elder is standing in front of. 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"
"Jeirbe Castle","Jeirbe Castle Settlement Information Type Castle Kingdom Kingdom of Vaegirs Villages TadsameshMazen Sieges with... Siege Tower Port No World Map Mount&BladeJeirbe CastleTadsameshTemplate:World Map/Mount&BladeWarbandJeirbe CastleMazenTemplate:World Map/Warband Jeirbe Castle is a castle belonging to the Kingdom of Vaegirs. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Jeirbe Castle lies southwest of Reyvadin at the border of the Vaegirs territory and the Kingdom of Swadia. Its village is Tadsamesh which is to the south near a thick forest and quite close to Swadian lands. Warband[] Jeirbe Castle lies northwest of Curaw. It is on the border with the Kingdom of Nords. Its village is Mazen which is to the northest, near a small patch of trees. Layout[] Player Keep Dungeon Breach Siege[] Besieging Jeirbe Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. Gallery[] 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"
"Jelbegi Castle","Jelbegi Castle Settlement Information Type Castle Kingdom Kingdom of Nords Villages Jelbegi Jelbegi Sieges with... Ladders Port No World Map Mount&BladeJelbegi CastleJelbegiTemplate:World Map/Mount&BladeWarbandJelbegi CastleJelbegiTemplate:World Map/Warband Jelbegi Castle is a castle belonging to the Kingdom of Nords. It is featured in both Mount&Blade and Warband. Its village is Jelbegi. Location[] Mount&Blade[] Jelbegi Castle lies far to the south of Tihr, at the border of the Nord territory with the Kingdom of Rhodoks and Swadia to the south. Its village lies quite nearby to the northwest. Warband[] Jelbegi Castle lies south of Tihr in a valley pass between mountains on either side. It is on the border with the Kingdom of Swadia. Its village lies to the northeast at the edge of the mountain range and beginning of a river. Layout[] Player Keep Dungeon Breach Siege[] Besieging Jelbegi Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Gallery[] 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"
"Jelkala","Jelkala Settlement Information Type Town Kingdom Kingdom of Rhodoks Villages DirigseneSerindiarBuvranChelezRuldi Sieges with... Ladders Port No World Map Mount&BladeJelkalaDirigseneSerindiarTemplate:World Map/Mount&BladeWarbandJelkalaBuvranChelezRuldiTemplate:World Map/Warband Jelkala is a town and the capital city of the Kingdom of Rhodoks. Its initial lord is King Graveth. Given its similar name and location on the map, Jelkala is likely to have a connection to - or possibly even be the same settlement as - the Vlandian town of Jaculan as seen 173 years earlier in Mount&Blade II: Bannerlord. Contents 1 Territory 2 Layout 3 Sieges 4 Tournaments 5 Economy 6 Trivia 7 Gallery Territory[] Mount&Blade Its villages are Dirigsene and Serindiar. Warband Its villages are Buvran, Chelez, and Ruldi. Layout[]
Guild master location Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master for Jelkala is located directly behind and to the left of the player when 'Take a walk around the streets' is selected. Sieges[] Besieging Jelkala requires the building of ladders. Tournaments[] Equipment used for tournaments: Mount&Blade Sword & Shield Crossbow & Bolts, Sword Lance & Shield Bow & Arrows Horse (possible) Warband Lance & Shield Bow & Arrows, Dagger Crossbow & Bolts, Sword Sword & Shield Heavy Sword Horse (possible) Economy[] Jelkala buys Iron for a good price and sells Velvet and Dyes cheaply. Jelkala produces: Ale Bread Leatherwork Oil Pottery Smoked Fish Tools Velvet Wine Wool Cloth Trivia[] Pieces of the strange set are located here in Warband but the chest can only be found by using Editing mode. Gallery[] Jelkala entranceJelkala streets 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)"
"Jeremus","Jeremus Appears in Character Details Hire Cost Free Likes Firentis Liked by Firentis Dislikes Artimenner, Matheld, Klethi as Emissary, Robbing Villages, Too Much Fighting, Bring Back Runaway Serfs quest Disliked by Artimenner and Matheld Connections Halmar Noble No Character Background Background University Student Surgeon Jeremus is a foreign surgeon and one of the companions in Warband. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Stats and equipment 7 Trivia Biography[] Jeremus is a foreigner who came to Calradia to offer his medical services. He used to be be a university student, but his criticism of Galerian, a famous doctor who is respected in many universities, led to his expulsion. He now wanders Calradia to take jobs as a surgeon and learn more about medicine on his own terms. One of his previous jobs was treating the lord of Almerra Castle for dropsy, who rewarded Jeremus with gold and a corpse to dissect. According to Jeremus, he was treating a merchant's son in town, but their patient died because the family did not listen to his advice. Because of this, the merchant accused Jeremus of witchcraft and attempted to get the surgeon arrested, but the lord of the town is reluctant to do so. Soon afterwards, he meets the player in the tavern and offers his services for free in exchange for the chance to travel. If he retires, he will head home to share his medical findings with his colleagues, but finds that the universities would rather continue teaching from old books. Personality[] Jeremus is an intellectual man who is critical of traditional methods and practices, especially when they are done in ignorance of how and why they work. Relationships[] Artimenner - Both men hold a mutual dislike for one another. Artimenner believes Jeremus is a fraud for disrespecting Galerian, while Jeremus believes that the engineer should not interfere with his surgeries and both wish for the player to dismiss the other. Firentis - He and Firentis share the same attitude on war, neither of them enjoy killing even if they both believe that fighting is often necessary to bring peace and both of them wish for a better future for Calradia. Matheld - Jeremus dislikes Matheld, as she violently refuses his attempts to treat her and openly announces her ignorance, such as speculating that local villagers are descended from apes. Gameplay[] As a party member, Jeremus has high intelligence and has a fair amount of skill in all three medical skills. His poor combat abilities mean that he should be kept away from the front line, so he can keep your other troops alive and healthy. Jeremus is not of noble birth, so granting him fiefs in Warband costs some relation points with most of the lords of Calradia. Lord Jeremus will then recruit whatever troops are available in his lands, regardless of nationality. Dialogue[] Main article: Jeremus/Interactions Stats and equipment[] Jeremus - Default Stats and Equipment Attributes Stat Points Level 4 Strength 8 Agility 7 Intelligence 13 Charisma 7 Health 45 Armor Head ? Body Pilgrim Disguise Hand ? Foot Nomad Boots Skills Skill Points Ironflesh 1 Power Strike 1 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 2 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 3 Wound Treatment 3 Surgery 4 First Aid 3 Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade 3 Proficiencies Weapon Type Points One Handed Weapons 30 Two Handed Weapons 30 Polearms 30 Archery 30 Crossbows 30 Throwing 30 Weapons Melee Staff Ranged ? Shield ? Mount ? Trivia[] The fictional doctor mentioned by Jeremus, Galerian, might be a direct reference to the real-world Greek physician Galen. Though Jeremus claims that he is familiar with fighting, he possesses the second lowest proficiencies out of all followers, with only Ymira being worse at fighting. This often leads to him being knocked out if he is forced to defend himself from even the weakest enemies. Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira"
"Jesse Hopkins","Jesse Hopkins is the composer of all music for the original Mount&Blade and Warband. Biography[] Jesse Hopkins is a self-taught composer from the Northeast United States, where he composed film scores for student filmmakers, DVDs, live events and television. Hopkins then relocated to the American Southeast and began composing remotely for video games. He now publishes recordings and sheet music under J.S. Hopkins Records and J.S. Hopkins Publishing. With a dedication to compositional craft and its impact on the audience, Jesse Hopkins has composed the scores for more than thirty commercial projects, including Mount&Blade featuring the Russian State Symphony Cinema Orchestra, Mount&Blade: Warband, Gratuitous Space Battles, The Adventures of Shuggy, and the Kaiju Big Battel series. For Mount&Blade II: Bannerlord, ""Homage to Warband"" and ""Warband Travel Homage"" are arrangements of Hopkins' original compositions for Mount&Blade. The action music in Bannerlord also interpolates Hopkins' main theme. Links[] Spotify Page Internet Movie Database Entry"
"Jevna","Jevna Appears in Mount & Blade Official Information Culture Vaegir (possibly) Religion Calradic religionDevil worship (allegedly) Character Details Disliked by The Inquisition Connections Praven Character Background Home Halmar (possibly) Jevna was a quest-giver npc added in Mount&Blade version 0.600, or possibly earlier. Description[] A mysterious woman in Halmar. When spoken to, she would ask the player to delivered a parcel to her friend in Praven. While she admitted to not having any money, she promised that her friend would pay 500 Denars upon receiving the parcel, and even wrote them a note for this very purpose. Agreeing, the player would later encounter a band of Inquisition knights, who claimed Jevna was serving the Devil, and accused her of witchcraft. It is unclear whether or not the accusations are true, however. Trivia[] In the game files her name is sometimes miswritten as 'Jehna'. It is never answered if Jevna is a witch or not. The parcel she asked the player to deliver contained some leaves, and her friend Stulgar refused to explain anything, saying that the player is best not knowing."
"Jousting Lance/Mount&Blade","Jousting Lance Jousting LancePolearmBase value: 158 denarsWeight: 5.0Thrust: 17bSpeed rating: 61Weapon reach: 218"
"Karakhergit","Karakhergit Official Information Faction Khuzait Leader Randomized Fiefs None Tier ? Wealth ? The Karakhergit are a minor clan of the Khuzait. They are nomads keeping to the old ways of the steppe - raiding, pillaging, and small clans - and refusing to settle down.[1] Contents 1 Official Description 2 Background 3 Members 4 Troop Tree 5 Trivia 6 References Official Description[] The Karakhergit are a nomadic clan that has resisted all efforts by the centralizing Urkhunait khans to keep them in one place, give them farmlands and serfs, and force them to give over taxes and military levies. They are treated by the other clans with a combination of envy and contempt. They trade and sometimes even intermarry with their settled brethren, but they also do a limited amount of kidnapping for ransom and raiding of flocks, and scoff at those who would blame them for carrying on with the heroic old ways.[2] Background[] Aside from herding cattle and raiding, the Karakhergit engage in trading by using an argot consisting of Calradic, Darshi, and extensive hand gesturing. In terms of food, they rely on meat - mainly mutton and horse - that they cut into chunks and cook over open coals. Bread, when available, is dipped in sheep fat. They also adopted a dish from the Darshi that consists of salted eggplants soaked in mustard oil. Melon is used as a desert. According to the imperial scribe Asaios, the clan spends the warm summers in the north, on the higher mountain slopes where the grass is thick and lush, while in the winter they migrate south towards the grazing grounds there. Both Karakhergit men and women participate in herding sheep and horses, moving them between pastures - accordingly, many young Karakhergit women carry a bow, a sabre, and a lasso. According to clan member Atun, in the old days when many more steppe tribes were nomadic, it was a lot easier for the clan to find spouses while, nowadays, few settled steppe peoples are willing to send their children to live the hard life on the grasslands. Likewise back in the day, a Karakhergit maiden would not even look at a man until he had slain his first enemy, but she herself nowadays would be willing to settle for a man who has at least injured someone, even though she expects such a marriage to be rocky because, having slain two Khuzait soldiers herself, her potential husband would probably feel inadequate by comparison and would therefore be quarrelsome and engage in excessive drinking. When asked why the Karakhergit would not settle down like the other tribes, she drew the comparison with an eagle that flies across the skies freely and a rabbit that burrows in the ground, implying her people prefer freedom to farming. She also claims Karakhergit pride is insufferable to other Khuzait clans, bringing up an example of how many proud noyans would return from Monghug Khan's wars, laden with expensive loot, only to face the disappointed and pitying looks of skin-clad Karakhergit. Members[] Their leader and membership are randomly generated at the beginning of each game. The only named clan member is currently Atun, whose first and so far only appearance is in the ""Travels in Calradia"" segment of the Bannerlord Digital Companion. Troop Tree[] Karakhergit Troops Karakhergit Nomad Karakhergit Rider Karakhergit Elder Trivia[] In older versions of classic Mount&Blade and Warband, there were two cut bandit-type troops - the Black Khergit Horseman and the Black Khergit Guard - which were also sometimes called ""Karakhergit"". Given the fact ""kara"" means ""black"" in Turkish, it's highly likely they were repurposed for Bannerlord and have continually existed in-universe even if they were ultimately cut in-game. It is possible Nasugei Noyan of the Khergit Khanate in Mount&Blade: Warband is a Karakhergit clan member - his banner features the same bow and three arrows but they are facing upward instead of rightward. Karakhergit lore was slightly expanded upon in the Bannerlord Digital Companion. They were temporarily renamed ""Karakhuzait"" during development. References[] ↑ Bannerlord Dev Blog 09/11/17 ↑ Encyclopedia Calradia, entry ""Karakhergit"" Clans of the Khuzait Major Urkhunait Khergit Arkit Tigrit Harfit Baltait Koltit Yanserit Oburit Minor Karakhergit"
"Karindi","Karindi Settlement Information Type Village Kingdom Vaegir Fortification Yruma CastleYruma Castle World Map Mount&BladeKarindiYruma CastleTemplate:World Map/Mount&BladeWarbandKarindiYruma CastleTemplate:World Map/Warband Karindi is a village initially owned by the Kingdom of Vaegirs. Layout[] Player Elder Fugitive The Village Elder is located in front of the second building to the left straight ahead from where the player starts, standing next to a couple barrels. Karindi is set on hilly terrain with scattered pine trees. It has a total of seven structures. There appear to be three fields here, though they are buried in snow and only have mounds in them which are probably refuse left over from harvesting. If sent here during a Hunt Down Fugitive quest, the target may be found behind the first building to the left from where the player starts, in one of the fields. 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"
"Katrin","Katrin Appears in Official Information Culture Swadia Character Details Found in Random Town Hire Cost 100 denars Likes Bunduk Liked by Bunduk Dislikes Baheshtur, Firentis, Lezalit as Emissary, Hunger, Not Paid, Heavy Casualties Disliked by Baheshtur and Firentis Connections Praven Noble No Character Background Home Uxkhal Background Saleswoman Katrin is a former Swadian saleswoman and one of the companions in Warband. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Stats and equipment Biography[] She was a saleswoman who sold food to armies for over 30 years. She also bore 2 sons who became soldiers but one got killed by a Khergit and other died of pox. While she decided to leave her old business, she still yearn the army life and offer her services as a soldier and hopefully earn some loot for retirement. Personality[] As a woman in her late 40s, Katrin is a rather jaded woman who has keep her strict moral code even after losing her sons to war and sickness. She has a zero-tolerance policy on people that has committed crimes against family, most notably Firentis who accidentally killed his brother, and seems to have a very negative view of non-Calradic cultures as seen with her distrust of the Khergit nomad Baheshtur. Relationships[] Baheshtur - Her superstition makes her distrust Baheshtur's culture and believes his chant is ""raising the dead"". Bunduk - They have a mutual comradery for being war veteran. Firentis - She dislike Firentis for his fracticide and believes it will bring bad luck to the band. Gameplay[] She is a former peddler, selling to armies in particular, and her Inventory Management of 7 supports the claim. When recruited, she tells the player that she had lost everything and, rather than starting over her business as she always did, she instead decided to sell all her wares to pursue other interests. However, her Inventory Management skill is totally useless to you because it's a Leader skill, and provides you with no benefit. Because so many of her points have been pre-invested in this skill, she is one of the least useful heroes until you develop her skills in more beneficial areas. She will bolster the player's Right to rule via a palm reading, claiming that the player's ""King's/Emperor's Line"" is extremely long and that there is a prophecy associated with it. When given a fief, she will recruit whatever troops are available in her lands, regardless of nationality. This decision will also upset most Calradian nobles, as they dislike having a commoner hold fiefs. Dialogue[] Main article: Katrin/Interactions Stats and equipment[] Katrin - Default Stats and Equipment Attributes Stat Points Level 8 Strength 8 Agility 11 Intelligence 10 Charisma 10 Health 49 Armor Head ? Body Leather Apron Hand ? Foot Wrapping Boots Skills Skill Points Ironflesh 3 Power Strike ? Power Throw ? Power Draw ? Weapon Master 1 Shield ? Athletics ? Riding 2 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 7 Wound Treatment 2 Surgery ? First Aid 1 Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade 3 Proficiencies Weapon Type Points One Handed Weapons 70 Two Handed Weapons 70 Polearms 70 Archery 70 Crossbows 70 Throwing 70 Weapons Melee Falchion Ranged ? Shield ? Mount ? Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira"
"Kedelke","Kedelke Settlement Information Type Village Kingdom KhergitKhergit Fortification Unuzdaq CastleNarra World Map Mount&BladeKedelkeUnuzdaq CastleTemplate:World Map/Mount&BladeWarbandKedelkeNarraTemplate:World Map/Warband Kedelke is a village initially owned by the Khergit Khanate. Layout[] Player Elder Fugitive The Village Elder can be found straight into the village, near a campfire, bench, and round table under an awning. Kedelke is situated in a relatively flat area surrounded by many small, but steep hills. It has a total of six structures. There is a wheat field and a cabbage crop along with squash. The village seems to have a very large quantity of hay or straw stockpiled. If sent here during a Hunt Down Fugitive quest, the target may be found standing on the opposite side of the village from where the player enters, next to the cabbage fence. 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"
"Keepmaster Gruham","Keepmaster Gruham Official Information Kingdom Kingdom of Swadia (implied)Neutral (factually) Monarch King Larec (implied) Title Keepmaster Personal Details Gender Male Keepmaster Gruham was a minor character in Warrider aka Mount&Blade v0.202. He would spawn in Dhorak Keep and was supposed to give the player a quest to hunt down the bandits of Dhorak Pass, which were preying on refugees (the refugees being related to another quest, given by Father Larchas). There are no other known interactions with him. This article is a stub. You can help out by expanding it."
"Kelredan Castle","Kelredan Castle Settlement Information Type Castle Kingdom Kingdom of Swadia Villages Nomar Chide Sieges with... Towers Port No World Map Mount&BladeKelredan CastleNomarTemplate:World Map/Mount&BladeWarbandKelredan CastleChideTemplate:World Map/Warband Kelredan Castle is a castle belonging to the Kingdom of Swadia. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Kelredan Castle lies east of Suno near the bridge that connects the two pieces of the Kingdom of Swadia. Its village is Nomar which is nearby to the southwest. Warband[] Kelredan Castle lies northwest of Dhirim. It is on top of a ridge at the border of the Swadian territory with the Kingdom of Nords to the north. Its village is Chide which is nearby to the east. The Kingdom of Nords considers it stolen territory and claims that it's rightfully theirs. Layout[] Player Keep Dungeon Breach Siege[] Besieging Kelredan Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. Gallery[] 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"
"Khergit Arrows/Mount&Blade","Khergit Arrows Khergit Arrows (30 / 30)Base value: 410Weight: 3.5+3 to damage"
"Khergit Bow/Mount&Blade","Khergit Bow Khergit BowBase value: 269Weight: 1.3Damage: 21pAccuracy: 99Speed rating: 95Requires Power Draw: 3Mount&Blade"
"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"
"Khergit Lancer","Khergit Lancer Troop Information Culture Khergit Khanate Wages 42-22 denars Acquired from... Khergit Horseman Upgrades to... N/A Upgrade Cost 40 denars XP for Kill 216 xp Ransom Value 181 denars Khergit Lancers are troops of the Khergit Khanate. They are the most heavily armored troops in the Khergit armies, though the Khergit Veteran Horse Archer is actually the highest-tiered unit. This is a bit strange, as Lancers actually have higher level than Veteran Horse Archers (23 and 21 respectively), as well as higher stats and heavier equipment. Khergit Lancers are approximately equivalent to Swadian Men-at-Arms or Vaegir Horsemen, and cost about the same to maintain. They can be mounted on Coursers, which make them faster than other fourth-tier cavalry but also subject to frequent unhorsing. In the original Mount&Blade, as with all Khergit units, they were usually armed with some form of missile weapon. However in Warband, the Khergit Lancers have been altered to fulfill solely a melee function, and they have lost their ranged capabilities. Some of them now ride heavier Steppe Chargers into battle, and their lack of bows have been compensated with a heavier set of melee weapons. Tactics[] Khergit Lancers are best suited for charging the enemy on open terrain. If you manage to get a lot of them, around 60 or more, you can utterly destroy infantry troops on the battlefield. Some of them have blunt weapons too, so they're well worth the money it takes to upgrade and keep them. Having Nizar in your party isn't out of place among these units, since he starts with a Courser and is great with lances. In fact, with a large party of Lancers, you could even make non-warriors such as Jeremus and Borcha mounted lance warriors and have them level up more quickly. Unfortunately, Lancers are the toughest melee troops the Khergits have. They suffer in comparison to the top tier units from other factions, usually having lower levels, health, skills, and equipment. As long as the Lancers remain mounted, these deficiencies are masked by the speed and toughness of their mounts. However in sieges, these weaknesses are highlighted, relegating Lancers to a second line position behind some heavily armored warriors like Nord Huscarls and a few of your companions, like Rolf or Lezalit. Lancers can excel with some ranged support, like that of Veteran 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. Khergit Lancer - Default Stats and Equipment Attributes Stat Points Level 23 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 46 Armor Head Khergit Guard Helmet, Khergit Cavalry Helmet, Khergit War Helmet Body Khergit Lamellar Vest, Lamellar Armor Hand Leather Gloves, Scale Gauntlets Foot Khergit Leather Boots, Splinted Leather Greaves Skills Skill Points Ironflesh 4 Power Strike 4 Power Throw 2 Power Draw 4 Weapon Master ? Shield 2 Athletics ? Riding 7 Horse Archery 1 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 150 Archery 110 Crossbows 110 Throwing 110 Weapons Melee Heavy Sabre, Spiked Mace, One Handed War Axe, Hafted Blade (a), Hafted Blade (b), Heavy Lance, Lance Ranged ? Shield Round Cavalry Shield, Elite Cavalry Shield Mount Courser, Steppe Charger Troops of the Khergits Steppe Bandit Tribesman Skirmisher Horseman Horse Archer Lancer Veteran Horse Archer"
"Khergit Tribesman","Khergit Tribesman Troop Information Culture Khergit Khanate Wages 1 denar Acquired from... Villages of Khergit originSteppe Bandits Upgrades to... Khergit Skirmisher Upgrade Cost 10 denars XP for Kill 44 xp Ransom Value 37 denars Khergit Tribesmen are troops of the Khergit Khanate. In the original Mount&Blade, Khergit Tribesmen often (but not always) came mounted, however they are never mounted in Warband. They are the only recruit level unit that can use a bow. Tactics[] The best tactic is to upgrade these units as soon as possible. They are terrible at fighting, and Khergit cavalry are far more useful than Tribesmen. They are often armed with a club, which makes them suitable for capturing enemies for ransom, but their fragility makes this risky. However, they do have ranged advantages against Looters. Also, being the only infantry of the Khergit Khanate, they are good for luring enemy troops into premeditated traps and have a mobility advantage against cavalry in hilly terrain. Most importantly, there are many Khergit villages and these men will quickly upgrade to Khergit Skirmishers. Khergit Tribesmen are the most well-armored recruit-tier unit, being the only recruits to wear basic armor rather than common peasant clothing. 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. Khergit Tribesman - Default Stats and Equipment Attributes Stat Points Level 5 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible): Steppe Cap, Nomad Cap Body Leather Vest, Steppe Armor Hand ? Foot Nomad Boots, Khergit Leather Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw 2 Weapon Master ? Shield ? Athletics ? Riding 3 Horse Archery 2 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 Club, Spear Ranged (Possible): Hunting Bow, Arrows Shield ? Mount ? Troops of the Khergits Steppe Bandit Tribesman Skirmisher Horseman Horse Archer Lancer Veteran Horse Archer"
"Khudan","Khudan Settlement Information Type Town Kingdom Kingdom of Vaegirs Villages BhulabanUlburbanUslumShulusTismirr Sieges with... Ladders Port No World Map Mount&BladeKhudanMazenBhulabanUlburbanTemplate:World Map/Mount&BladeWarbandKhudanTismirrUslumShulusShapeshteTemplate:World Map/Warband Khudan is a town initially controlled by the Kingdom of Vaegirs. Its initial lord is Boyar Vuldrat. Contents 1 Territory 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade In classic Mount&Blade, many looters seem to wander between Khudan and Curaw. These are great for anyone who wants to build an all-bandit army or has a large number of manhunters in their party. Its villages are Bhulaban and Ulburban. Warband In Warband, Khudan is usually afflicted by roaming Tundra Bandits, which can be quite a threat to weaker parties. Its villages are Uslum, Shulus, and Tismirr. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master is located directly outside the Tavern. Siege[] Besieging Khudan requires the construction of Siege Ladders. When fighting on the walls, the drop onto the wall is noticeably farther than in other sieges and can prevent troops with short weapons from being able to attack the defenders. Additionally, the mesh around the top of the ramp itself is larger than it appears and many projectiles may be seen floating in the air around it. Tournaments[] Tournaments hosted in Khudan feature the following equipment: Bow & Arrows, Dagger Lance & Shield Javelins & Shield Horse (every participant is mounted) Economy[] Khudan sells furs at a relatively low price and pays a relatively high price for ale. Being near three villages linked to Khudan and some other castle-bound villages, this is a relative high production city. Note that bandits can lower this drastically by attacking the villagers on their way to the town. Khudan produces: Bread Smoked Fish Ale Wine Leatherwork Tools Wool Cloth Pottery Oil 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"
"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 Graveth","King Graveth Appears in Official Information Faction Kingdom of Rhodoks Title King Fiefs Jelkala Culture Rhodoks King Graveth is the initial ruler of the Kingdom of Rhodoks. He starts as the lord of Jelkala. He does like to give towns to himself, but will spread castles and villages more evenly amongst his vassals. If he really likes you, he will give you a lot of fiefs without you needing to ask and will even throw a town in every now and again. It is quite difficult to convince him to give a fief to someone else as he tends to make up his mind and stick to it. King Graveth's side of the attainment of the throne is said from his point of view as legitimate, as the Claimant Lord Kastor of Veluca and King Graveth himself were both candidates for the political election. ""Kings are voted in by a council, which meets in a no-man's land, and weapons are forbidden. During the previous vote, Lord Kastor and Graveth (now king) were the two candidates. While the council was deciding, Graveth appeared wielding a sword, saying that a Swadian raiding party was on its way; and he would leave the council to their fate if they did not elect him King. The council elected him and he saved them. Kastor believes he should be King by default, as Graveth broke the sacred tradition by coming to the field whilst armed."" Kastor later says he will, ""Place the wreath of victory upon his head before removing it from his shoulders."" Stats and equipment[] King Graveth - Default Stats and Equipment Attributes Stat Points Level 35 Strength 19 Agility 19 Intelligence 13 Charisma 22 Health 64 Armor Head Spiked Helmet Body Tabard, Heraldic Mail with Tabard Hand Gauntlets Foot Leather Boots, Splinted Leather Greaves Skills Skill Points Ironflesh 5 Power Strike 6 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 4 Riding 6 Horse Archery ? Looting ? Trainer 5 Tracking ? Tactics 5 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 3 Leadership 7 Trade ? Proficiencies Weapon Type Points One Handed Weapons 220 Two Handed Weapons 220 Polearms 220 Archery 220 Crossbows 220 Throwing 220 Weapons Melee Heavy Bastard Sword Ranged ? Shield Knightly Heater Shield Mount War Horse Gallery[] King Graveth in battle gear Kingdom of Rhodoks Monarch: Claimant: King Graveth Lord Kastor of Veluca Vassals: 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 Ladies: Lady Adelisa Lady Agasia Lady Aliena Lady Anais Lady Aneth Lady Baotheia Lady Brina Lady Calantina Lady Claudora Lady Eleandra Lady Ellian Lady Forbesa Lady Geneiava Lady Gwenael Lady Meraced Lady Miraeia Lady Reada Lady Saraten Lady Timethi Lady Ysueth"
"King Harlaus","King Harlaus Appears in Official Information Faction Kingdom of Swadia Title King Fiefs Praven Culture Swadian King Harlaus is the monarch of the Kingdom of Swadia. He starts as the lord of Praven with 1200 renown. He has no family other than his cousin's daughter, Lady Isolla of Suno. Even though he is old, he is a powerful warrior and at a high level. Harlaus wears Plate Armor and a Knightly Heater Shield, thus making him one of the strongest NPCs in the game. Even though the npc lords' behaviours are randomized, Harlaus often dislikes awarding fiefs to anyone but himself, though this can change as the player's Renown increases. Contents 1 Stats and equipment 2 Early Versions 3 Notes 4 Gallery Stats and equipment[] King Harlaus - Default Stats and Equipment Attributes Stat Points Level 41 Strength 20 Agility 20 Intelligence 15 Charisma 25 Health 67 Armor Head Great Helmet Body Rich Outfit, Plate Armor Hand Gauntlets Foot Blue Hose, Plate Boots Skills Skill Points Ironflesh 6 Power Strike 7 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 5 Riding 7 Horse Archery ? Looting ? Trainer 5 Tracking ? Tactics 6 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 Crossbows 220 Throwing 220 Weapons Melee Heavy Bastard Sword Ranged ? Shield Knightly Heater Shield Mount Charger Early Versions[]
King Harlaus as he appears in Culnmarr Keep in a very early version of Mount&Blade. King Harlaus was the first monarch added to the game. In version 0.202 of Mount&Blade the necromancer Akhad Thell attempted to resurrect and deify the dead King Harlaus, so as to bring forth a new era of eternal peace and prosperity, with the god-king Harlaus at the helm. When the player meets Harlaus, the King is still in his Undead form. Although one of Harlaus' undead knights originally invited the player to join his side, the conversation with Harlaus himself reveals that it was the player character that killed him in the first place, but this took place prior to the events of the game proper. After the conversation Harlaus becomes hostile, and the player must put him down. With his final dying breath Harlaus curses the player character, swearing to one day return again. It is unlikely that the developers, who have stated their intention to remove the pre-release story mythos from the traditional series, will ever reconcile the character of this Harlaus with that of the one in the main series. Conversation with Harlaus after he has been resurrected went as such: ▼ Show/Hide Conversation ▼ ""You! I had not recognized you before... I remember now. You are that traitor who killed me in my sleep... You wretched demon! You disloyal dog! You dare to murder your king! I am your lord! Your master!"" ""You are wrong undead king. I swore loyality to another lord."" ""You've gone completely nuts haven't you?"" ""But you have failed... You can not kill a god you stupid mortal! I have returned to cast my holy anger on you and your kind. I will cleanse this world of your treason even if I have to cut down every living man woman and child."" ""King Harlaus! Look at me! You are not a god, you are just some stubborn undead king and truth be told, I am fed up with you. So pack your worm infested bones, I am going to send you back to your darkness."" ""Argh... This can't be.... Not again..."" ""Stop complaining for once and die will you!"" ""This is not over! I will come back.... Yes, some necromancer somewhere sometime will resurrect me again... Do you hear me... I am going to reign again!"" ""Not this time undead king. I will cut you to a thousand pieces and burn each one of them down. There will be nothing left from you to resurrect."" ""Damn you! Damn you! .... My curse on you warrior! Ancient ones... Dark ones... Hear my death wish... Feel my hatred... I, King Harlaus, ................ curse ...... this mortal... ..... Aarghhhhhh.... .................."" ""Uhm... I hope no dark god heard that one."" ""Mystical place... Lunar eclipse... Curse of the undead king..."" ""What can I say?... Guess I will just have to wait and see..."" ▲ Show/Hide Conversation ▲ Notes[] King Harlaus is one of the most powerful noble lords in the game as he has plate armor and a heater shield. His only family member mentioned is his kingdom's claimant Lady Isolla of Suno (his cousin's daughter, or cousin once removed). He is infamously known for hosting feasts during war, although it makes sense, since feast are used to improve vassal relations with their liege, that does not stop the fans for joking about this tendency. Originally, there was a bug in Floris mod, when, after raiding a Swadian village, all of the player's loot would turn out to be butter. The bug became a running joke with the community, tying into King Harlaus' constant feasting, and him looking obese while wearing his plate armor. This earned him nicknames such as 'the fat king' and 'the Butterlord' (a reference to Bannerlord). This was also further developed into the idea that Swadian cuisine is heavily based on butter, and that butter is the kingdom's main produce and export, among other things. TaleWorlds seems to have taken note of this, making an Achievement for Bannerlord in reference. Gallery[] Closeup of King HarlausHarlaus in the Mount&Blade beta version 0.903.King Harlaus in battle gear Kingdom of Swadia Monarch: Claimant: King Harlaus Lady Isolla of Suno 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 Ladies: Lady Anna Lady Auberina Lady Bela Lady Bernatys Lady Boadila Lady Constanis Lady Elina Lady Elys Lady Enricata Lady Gaeta Lady Irena Lady Johana Lady Magar Lady Melisar Lady Nelda Lady Philenna Lady Sonadel Lady Thedosa Lady Tibal Lady Vera"
"King Larec","King Larec Official Information Kingdom Kingdom of Swadia Monarch King Larec Title Monarch Fiefs Sargoth Personal Details Gender Male King Larec is the ruler of the Kingdom of Swadia in Warrider. Unlike King Harlaus in the later Mount&Blade versions, Larec resides in the Swadian-owned Sargoth. Stats and equipment[] The king wears a leather jacket and nomad boots. Trivia[] King Larec has the same appearance and gear as all the other nobles in the game. Unlike the monarchs in the later versions of Mount&Blade, he has no special interactions. Larechia was a location mentioned in Warrider; it was most likely named after King Larec, and hence possibly referred to the Kingdom of Swadia. Kingdom of Swadia (Warrider) Monarch: Claimant: King Larec King Harlaus Vassals: Count Grimar King Larec Count Haxalye Duke Taugard Count Belicha Count Rhudolg"
"King Ragnar","King Ragnar Appears in Official Information Faction Kingdom of Nords Title King Fiefs Sargoth Culture Nords King Ragnar is initially the king of the Kingdom of Nords. He starts as the lord of Sargoth. You may fight him as you help Lethwin Far-Seeker, the corresponding claimant, overthrow him and gain control of the kingdom. Sometimes he is known as ""Private Landlord"" Ragnar, due to his propensity to give out fiefs along with the political winds, rather than the efforts of the conquerors. Ragnar is a common Nordic name in the countries of Sweden, Denmark, and Norway. He may be specifically named after Ragnar Lothbrok, a semi-legendary Norse king who lived around the 8th and 9th century. Stats and equipment[] When in battle, he wields a Great Axe and wears Cuir Bouilli and a Nordic Helmet. He rides a Hunter. King Ragnar - Default Stats and Equipment Attributes Stat Points Level 41 Strength 20 Agility 20 Intelligence 15 Charisma 25 Health 67 Armor Head Nordic Helmet Body Nobleman Outfit, Cuir Bouilli Hand Gauntlets Foot Leather Boots, Mail Boots Skills Skill Points Ironflesh 6 Power Strike 7 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 5 Riding 7 Horse Archery ? Looting ? Trainer 4 Tracking ? Tactics 6 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 Crossbows 220 Throwing 220 Weapons Melee Great Axe Ranged ? Shield Huscarl's Round Shield Mount Hunter Gallery[] King Ragnar in battle gear Kingdom of Nords Monarch: Claimant: King Ragnar Lethwin Far-Seeker 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 Ladies: Lady Aesa Lady Afrid Lady Alfrun Lady Bergit Lady Bryn Lady Dria Lady Eilif Lady Eir Lady Endegrid Lady Glunde Lady Gudrun Lady Herjasa Lady Hild Lady Ingunn Lady Jadeth Lady Kaeteli Lady Loeka Lady Miar Lady Svipul Lady Thera"
"King Yaroglek","Yaroglek Portrait Full Body Appears in Official Information Faction Kingdom of Vaegirs Title King Fiefs Reyvadin Culture Vaegir Character Background Siblings Valdym (cousin) Yaroglek is the King of the Vaegirs. He usually starts as the lord of Reyvadin. King Yaroglek is the son of the previous monarch, King Burelek. His cousin, Prince Valdym the Bastard, is the kingdom's claimant. Stats and Equipment[] King Yaroglek - Default Stats and Equipment Attributes Stat Points Level 41 Strength 20 Agility 20 Intelligence 15 Charisma 25 Health 67 Armor Head Vaegir War Mask Body Courtly Outfit, Heraldic Mail with Surcoat Hand Gauntlets Foot Leather Boots, Plate Boots Skills Skill Points Ironflesh 6 Power Strike 7 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 5 Riding 7 Horse Archery ? Looting ? Trainer 4 Tracking ? Tactics 6 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 Crossbows 220 Throwing 220 Weapons Melee Military Pick Ranged ? Shield Knightly Kite Shield Mount Hunter Notes[] Of all the monarchs from classic Mount&Blade, he is the most bent on his ways. He will usually grant fiefs to whomever he deems worthy, regardless of what his vassals think. It is best to speak to him directly if you want a fief. 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"
"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 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 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"
"Klethi","Klethi Appears in Official Information Culture Vaegir Character Details Hire Cost 200 denars Likes Deshavi Liked by Deshavi Dislikes Artimenner, Borcha, Marnid as Emissary, Retreating Disliked by Artimenner and Borcha Connections Khudan Noble No Character Background Home UslumMalayurg Castle Background ServantAssassin Klethi is a Vaegir assassin and one of the companions in Warband. Contents 1 Biography 2 Personality 3 Relationships 4 Dialogue 5 Stats and equipment 6 Trivia Biography[] She was born in Uslum, a cold village where it relies meat and fish for survival. She lived between the Vaegir and Khergit land which usually saw wars and fighting over territories. She worked at Malayurg Castle with her mother as a servant and she spent her free time huntiing down mice. Upon seeing her skills, the castle's lord decided to use Klethi as an assassin to kill the lord's enemies. After some time, she freed herself of bondage and became a freelance assassin. One day, she stole her last employer's wife trinket and sought employment elsewhere. She wishes for a stable employment where she also can loot corpses. She met the player in the tavern and offers her services. If she retires from the party, she will return to her job as a freelance assassin. Personality[] Klethi is an impulsive, bloodthirsty, and oftentimes cruel young woman, but she is not without empathy, and is loyal to those she cares about. Relationships[] Artimenner - Klethi dislikes Artimenner for his engineering charts and diagrams, as she does not understand them and believes him to be practicing witchcraft. Borcha - Klethi dislikes Borcha for judging her for gutting enemy combatants after battle to search for hidden loot. Deshavi - Klethi empathizes with Deshavi, and is angered by the terrible things that have been done to her. Dialogue[] Main article: Klethi/Interactions Stats and equipment[] Klethi - Default Stats and Equipment Attributes Stat Points Level 2 Strength 7 Agility 11 Intelligence 8 Charisma 7 Health 44 Armor Head ? Body Peasant Dress Hand ? Foot Nomad Boots Skills Skill Points Ironflesh 1 Power Strike 1 Power Throw 3 Power Draw ? Weapon Master 1 Shield ? Athletics 2 Riding ? Horse Archery ? Looting ? Trainer ? Tracking 2 Tactics ? Path-finding 2 Spotting 2 Inventory Management 2 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 Crossbows 80 Throwing 80 Weapons Melee Dagger Ranged Throwing Knives Shield ? Mount ? Trivia[] Though Klethi claims that she is checking for hidden gold in her post-battle dialogue about Borcha, she does not possess any skill in looting. Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira"
"Knife/Mount&Blade","Knife KnifeOne-handedBase value: 4 denarsWeight: 0.5Swing: 21cThrust: 13pSpeed rating: 110Weapon reach: 40Can't be used to blockMount&Blade"
"Knobbed Mace/Mount&Blade","Knobbed Mace Knobbed MaceOne-handedBase value: 98 denarsWeight: 2.5Swing: 21bSpeed rating: 98Weapon reach: 60Mount&Blade"
"Knudarr Castle","Knudarr Castle Settlement Information Type Castle Kingdom Nords Villages VayejegMechin Sieges with... Ladders Port No World Map Mount&BladeKnudarr CastleVayejegTemplate:World Map/Mount&BladeWarbandKnudarr CastleMechinTemplate:World Map/Warband Knudarr Castle is a castle belonging to the Kingdom of Nords. It is featured in both Mount&Blade and Warband. Contents 1 Location 1.1 Mount&Blade 1.2 Warband 2 Layout 2.1 Siege 3 Trivia 4 Gallery Location[] Mount&Blade[] Knudarr Castle lies southeast of Sargoth, near a bridge leading to the Kingdom of Vaegirs territory. Its village is Vayejeg, which is to the southwest. Warband[] Knudarr Castle lies southeast of Sargoth, alone on the other side of the serpentine river flowing through Nordic territory. It is closer to the Kingdom of Swadia than any other Nordic structures. Its village is Mechin, which is within a forest to the northeast. Layout[] Player Keep Dungeon Breach Siege[] Besieging Knudarr Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. On besiegers' view, a backdoor is open wide on the left side of castle wall. By this route, soldiers can enter into the castle without any difficulty. Enemy AI cannot use this method, which makes defending the castle relatively easy. Trivia[] This castle shares its name with Jarl Knudarr. Gallery[] 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"
"Kradus","Kradus Official Information Faction Neutral Title Champion Character Details Likes Lances Character Background Background Arena fighter Kradus is a tournament fighter who participates in many of the same tournaments as the player. Kradus, despite his aged appearance, is an extremely skilled fighter in all forms of weapons, with 270 points in every weapon type. He has high health and is one of the most dangerous participants in tournaments, regardless of the equipment he is given. 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. Kradus - Default Stats and Equipment Attributes Stat Points Level 43 Strength 15 Agility 15 Intelligence 4 Charisma 4 Health Armor Head ? Body Padded Leather Hand ? Foot Hide Boots Skills Skill Points Ironflesh 7 Power Strike 5 Power Throw ? Power Draw 4 Weapon Master ? Shield 3 Athletics 4 Riding 4 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 270 Two Handed Weapons 270 Polearms 270 Archery 270 Crossbows 270 Throwing 270 Weapons Melee ? Ranged ? Shield ? Mount ? Trivia[] In early versions of Mount&Blade, he could be found in Zendar's tavern along with Xerina and Dranton. He would tell the player of his favourite weapon - the lance."
"Kulum","Kulum Settlement Information Type Village Kingdom Nords Fortification SargothTihr World Map Mount&BladeKulumSargothTemplate:World Map/Mount&BladeWarbandKulumTihrTemplate:World Map/Warband Kulum is a village of the Kingdom of Nords. Layout[] Player Elder Fugitive The Village Elder is located on the far left side of the village from where the player enters, standing next to a table set with pottery. Kulum lies on relatively flat land with low hills and fairly heavy tree coverage while a small stream divides the village in half. It has a total of six structures, as well as a small wooden bridge connecting the village over the water. There are several fields here, one growing cabbages, one squash, one is full of shrubs, and one is cleared with only piles of hay or straw remaining. A fenced-in area behind some of the buildings is probably an animal pen, though it is empty, and a net in the water is probably used to catch fish. There seems to be a picnic spread next to a campfire by the watermelon patch set with chicken as well as bread stored in a basket. There is a fenced graveyard a short distance away from the village. If sent here during a Hunt Down Fugitive quest, the target may be found on the other side of a thick tree, standing next to the graveyard. 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"
"Kwynn","Kwynn Settlement Information Type Village Kingdom Nords Fortification SargothCurin Castle World Map Mount&BladeKwynnSargothTemplate:World Map/Mount&BladeWarbandKwynnCurin CastleTemplate:World Map/Warband Kwynn is a village of the Kingdom of Nords. Layout[] Player Elder Fugitive The Village Elder is located between the two buildings up the hill to the right from where the player enters, standing next to a woodpile and stool. Kwynn is set on very uneven terrain, with many hills of inconsistent heights, as well as a large number of trees and shrubs. It has a total of five structures and a large, but very decrepit, stone wall in the middle of the village. There is an apple tree farm here and the numerous empty baskets strewn throughout the village implies it plays a significant role, but an invisible barrier makes it inaccessible to the player. If sent here during a Hunt Down Fugitive quest, the target may be found next to a woodpile on the right side of the apple farm. 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"
"Lady Isolla of Suno","Lady Isolla of Suno Appears in Official Information Faction Kingdom of Swadia Title Claimant Culture Swadian Character Background Parents King Esterich Lady Isolla of Suno is the claimant to the throne of the Kingdom of Swadia. She was the only child of King Esterich who had named her as his heir. Isolla claims that he had named her many times, in front of nobles and lords, and it was quite common in Swadia for rulers to be female. In fact, the most famous Swadian rulers were female. However, her father's cousin Harlaus took the throne, protesting that only a madman could name a woman as an heir. Harlaus counters by stating that the kingdom needs a strong leader to protect its people, and while there are stories about Swadian warrior queens, they all end with the Swadian army crushed, and its people broken. He invites the player to discuss stories about princesses when Swadia's enemies have been vanquished and its people are safe. This, however, is not possible, as if Swadia takes over the entirety of Calradia, Isolla will have left Calradia. As a claimant, she will also leave Calradia if Swadia has been defeated as there is no kingdom left to rule. Gallery[] Lady Isolla of Suno in starting equipment Kingdom of Swadia Monarch: Claimant: King Harlaus Lady Isolla of Suno 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 Ladies: Lady Anna Lady Auberina Lady Bela Lady Bernatys Lady Boadila Lady Constanis Lady Elina Lady Elys Lady Enricata Lady Gaeta Lady Irena Lady Johana Lady Magar Lady Melisar Lady Nelda Lady Philenna Lady Sonadel Lady Thedosa Lady Tibal Lady Vera"
"Lance/Mount&Blade","Lance LancePolearmBase value: 110 denarsWeight: 2.5Swing: 16bThrust: 26pSpeed rating: 88Weapon reach: 180"
"Larechia","Larechia was a location mentioned in early versions of Mount&Blade - specifically v0.202, also known as Warrider. Background[] In the early versions of Mount&Blade, Larechia was a location mentioned by Marnid during his backstory dialogue. He claimed to have been headed there to trade before his caravan got ambushed by the Khergit and then betrayed by its own guards. In later versions, his destination was changed to Sargoth. No other mentions of Larechia, nor any other information on it are known. Trivia[] It is possible that 'Larechia' was an in-universe, albeit colloquial, name for the Kingdom of Swadia, seeing as King Larec ruled it in older versions. This seems to be confirmed by the fact that, between v0.202 and v0.860, Marnid's destination was changed to ""Harlausia"", with King Harlaus replacing King Larec as Swadia's ruler."
"Lerias Welon","Lerias Welon Official Information Kingdom Kingdom of Vaegirs (formerly) Monarch Prince Kurzak (formerly) Title Leader of Peasant Rebels Personal Details Gender Male Lerias Welon is a character appearing in Warrider, version 0.202 of classic Mount&Blade. Lerias was the leader of the Peasant Rebels of Serrepa. The player would meet him during one of the quest for one of the two joinable kingdoms. If the player sided with the Kingdom of Vaegirs, they would be sent to negotiate with Lerias. If they side with the Kingdom of Swadia, they will be assigned to escort Captain Rucas, who will do the negotiating. Either way, it can be assumed that both kingdoms had sent their own envoys regardless of who the player sided with. Although originally distrusting of the envoys, Lerias agreed to negotiate. If the player sided with the Vaegirs, Lerias would demand an official document from Count Aolbrug that promised amnesty to the rebels and additional rights for peasants. If the player sided with the Swadians, Lerias would agree to swear loyalty to them in exchange for their military support against the Vaegirs and other benefits. Regardless of which kingdom the player sided with, neither keeps their promises and Lerias and the rebels are ultimately killed or imprisoned. Upon learning the rebellion was deceived, Lerias gathers a group of peasant rebels and challenges the player, accusing them of being a liar. If he survives the ensuing fight, he is devastated by the realization that the peasants will never be free and the rebellion was pointless. After that, he is taken to prison. His further fate is unknown but it can be assumed he is eventually executed."
"Lezalit","Lezalit Portrait Full Body Appears in Official Information Culture Geroia Character Details Found in Taverns Hire Cost 400 denars Likes ArtimennerHungerHeavy battle casualties Liked by Artimenner Dislikes BundukYmiraBorcha as emissaryRetreating Disliked by BundukYmira Connections Dhirim Noble Yes Character Background Home Geroia Background Military Instructor Noble Gender Male Parents Geroian Count (father) Lezalit is a Geroian military instructor noble and a companion in Mount&Blade: Warband. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Stats and Equipment 7 Trivia Biography[] Lezalit is the second son of a Geroian noble, and without an inheritance, decided to seek opportunities in Calradia as a military instructor. One time, he spent a winter attempting to train Vaegir soldiers in Ismirala Castle, but failed due to the Vaegirs' dislike for discipline. When he is first met, he explains that he was training the local garrison, but the lord of the town disliked Lezalit's harsh methods and fired him. After this, he started looking for new employment and found the player. Personality[] Lezalit has a strong dislike for disorder and insubordination, which he tries to correct through aggressive use of harsh disciplinary methods, as he believes that fear is among the most important motivators at a commander's disposal. He holds similar opinions on the rules of feudal hierarchy, but he is not opposed to deposing what he sees as weak kings that do not live up to their titles. Relationships[] Artimenner - Lezalit is impressed with Artimenner's professionalism in the battlefield, which suits Lezalit's military mind. Bunduk - Lezalit hates Bunduk for not obeying his orders in the battlefield and disrespecting him. Ymira - He and Ymira had an argument about his treatment of soldiers as Ymira opposed his use of torture and execution as means to enforce discipline. He dislikes when his authority is questioned. Gameplay[] His starting equipment is not great, but he does have high skills in Power Strike, making him a useful melee warrior (mounted or infantry). A crossbow would be a good ranged option if you keep him as infantry as it does not require spending extra points in Power Draw. Lezalit should have his intelligence boosted to increase his already-high Trainer skill. He also has a reasonably high starting training skill level, which can make him useful for low-level characters or to those who wish to avoid spending points in this area. If elevated to lordship, Lezalit enjoys claiming fiefs for himself and will take a massive reputation loss when he or his closest friends don't get one. This can make him a difficult lord to manage as a monarch. Dialogue[] Main article: Lezalit/Interactions Stats and Equipment[] Lezalit - Default Stats and Equipment Attributes Stat Points Level 5 Strength 9 Agility 8 Intelligence 11 Charisma 8 Health 46 Armor Head ? Body Nobleman Outfit Hand ? Foot Nomad Boots Skills Skill Points Ironflesh 1 Power Strike 3 Power Throw ? Power Draw ? Weapon Master 3 Shield 1 Athletics 1 Riding 2 Horse Archery ? Looting ? Trainer 4 Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership 2 Trade ? Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Crossbows 100 Throwing 100 Weapons Melee Short Sword Ranged ? Shield ? Mount ? Trivia[] While Lezalit shows that he has good ideas about troop composition in his dialogue, he does not possess the Tactics skill. Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira"
"Light Crossbow/Mount&Blade","Light Crossbow Light CrossbowBase value: 67Weight: 2.5Damage: 34pAccuracy: 99Speed Rating: 45Requires Strength: 8"
"Light&Darkness","""Give us images or taste steel"" This article does not have any images.Please help the M&B Wiki by uploading one! Light&Darkness is the name of multiple mods with the same story-line based in the original Mount&Blade map with a High Fantasy Setting. The series contains many new additions over the native game, including an actual plotted story-line; something that even many of the most popular mods don't have. New Game Play Features[] An actual plot The horse armor combining system The Weapons and Armors repair system A new-and-somewhat-improved camping system Blackjack in the tavern. More and stronger heroes: Four modified veterans, the Zendar Trifecta (Xerina, Dranton and Kradus), the three Generals of the Durhua Empire, and two new and unique heroes The three unique evil heroes; Fenrir, Hel, and Jormungand The Mysterious Bandit Leaders: Oguma of the Tundra, Melva of the Forest, Nabaer the Pirate and Black Khergit Baheshtur Khan The Energy Bar which is in turn, related to energy strikes and various abilities. A remote Horse Market (Mid-Game) Unique Weapons/Armors/Horses Unique Items Dungeons The Almighty Shield of Fate The return of Zendar and the Dark Knights The Sixth Faction: The Dark Empire New Character Creation System Epic Intro Power Gems (only 4 in first chapter) Unique flaming sword (after completing certain quest) Special rewards in arena melee fights (can be added by paying a certain amount of denars before the melee fight) Create your own banner using the banner creating system A map during battle which indicates your and enemies troop location Unique Merchants (one of which sells guns) In total 7 factions can be made (the 5 original, Durhua Empire, and the player's faction) Unique companion abilities (ranging from increased damage to massive energy blasts) A unique ability for the player to discover Unique Mirror of Truth (which can be obtained after completing a part from the mainline quest) A National Tournament (during manline quest) And An Epic Adventure Chapter One: A Teaser[] The character creation in Light and Darkness is not in the same style as the original game's ""construct your history"", but instead in a small survey of questions regarding your morals, your tactics and your values (for example, ""Your company is surrounded by enemies. You...."") Upon creating your character, a small cutscene plays where the player is introduced to the history of Calradia. The main things to take note of during the scrolling text is the creation of the Durrhea Empire by foreign invaders. After that, a Fire Emblem-esque opening introduces you to the factions of Calradia, which excludes the Sarranids. Your player will experience a dream where he/she is dressed in an ornamental churburg wielding a flaming sword and a golden shield. The player in the dream will appear to be blasted by a fireball from a mage on the top of a dark spire before waking up. Going downstairs and talking to Suker, the tavern keeper, will reveal that a caravan dropped you off at the tavern, but due to drinking too much, you slept through their exit from Zendar. They used your money to pay for the bill, and in order to regain your lost coin, you can take a manhunting job from the Constable Hareck, who has put a bounty on the heads of the nearby River Pirates (100 gold a party). You can also talk to Marnid in the tavern, and once you are eligible, recruit him. Going into the main square of Zendar will introduce you to the characters Shoey (a young girl who can tell you the history of the town and rumours), Pain (the horse merchant and race-manager), Prince the tournament master, Guy the trainer, Fat Robin the weaponsmith, Alix the armorsmith, and the general goods store merchant. You can accept various quests from all of them, of which rewards can vary (from a repeating crossbow to a brick). In order to enlist into the manhunting job, train with master Guy and defeat the first two tiers of fighters (Novice and Regular), or defeat the first tier and win a tournament from Prince. Once these requirements are met, you can talk with Hareck to accept the job. When prompted, you can either say that you have never done a manhunter job before, or that you have experience with hunting bandits. The first option will put you in a manhunter party, where defeating the first 5 (25% completion) bandit parties is risk-free, and the second option will have Hareck send you on your own manhunter party upon which you can accept quests from Alix (bring 25 Nomad Armors to him for a corrazina), Fat Robin's quest (retrieve a Fire Spar for a variety of choices for high-tier weapons), and Ramun to find Borcha, an expert tracker. Guy in question, upon defeating all tiers of his training, will give you a Clue that can put you on a quest to retrieve a scroll which grants a powerful ability (one which I won't spoil). Either way, when you are sent on your way to hunt the River Pirates on your own, you should always retrieve Borcha from the prison in Rivacheg (go to the castle hall and go straight instead of taking the stairs). The town will be blocked by a guard, and you can either pay up or pass a speech-check involving either intelligence, charisma or strength to get the guard out of your way. You will need prisoner management to get Borcha out of the prison, and at least 50 denars. Borcha will be added to your prisoners list. Initiate dialogue and recruit him. It is usually a good idea to hunt the River Pirates and get the Nomad Armors for the Armorsmith Alix to get the Corrazina, an armor on-par with medium-high tier armors. Upon reaching 50% completion, Suker the tavernkeeper will send a messenger to you and ask for your help. His request is this: a group of suspicious pilgrims have went past Zendar with prisoners and are heading to Wercheg (presumably for the port). He asks you to get rid of them and will award you with a certificate (which will be useful later) and the chance to get a book which can grant you 5 extra Charisma. The Pilgrims, upon connecting with their party on the map will reveal that the pilgrims are quite fanatical, and that Ymira, among others, are prisoners of them. Initiate combat. Typically, the fight shouldn't be too much of a problem since a), you should have the corazzina, which is enough armor to completely negate their weapons (staves and daggers), and b) their unit strength is comparable to that of a recruit, perhaps worse. Once the pilgrims are defeated, Ymira will, quite distressingly, direct you to a valley near Dhirim, where the rest of her family was taken to be ""sacrificed"". It is also recommended to recruit the 30 Refugee prisoners from the Pilgrims as they can upgrade to medium-tier crossbow units with repeating crossbows (extremely efficient) and eventually to top-tier horse archers and infantry. Beat the pilgrims in their hideout and one last pilgrim will reveal himself as a worshipper of ""Mehdiuz"" before dying. Ymira, distressed by the death of her parents, will join your party and is quite a competent medic. You can also retrieve the Fire Spar when looting the hideout. Return to Suker for a Certificate of a Knight, and go to Guy for a book that can increase your Charisma. Also, return to Fat Robin for a reward. The rewards are as follows: a masterwork bastard sword that can increase your powerstrike, a masterwork Khergit Cavalry Bow, several throwing spears that can increase your powerthrow, a spear that can increase your powerstrike and finally, a repeating crossbow (used by the Camp Defenders, the Female Warriors, and the Sword Sisters, the troops from the Refugee line). Typically, the crossbow is the optimal decision, due to several reasons. First, the crossbow is triple-shot and does competent damage (able to kill most Sea Raiders with two bolts), can be used on horseback, and has no requirement other than strength (compare that to the Masterwork bow, which requires 7 powerdraw). Bring the news of the pilgrims to Count Arrasies (the lord of Zendar), and he will initially appear shocked. He will then dismiss you to continue the manhunting job for Hareck Continue hunting River Pirates. upon reaching 100% completion, speak with Constable Hareck. He will redirect you to Arrasies which will task you to hunt down the Sea Raider leader Nabaer. This is the first real challenge the player will face. Nabaer has around 70 troops, of around 20 are Pirate Kings, heavy shock infantry. Nabaer himself is a force to be reckoned with, but has no competent archers or cavalry of any kind. The most effective strategy is to buy some Tools and build a troop ""in Camp => Prepare for Battle => Set a Trap). Setting effectively sets down a ""killzone"" on the battle map once you are within range of it. You can activate the trap to effectively wipe out 60% if Nabaer's force. You can then take your rescued Refugees, who have hopefully upgraded to Female Warriors and Camp Defenders and watch the rest of Nabaer's troops fall to the repeating crossbows. Upon finishing the fight, Borcha will find a small golden medallion, the Medal of Heroes. It will increase your Leadership and Charisma, and upon showing it to Arrasies with news of your defeat of Nabaer, will prompt him to start a cutscene if which he explains to you that that medallion belonged to the legendary hero Leon, who united Calradia and forced out an ancient empire, the Durhua Empire and its worship of the Dark God Mehdiuz when it conquered all of Calradia and forced it into endless bloodshed and tyranny. Arrasies will remark that the medallion appearing after worshippers of Mehdiuz kidnapping sacrifices can't be a coincidence, and also informs you of a legend about 5 gems, that when paired with the medallion, bought Leon the power he needed to take back Calradia. Arrasies states that Zendar was called the ""Horn of Calradia"" due to its role in warning Calradia of foreign threats and dispatches the player on a mission to warn the kings of each faction. From there, your objectives fracture in each direction. With the revelation of the medallion of Leon, you could attempt to find the 5 gems, or you could address the threat of the Durhua directly and hunt down the pilgrims while warning the five kings. However many options there are however, one thing is clear. The Durhua Empire will return. External links[] Chapter One Link"
"Light Lance/Mount&Blade","Light Lance Light LancePolearmBase value: 89 denarsWeight: 2.5Swing: 16bThrust: 27pSpeed rating: 90Weapon reach: 175"
"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"
"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"
"Long Bow/Mount&Blade","Long Bow Long BowBase value: 145Weight: 1.8Damage: 22pAccuracy: 99Speed rating: 82Requires Power Draw: 3Mount&Blade"
"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"
"Lord Pelagnar","Lord Pelagnar Official Information Kingdom Kingdom of Swadia Monarch King Harlaus Title Vassal Personal Details Gender Male Lord Pelagnar was a Swadian Lord in early Versions of Mount&Blade but was later removed. Kingdom of Swadia Monarch: Claimant: King Harlaus Lady Isolla of Suno 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 Ladies: Lady Anna Lady Auberina Lady Bela Lady Bernatys Lady Boadila Lady Constanis Lady Elina Lady Elys Lady Enricata Lady Gaeta Lady Irena Lady Johana Lady Magar Lady Melisar Lady Nelda Lady Philenna Lady Sonadel Lady Thedosa Lady Tibal Lady Vera"
"Lord Prescan","Lord Prescan Official Information Kingdom Kingdom of Swadia Monarch King Harlaus Title Vassal Personal Details Gender Male Lord Prescan was a Swadian lord in early versions of the original Mount&Blade, and was later removed. Kingdom of Swadia Monarch: Claimant: King Harlaus Lady Isolla of Suno 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 Ladies: Lady Anna Lady Auberina Lady Bela Lady Bernatys Lady Boadila Lady Constanis Lady Elina Lady Elys Lady Enricata Lady Gaeta Lady Irena Lady Johana Lady Magar Lady Melisar Lady Nelda Lady Philenna Lady Sonadel Lady Thedosa Lady Tibal Lady Vera"
"Lord Regos","Lord Regos Official Information Kingdom Kingdom of Swadia Monarch King Harlaus Title Lord Personal Details Gender Male Lord Regos was a vassal of the Kingdom of Swadia in early versions of the original Mount&Blade but was later removed. He may have been re-added as Lord/Count Regas later on. Kingdom of Swadia Monarch: Claimant: King Harlaus Lady Isolla of Suno 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 Ladies: Lady Anna Lady Auberina Lady Bela Lady Bernatys Lady Boadila Lady Constanis Lady Elina Lady Elys Lady Enricata Lady Gaeta Lady Irena Lady Johana Lady Magar Lady Melisar Lady Nelda Lady Philenna Lady Sonadel Lady Thedosa Lady Tibal Lady Vera"
"Luck","Luck is a stat in Mount&Blade and Warband. It basically plays the role of the player aging and becoming less capable as a warrior in their prime. At the beginning of a new game, Luck is set to 200 and ticks down by 1 every 180 hours (7.5 days). There is no way to restore Luck or change the rate. Luck determines the chance of a player receiving a permanent injury in battle, which will inflict a penalty to their attributes. Every time the player is defeated in battle, the game will generate a random number between 0-100. If the random number is higher than their current Luck, they will receive a permanent injury. It is important to note that the random number is generated only when the player suffers a defeat which reduces them to 5 hp or less (the ""wounded"" hp threshold, found in 'module.ini'): therefore, the First Aid skill becomes crucial in the late game in order to avoid suffering permanent injuries. Since the maximum randomized number is 100 and Luck starts at 200, a player will never receive a permanent injury until after 757 days have passed. When a player considers retiring, they will be informed of how long they have played and their remaining Luck. Effect of losing a point for each different attribute[] Not every attribute point loss has the same impact on the player character. When an attribute point is lost, it does not merely translate into a ""visual"" number change: in fact, it imitates the effects of a level up, however reversed. Losing Strength: Losing Agility: Losing Charisma: Losing Intelligence: Intelligence loss may have the most devastating impact on the long term, because when the player loses 1 Intelligence, they also lose a skill point. If they have 0, they go to -1 (and then to -2, -3 and so on), with a + appearing next to their name in the party screen. Negative skill points can not be spent, therefore the player's skills are safe from harm, however this may easily lead to a situation where the player is pushed into a spiral, where leveling up intelligence is the fastest way to counter negative skill points, but leads into a trade-off with increasing other important attributes (e.g. Charisma to increase Leadership and Party Size)"
"Malayurg Castle","Malayurg Castle Settlement Information Type Castle Kingdom Khergit Khanate Villages Tash Kulun Sieges with... Tower Port No World Map Mount&BladeMalayurg CastleTash KulunTemplate:World Map/Mount&BladeWarbandMalayurg CastleTash KulunTemplate:World Map/Warband Malayurg Castle is a castle belonging to the Khergit Khanate. It is featured in both Mount&Blade and Warband. Its village is Tash Kulun. The village is also the childhood home of Klethi, who describes it as having a former mouse infestation. Location[] Mount&Blade[] Malayurg Castle lies west of Ichamur, bordering the Kingdom of Swadia. Its village is nearby, directly to the north. Warband[] Malayurg Castle lies north of Narra at the base of a mountain edge. It is at the border between the Khergit Khanate and the Kingdom of Swadia. Its village lies to the south. Layout[] Player Keep Dungeon Breach Siege[] Besieging Malayurg Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. Gallery[] 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"
"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"
"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)."
"Maras Castle","Maras Castle Settlement Information Type Castles Kingdom Kingdom of Rhodoks Villages PagundurReveran Sieges with... Ladders Port No World Map Mount&BladeMaras CastlePagundurTemplate:World Map/Mount&BladeWarbandMaras CastleReveranTemplate:World Map/Warband Maras Castle is a castle belonging to the Kingdom of Rhodoks. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Maras Castle lies far to the northwest of Veluca. It is the westernmost castle on the map, secluded on a piece of land encircled by rivers and the mountains from which they flow. The land enclosure is filled with trees and has only one point of access over a single bridge. Its village is Pagundur which is to the northeast on the other side of the bridge. Warband[] Maras Castle lies north of Yalen. It is encircled by mountains and forest. Its village is Reveran which is to the south. Layout[] Player Keep Dungeon Breach Siege[] Besieging Maras Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Layout[] 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)"
"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 (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 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"
"Marnid","Marnid Appears in Warrider Official Information Culture Geroia Character Details Found in Random Town Hire Cost Free Likes Borcha Liked by Borcha Dislikes Alayen, Baheshtur, Matheld as Emissary, Raiding Villages or Caravans, Bring Back Runaway Serfs quests Disliked by Alayen and Baheshtur Connections Sargoth Noble No Character Background Home Geroia Background Merchant Marnid is one of the companions in Mount & Blade and Warband. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Trivia 7 Stats and equipment Biography[] Marnid was a Geroian merchant who mounted a trade caravan, hoping to do business in Sargoth. Along the way the caravan was ambushed by Khergit raiders, who took most of the goods. What was left of the caravan eventually reached Calradia, but the men hired to guard it took whatever was left of the goods and left. With his caravan gone and no other options, Marnid went to a tavern and began drinking away the last of his coin. That is where he met the player character and potentially found employment. Personality[] Marnid is a merchant who respects peaceful endeavors, such as trade, and has a decent grasp of economics. He is not a prejudiced individual, as he looks past the Nord stereotype of being bloodthirsty raiders for their skill as traders and does not hold any specific hatred for the Khergits despite them raiding his caravan, even making friends with Borcha, who is a thief from the Khergit Khanate. He particularly dislikes being looked down on or disrespected, holding grudges against people that do so. Relationships[] Alayen - Marnid dislikes Alayen for disrespecting his abilities on the battlefield and telling him that fighting on the front line of battle ""is knight's work"". Baheshtur - Marnid hates Baheshtur for bragging about and desiring to raid caravans, which he sees as disrespecting good, honest trade as a way of living. Borcha - Marnid likes Borcha for his trustworthiness in combat, but is still cautious of his thieving behavior. Gameplay[] As a party member, Marnid is level 1, allowing a fair amount of quick customization to different roles, but his total attributes are also 1 less than the similarly low level Ymira. If elevated to lordship, Marnid will recruit whatever troops are available in his fiefs, regardless of nationality. Dialogue[] Main article: Marnid/Interactions Trivia[] Marnid - alongside Borcha and Ymira - is one of the oldest companions in Mount&Blade and its sequel Warband, being introduced in version 0.202 (Warrider). In Warrider, when first meeting the player character, he introduced himself as 'Marnid Rhaleis'. Likewise in Warrider, instead of Sargoth, he intended to sell his goods in a place called Larechia. After King Larec was replaced with King Harlaus as the ruler of Swadia in version 0.704 or earlier, 'Larechia' was replaced with 'Harlaushia' as Marnid's original destination. In Warrider, when encountering ghouls the player character would suggest that they should eat Marnid's pork stew, a suggestion that they would always dismiss in favour of human flesh. Stats and equipment[] Marnid - Default Stats and Equipment Attributes Stat Points Level 1 Strength 7 Agility 7 Intelligence 11 Charisma 6 Health 44 Armor Head ? Body Linen Tunic Hand ? Foot Hide Boots Skills Skill Points Ironflesh 1 Power Strike ? Power Throw ? Power Draw ? Weapon Master 1 Shield ? Athletics 2 Riding 2 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 3 Wound Treatment 1 Surgery ? First Aid 1 Engineer ? Persuasion ? Prisoner Management ? Leadership 1 Trade 3 Proficiencies Weapon Type Points One Handed Weapons 40 Two Handed Weapons 40 Polearms 40 Archery 40 Crossbows 40 Throwing 40 Weapons Melee Club Ranged ? Shield ? Mount ? Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira"
"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."
"Matheld","Matheld Appears in Official Information Culture Nord Character Details Found in Random Town Hire Cost 500 denars Likes Nizar Liked by Nizar Dislikes Jeremus, Ymira, Firentis as Emissary, Retreating Disliked by Jeremus and Ymira Connections Wercheg Noble Yes Character Background Home Nordland Background Warrior Matheld is a Nord warrior and one of the companions in Warband. She is the most expensive hero, with a cost of 500 denars. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Stats and equipment Biography[] She is a Nord woman from the Northern lands (the Nord homeland). She is the daughter of a thane and was married to another thane, who allowed her to fight alongside him. Her husband died of plague and she inherited his lands as he declared in his will, but her brother-in-law claimed that a woman could not rule as a thane and bribed the servants to overthrow Matheld. She was forced to flee to Calradia, where she hoped to collect enough money to raise an army and reclaim her rightful inheritance. Personality[] Matheld is a courageous woman, who is knowledgeable in the history of her people, largely through Nordic sagas and tales told by the skalds. She is somewhat ignorant and quick to make assumptions, but also savvy enough to know when a story is a lie. Relationships[] Jeremus - Matheld dislikes Jeremus for insulting her ignorance after he overheard her speculating that some of the local peasants were descended from apes. Jeremus dislikes Matheld for being a fussy and difficult patient. Nizar - Matheld likes Nizar for his talent in composing poetry, notably insulting one of his opponents in battle in the form of an Old Calradic Quatrain, as the Nords appreciate good poetic craftwork. Nizar likes Matheld for her singing in battle and he believes that she has hidden femininity that he can coax out. Ymira - Matheld dislikes Ymira for spurning her offer to help find a match for the younger woman, unaware that she fled her home because of an arranged marriage, with one of her warriors once she retakes her lands. Ymira dislikes Matheld for striking an enemy's purse from her hands, saying that Matheld merely had to tell her that she laid claim to that piece of loot earlier. Gameplay[] As a party member, Matheld is a warrior first, with most of her skills invested in her personal combat ability. She is well suited to fighting as either infantry or cavalry, as well as contributing her own Tactics skill. If elevated to lordship in Warband, Matheld will recruit Nords to fight under her and in her fiefs. She possesses an above average Leadership skill, making here suited to leading her own armies once she has been leveled up and geared sufficiently. Dialogue[] Main article: Matheld/Interactions Stats and equipment[] Matheld - Default Stats and Equipment Attributes Stat Points Level 7 Strength 9 Agility 10 Intelligence 9 Charisma 10 Health 46 Armor Head ? Body Tribal Warrior Outfit Hand ? Foot Nomad Boots Skills Skill Points Ironflesh 1 Power Strike 2 Power Throw ? Power Draw ? Weapon Master 3 Shield 1 Athletics 3 Riding 2 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics 1 Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership 3 Trade ? Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 90 Polearms 90 Archery 90 Crossbows 90 Throwing 90 Weapons Melee Nordic Sword Ranged ? Shield ? Mount ? Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira"
"Mazen","Mazen Settlement Information Type Village Kingdom Vaegir Fortification RivachegJeirbe Castle World Map Mount&BladeMazenRivachegTemplate:World Map/Mount&BladeWarbandMazenJeirbe CastleTemplate:World Map/Warband Mazen is a village initially owned by the Kingdom of Vaegirs. Layout[] Player Elder Fugitive The Village Elder is located across the stream from where the player enters on the right side of the path, standing next to a field. Mazen is built in a valley on either side of a narrow stream while clusters of pine trees may be seen around it. It has a total of seven structures and two wooden bridges crossing the water. There are three fields here, all cleared save several piles of hay or straw. Fishing nets can also be seen here. If sent here during a Hunt Down Fugitive quest, the target may be found behind the second building on the left from where the player enters, near a pile of logs. 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"
"Mechin","Mechin Settlement Information Type Village Kingdom Nord Fortification Tilbaut CastleKnudarr Castle World Map Mount&BladeMechinTilbaut CastleTemplate:World Map/Mount&BladeWarbandMechinKnudarr CastleTemplate:World Map/Warband Mechin is a village subordinate to Tilbaut Castle, initially owned by the Kingdom of Vaegirs in Mount&Blade, and subordinate to Knudarr Castle, initially owned by the Kingdom of Nords in Warband. Layout[] Player Elder Fugitive The Village Elder is located in front of the first building from where the player enters, standing next to a long bench. Mechin is built in a mountainous area, there are also several scattered tall trees. It has a total of six structures. There is a single field here growing Wheat in half of it while some piles, which may be straw from already harvested wheat, occupy the other half. A single Apple tree next to the field is the only other visible food in the village, though there is a very large number of closed barrels found throughout. If sent here during a Hunt Down Fugitive quest, the target may be found next to the field, standing by a small bench. 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 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"
"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"
"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 Cavalry","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 Bannerlord version, see Mercenary Cavalry (Bannerlord). Mercenary Cavalry Troop Information Culture Mercenaries Wages 72-38 denars/week Acquired from... Mercenary Horseman- or -Taverns Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value 204 denars Mercenary Cavalry are tier-five mercenary cavalry in Mount&Blade and Warband. Tactics[] Despite their tier, their fighting ability is generally held to be comparable to - or slightly weaker than - Vaegir Knights, hence many players consider Mercenary Cavalry not worth their higher wages. Still, their relative abundance can be enticing and that they can be used as pit-stop fill-ins for missing cavalry in one's army is also beneficial and they do this job well enough. Although Mercenary Cavalry are fairly well armored, they wear hide boots and no gloves. This does make them much more vulnerable than knights in combat because, being mounted troops, most attacks will hit their legs rather than their body - their body armor, however, does compensate slightly for this by extending below the waist, thus granting them additional leg armor. They are armed with Heavy Lances and either a Bastard Sword or a standard Sword in combination with a Heater Shield. Their horses are either Hunters or War Horses, making them slightly more vulnerable than knights while being slightly more maneuverable and generally faster. Mercenary Cavalry are good for beginner-to-mid-level players who require a decently strong escort since they are very powerful troops and their relative abundance makes it rather easy to amass a large force of them. They are faster than other top-tier cavalry and, when unhorsed, still match up to high-tier infantry. They are great for filling missing places for heavy cavalry and can hold their own against high-tier cavalry. Unfortunately, Mercenary Cavalry are no match for most factions' top tier cavalry - they have been known to defeat Khergit Lancers but Sarranid Mamlukes and Swadian Knights will make short work of them in single combat yet groups of 2-3 Mercenary Cavalry can overpower them. It is ultimately up to the player whether to spend their money on these troops - they are expensive and not overwhelmingly effective but, against low-or-mid-tier infantry, can give a good account of themselves and, as long as they do not stop charging, can even defeat top-tier infantry. Like all mercenaries, their main strength is that, unlike faction troops, they can be recruited combat-ready instead of requiring training - picking up a squad of them early is the fastest way to protect the player from bandits without sacrificing mobility, provided the player can get enough money to recruit them and pay their wages. 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 Cavalry - Default Stats and Equipment Attributes Stat Points Level 25 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 50 Armor Head Kettle HatFlat Topped HelmetHelmet with NeckguardMail Coif Body Cuir BouilliBanded Armor Hand None Foot Hide Boots Skills Skill Points Ironflesh 4 Power Strike 4 Power Throw ? Power Draw ? Weapon Master ? Shield 5 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 Heavy LanceBastard SwordSword Ranged None Shield Heater Shield Mount War HorseHunter 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"
"Mercenary Crossbowman","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 Mercenary Crossbowman Troop Information Culture Mercenaries Wages 26-14 denars/week Acquired from... Watchman- or -Taverns Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value 140 denars Mercenary Crossbowmen are tier-three mercenary archers in Mount&Blade and Warband. Tactics[] They are closest in appearance and capability to Swadian Crossbowmen but require higher wages, making them less alluring. Mercenary Crossbowmen can provide a useful replacement for lost troops in the short term but should not be relied on due to their average abilities. However, though not as adept as Rhodok Veteran Crossbowmen or Rhodok Sharpshooters/Swadian Sharpshooters, Mercenary Crossbowmen can still inflict relatively consistent casualties on tiers-two-and-three troops if they are protected from melee combat by infantry lines. As with all crossbowmen, it is advised you keep them on a hill with a screen of shielded melee troops to prevent devastating cavalry charges as well as to soak up hostile projectile fire - Mercenary Crossbowmen fare poorly in close combat against all but the weakest melee troops. Do note that they are the only fully-upgraded tier-three troops in the game, making them quite superior to same-tier ranged equivalents but with the downside of stagnating at mid-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. Mercenary Crossbowman - Default Stats and Equipment Attributes Stat Points Level 19 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible) Footman's Helmet(Possible) Leather Cap(Possible) Padded Coif Body Leather JerkinAketon Hand None Foot Nomad BootsWrapping Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield 1 Athletics 5 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 130 Throwing 90 Weapons Melee Boar SpearSwordFighting PickSpiked Club Ranged CrossbowBolts Shield (Possible) Old Board Shield(Possible) Plain Round Shield Mount None 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"
"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","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 Mercenary Horseman (With Fire & Sword). For the Bannerlord version, see Mercenary Horseman (Bannerlord). Mercenary Horseman Troop Information Culture Mercenaries Wages 49-26 denars/week Acquired from... Caravan Guard- or -Taverns Upgrades to... Mercenary Cavalry Upgrade Cost 80 denars XP for Kill 180 experience Ransom Value 150 denars Mercenary Horsemen are tier-four mercenary cavalry in Mount&Blade and Warband. Tactics[] They cannot be easily found in groups of enemies since they don't usually upgrade their troops to this tier. Like all heavy cavalry, Mercenary Horsemen are useful against mid-tier infantry and driving routers off the field. Unhorsed, they pack a punch versus strong bandits and mid-tier infantry and are a match to any Khergit or Vaegir troops. However, despite their good armor, their weak weaponry means higher-tier cavalry can outmatch them. Mercenary Horsemen's high wages and relative rarity means they are rather absurd to use as a main cavalry force - even though they seem strong, they could easily be unhorsed by a formation of Sea Raiders or a large group of Mountain Bandits. 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 20 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 48 Armor Head Helmet with NeckguardHelmet with CapMail Coif Body HaubergeonMail Shirt Hand None Foot Leather Boots Skills Skill Points Ironflesh 3 Power Strike 3 Power Throw ? Power Draw ? Weapon Master ? Shield 2 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 100 Two Handed Weapons 100 Polearms 100 Archery 100 Crossbows 100 Throwing 100 Weapons Melee LanceBastard SwordSword Ranged None Shield Heater Shield Mount CourserSaddle Horse 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"
"Mercenary Swordsman","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 Bannerlord version, see Mercenary Swordsman (Bannerlord). Mercenary Swordsman Troop Information Culture Mercenaries Wages 29-15 denars/week Acquired from... Caravan Guard-or-Bandit-or-Taverns Upgrades to... Hired Blade Upgrade Cost 80 denars XP for Kill 180 experience Ransom Value 150 denars Mercenary Swordsmen are tier-four mercenary infantry in Mount&Blade and Mount&Blade: Warband. Tactics[] Functioning as general heavy infantry, they are strong, easy to pay, great in sieges due to their equipment and high proficiencies, but slow and wield poor shields, making them not great for fighting the Khergit. As heavy infantry, Mercenary Swordsmen should be on the front lines protecting faster light infantry and providing cover against arrows - their shields are generally larger than Hired Blades' but they lack in armor. They always use swords with shields - which means they have a lower average attack - but the protection of their larger shields means that, in the long run, Mercenary Swordsmen will last longer and for more battles. 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 Swordsman - Default Stats and Equipment Attributes Stat Points Level 20 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 48 Armor Head Kettle HatFlat Topped HelmetHelmet With NeckguardMail Coif Body HaubergeonMail Hauberk Hand None Foot Mail ChaussesLeather Boots Skills Skill Points Ironflesh 3 Power Strike 3 Power Throw ? Power Draw ? Weapon Master ? Shield 3 Athletics ? Riding 3 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 100 Two Handed Weapons 100 Polearms 100 Archery 100 Crossbows 100 Throwing 100 Weapons Melee Bastard SwordSwordShort Sword Ranged None Shield Heater Shield Mount None 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"
"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."
"Military Fork/Mount&Blade","Military Fork Military ForkPolearmBase value: 153 denarsWeight: 4.5Thrust: 23pSpeed rating: 88Weapon reach: 135"
"Military Hammer/Mount&Blade","Military Hammer Military HammerOne-handedBase value: 317 denarsWeight: 4.0Swing: 25bSpeed rating: 92Weapon reach: 90Mount&Blade"
"Military Pick/Mount&Blade","Military Pick Military PickOne-handedBase value: 142 denarsWeight: 4.0Swing: 27pSpeed rating: 90Weapon reach: 90Mount&Blade"
"Military Scythe/Mount&Blade","Military Scythe Military ScythePolearmBase value: 145 denarsWeight: 2.5Swing: 36cThrust: 25pSpeed rating: 93Weapon reach: 155Requires strength: 10"
"Mine and Blade","Mine and Blade character. Mine and Blade is a mod for Minecraft which is based on Mount&Blade. It allows you to hold two weapons at once, command allies, and many other Mount&Blade-related actions. The weapons in the mod are no more than variations of the current tools already in the game. These include elongated shovels of any tier (See right) and variants of axes. Armours are also more diverse, but are more to do with texture changes than armour stats. Mods[] A dual wielding Mine and Blade guy. There are many in the mod series such as: BattleGear BattleGear 2 Dual Wield Commander"
"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)"
"Morningstar/Mount&Blade","Morningstar MorningstarOne-handedBase value: 205 denarsWeight: 5.5Swing: 29pSpeed rating: 75Weapon reach: 98Requires strength: 13Mount&Blade"
"Mount&Blade","Mount&Blade Developer(s) TaleWorlds Publisher(s) Paradox Interactive Version 1.011 Platform(s) PC Release date(s) TR April 18, 2007(Alpha)NA September 16, 2008EU September 19, 2008 Genre(s) Action RPG Mode(s) Singleplayer Mount&Blade is a medieval single-player action role-playing game for Windows developed by the Turkish company TaleWorlds, and published by Paradox Interactive. Its retail version was released on September 16, 2008 in North America, and three days later in Europe. The game originated as an independent project of Armağan Yavuz, founder of TaleWorlds, and his wife, İpek Yavuz.[1] Prior to its retail release, beta versions of the game were published on the developer's website.[2] Mount&Blade is an action oriented role-playing game with emphasis on mounted combat. Unlike most other titles of the genre, the game contains no fantasy elements. It does not restrict the player to a certain storyline, but instead presents a sandbox medieval realm named Calradia, in which the player is given the ability to either join one of the five available battling factions, assume the role of an outlaw, or take a neutral side. Contents 1 Mods 2 Trial version 3 Gallery 4 Notes and references Mods[] Mount&Blade was designed with modding in mind, with even the normal game being a module. As a result, many mods providing new opportunities, settings, characters, dialogue, objects, etc. were constructed by the fans. 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 7 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. You will not need to download the game again. Gallery[] Cover art renderBeta logo Notes and references[] ↑ ↑"
"Mount&Blade II: Bannerlord","Mount&Blade II: Bannerlord Developer(s) TaleWorlds Publisher(s) TaleWorldsPrime Matter Version 1.2.12 Platform(s) Microsoft WindowsPlayStation 4PlayStation 5Xbox OneXbox Series X/S Release date(s) Early Access: March 30, 2020Full Release & Consoles: October 25, 2022 Genre(s) Action RPGStrategy Mode(s) Single-playerMultiplayer Mount&Blade II: Bannerlord is a sandbox action-RPG/strategy game and the latest installment in the Mount&Blade series by TaleWorlds, acting as a prequel to Mount&Blade: Warband, and co-published by Prime Matter. The game released in Early Access on Monday 30th March, 2020. Its Early Access experience was overall polished and very stable, but lacking many of the features that would be introduced in the months leading up to release. The game released on October 25, 2022 with consoles ports releasing simultaneously for PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S. Console versions - particularly PlayStation - currently suffer from a few crashes and bugs unique to them. Contents 1 Storyline 2 Kingdoms 3 Multiplayer 4 Changes from Warband 4.1 Gameplay 4.2 Settlements 4.3 Armor and Clothing 4.4 Weapons and Combat 4.5 Graphics 4.6 Overland Map 5 Modding 6 Development 6.1 Current Status 7 Gallery 8 References 9 External Links Storyline[] The events of Bannerlord take place in the in-game year 1084, 173 years before the start of Warband. You witness the latter years of the Calradic Empire and the rise of the kingdoms from which Swadians, Rhodoks, Nords, Vaegirs, Khergits, and Sarranids all claim descent. There are a number of quests in the game which allow the player to shape the storyline as well. Kingdoms[]
Campaign map of the kingdoms in Bannerlord, on release. The factions present in Bannerlord are ancestral to those of Warband and have some of their descendant kingdoms' traits. Each kingdom has several noble clans who rule and run their own towns and villages, and have their own castles. Additionally, there are lesser, minor factions akin to bandits and clans of mercenaries for the player to interact with during their exploration of Imperial Calradia. The Calradic Empire finds itself in civil war after Emperor Arenicos Pethros died without an heir. The Southern Empire, led by Arenicos' widowed wife Rhagaea Pethros. She claims that Ira, Arenicos' daughter and only child, should rule. The Northern Empire, led by the aristocratic senator Lucon Osticos. He claims that the Senate should have its ancient right to pick the new emperor restored. The Western Empire, led by the war hero Garios Comnos. He wants Imperial veterans to pick the new emperor. The Vlandians, led by Derthert dey Meroc, are a feudal state that specializes in heavy cavalry. The Battanians, led by Caladog fen Gruffendoc, are famed for their marksmanship as archers throughout Calradia. The Sturgians, led by Raganvad Gundaroving, inhabits the northern woodlands and are lethal axe-men and swordsmen. The Khuzaits, led by Monchug Urkhunait, are a steppe tribe confederacy and makes heavy use of horse archers. The Aserai, led by Unqid Banu Hulyan, inhabit the southern desert lands of Calradia and combine footmen and horsemen in battle. Multiplayer[] Multiplayer is a feature that returns to Mount&Blade II: Bannerlord. It involves a plethora of both old and new features, some which have caused controversy. The game sees the return of its Custom Server List and classic game modes such as Team Deathmatch and Siege. Newer features include a new party system, a Quick Play function for automatically finding and joining a server, brand new game modes such as Captain and Skirmish, a class system and an armoury which allows the player to see what is each class contains. Changes from Warband[] Taleworlds claims there will be ""many exciting and highly requested new features"" and that it will include ""up-close and personal medieval combat on a huge scale, bigger, bloodier and more intense than ever before"". They affirmed that they will implement what the fans want in Mount&Blade II: Bannerlord. Taleworlds will also be incorporating aspects from mods, such as the Diplomacy mod, to enhance gameplay. Companions are now generated based on a suffix rather than specific characters. Additionally, they no longer have to be balanced against each others' personalities. Particularly competent companions can be tasked to do quests on your behalf or formed into their own parties to operate independently. Gameplay[] Gameplay related features have been improved with a new inventory interface and better artificial intelligence. The siege system is also being improved based on player feedback, with additional tactics made available for sieges. Each of the six factions will have its own Board Games that will be playable. There are also various other changed Concepts. Bartering interfaceUpdated party interfaceSieges are much more complexPlayable boardgames Settlements[] Unlike its predecessor, Bannerlord strives to create a better living atmosphere within its towns and villages. Villages generally see more activity, with improved AI pathfinding to give the appearance of NPCs looking less like AI. Even teens and children can be seen among the adults, and they use different base models instead of being scaled down adults, as in Viking Conquest. Animals, such as chickens can also be seen wandering about. Town scenes also see more activity, with much bigger towns than in earlier titles. A much wider variety of structures and styles are on display. Taverns see a much improved ambiance, with NPCs actively drinking and conversing with one another, as well as walking around. Musicians will also play music in connection with the town's culture. When Early Access released, many Towns, Castles and Villages are missing scenes, including Taverns, Throne Rooms and Arenas. Taleworlds has stated that over time, this will be rectified, with each Town, Castle and Village and buildings within such will have their own unique scenes.[1] Armor and Clothing[] Clothing has also been changed, with the addition of a separate slot for shoulder/back armor (provides additional arm and body armor) as well as horse armor separate from horse types. Bannerlord also introduces the concept of a separate ""Civilian"" outfit, restricting the ability to wear combat gear inside major settlements but also providing a separate loadout to customize for these scenarios. Character customization interface for exchanging armor. Note the horse has separate armor and many new armor pieces are included. Weapons and Combat[]
Inteface showing a weapon's stats Weapon behavior has been updated to a more physics-based approach, using the physical properties of the weapon to calculate stats like speed and damage. The main physical properties of a weapon are its length, mass, and distribution of weight. From these properties, the weapon's swing and thrust speeds are calculated using a simplified model, based on an article written by George Turner.[2][3] This new system replaces the old Warband method of calculating the speed bonus. Similar to Warband, damage-type is separated into three categories, blunt, pierce, and cut, with blunt being the most useful against armor and cutting being the least useful. As before, maces confer an inherent bonus in the ability to disrupt the stance of the target if successfully struck. Some polearms, such as the Bill can sometimes strike enemies who parry with a weapon (dependent on the exact position of the two fighters). However, crushing through a shield block requires a specific perk from character skills; It is no longer inherent to certain weapons. Weapon crafting is a new feature. As the player crafts new weapons and smelts down ones they find, they have a chance to discover unique parts that can then be applied to new weapons, changing their statistics and appearance. As an example, sword parts that can be discovered are blades, cross-guards, hilts and pommels.[1] This process requires resources which can be expensive to purchase, but smelting and refining can be leveraged to gain the needed materials from loot the player finds. Graphics[] The game's graphics have been significantly improved from its predecessor, having better shading and higher detail models. The character animations are created utilizing motion capture technology, and the facial animations will also be updated to improve upon the portrayal of emotions. The game engine has global illumination.[4] Overland Map[]
Current Political map of Calradia (created by Vesper)
Old political map of Calradia in Bannerlord from pre-Early Access The map of Calradia has been expanded to the south and east. Many towns and villages from Warband return in Bannerlord, some with slightly different names to represent how location names and language in general changes over time. Looking east from PravendLooking southeast from VlandiaLooking south from the eastern half of the Southern EmpireSieges are now better represented on the overland map Modding[] As with the previous games of the series, Bannerlord supports mods. TaleWorlds stated that modding was ""a primary consideration when developing Bannerlord"". Various modding tools will be released alongside Bannerlord such as the scene, mesh, material, skeleton, replay, particle, atmosphere, cloth, and path editors as well as the model, animation, and resource viewers. A runtime performance tool will also be available. Full Modding Support is said to be excluded from the Early Access period of Bannerlord, with tools set to be released with the full release of the game. [5] Development[] Mount & Blade II: Bannerlord was officially announced 27 September 2012 with a teaser.[6][7] TaleWorlds Entertainment attended E3 2016 and on 12 June 2016, as part of the PC Gaming Show, showed off siege gameplay.[8][9][10] The following year TaleWorlds Entertainment attended E3 2017 where hands-on demonstrations of Bannerlord were offered to press.[11] The new Sergeant game mode, where the player leads a single company of soldiers, was showed off.[12] The development team of Bannerlord comprises of 60 people, as of August 2017.[13] There are five developers in the design team, with two of them being narrative designers.[13] Armagan Yavuz is the lead game designer as well as game director at TaleWorlds Entertainment.[14] Steve Negus is one of the designers.[15] There are 25 artists working across different tasks like concept art, modeling, user interface, and motion capture.[13] The team includes Özgür Saral as the lead artist[16], as well as Fatma Öçba[17], Gökalp Doğan[18], and Ümit Singil.[19] Twelve people responsible for gameplay-related programming such as AI, combat, and multiplayer.[13] This team includes Cem Çimenbiçer as lead programmer[20] as well as Koray Kıyakoğlu[21] and Korneel Guns.[22] Eight programmers are responsible for Bannerlord's game engine, including the editor, performance, cloth physics, and console porting.[13] This team includes Murat Türe as the lead programmer[23] as well as Gökhan Uras.[24] There are 5 programmers working on the campaign itself, including missions, sandbox mechanics, and the user interface.[13] Berat Üstündağ is the lead programmer of the campaign team.[25] Lastly, there are five quality assurance developers.[13] Meriç Neşeli is the lead of the quality assurance team.[26] Development has continued up until the present. An early access release date had been announced for March 31st, 2020. However, due to the coronavirus pandemic, the date was brought a day earlier, March 30th 10am UTC, with an additional 10% discount for anyone who owned a previous Mount&Blade title on select digital stores.[27] The game was expected to be in Early Access ""for around a year"" according to the Bannerlord early access description on Steam. Currently it has been in Early Access for closer to 2 years. Current Status[] As of v1.6.2 beta, major patches can and will make older saves unplayable, so turning on manual updates might be advisable, especially to players of the singleplayer campaign. Portions of content, such as tavern keeper dialogue, as well as certain options in dialogue with clan heroes and local notables have yet to be implemented. Many scenes in-game, such as battles, sieges and other miscellaneous encounters have yet to be added. Numerous quests are also still in development. The character skill perks aren't all fully implemented, but are nearing completion and those that aren't are noted in-game. Occasional bugs, even game crashes aren't unheard of, but the game is reliably stable and fairly well-optimized; Very playable. Gallery[] Battanians vs imperials in a bloody siege.The Empire and the Vlandians in a battle. References[] ↑ 1.0 1.1 Mount & Blade II: Bannerlord Developer Blog 11 - Some Context. TaleWorlds Entertainment (11 August 2015). Retrieved on 2 March 2018. ↑ Dev Blog - Weapon Physics. TaleWorlds Entertainment (2 November 2017). Retrieved on 2 March 2018. ↑ George Turner. Sword Motions and Impacts - An Investigation and Analysis. Association for Renaissance Martial Arts. Retrieved on 2 March 2018. ↑ Mount & Blade II: Bannerlord Developer Blog - Engine 1.4. TaleWorlds Entertainment (8 March 2018). Retrieved on 8 March 2018. ↑ Dev Blog - Modding in Bannerlord. TaleWorlds Entertainment (21 September 2017). Retrieved on 2 March 2018. ↑ Mount&Blade II: Bannerlord Announcement!. TaleWorlds Entertainment (27 September 2012). Retrieved on 2 March 2018. ↑ Mount&Blade II: Bannerlord - Announcement Teaser. TaleWorlds Entertainment (27 September 2012). Retrieved on 2 March 2018. ↑ Mount & Blade II: Bannerlord at E3 2016. TaleWorlds Entertainment. Retrieved on 2 March 2018. ↑ Bannerlord Sieges Revealed at E3. TaleWorlds Entertainment. Retrieved on 2 March 2018. ↑ Mount & Blade II: Bannerlord E3 2016 Siege Gameplay Extended. TaleWorlds Entertainment (13 June 2016). Retrieved on 2 March 2018. ↑ Mount & Blade II: Bannerlord Playable At E3 2017. TaleWorlds Entertainment. Retrieved on 2 March 2018. ↑ Mount & Blade II: Bannerlord E3 2017 Cavalry Sergeant Gameplay. TaleWorlds Entertainment (12 June 2016). Retrieved on 2 March 2018. ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 Dev Blog - Meet the TaleWorlds Team. TaleWorlds Entertainment (10 August 2017). Retrieved on 2 March 2018. ↑ Dev Blog - Q&A with Armagan Yavuz. TaleWorlds Entertainment (24 August 2017). Retrieved on 2 March 2018. ↑ Dev Blog - Q&A with Steve Negus. TaleWorlds Entertainment (18 January 2018). Retrieved on 2 March 2018. ↑ Dev Blog - Q&A with Özgür Saral. TaleWorlds Entertainment (1 February 2018). Retrieved on 2 March 2018. ↑ Dev Blog - Q&A with Fatma Nadide Öçba. TaleWorlds Entertainment (12 October 2017). Retrieved on 2 March 2018. ↑ Dev Blog - Q&A with Gökalp Doğan. TaleWorlds Entertainment (26 October 2017). Retrieved on 2 March 2018. ↑ Dev Blog - Q&A with Ümit Singil. TaleWorlds Entertainment (23 November 2017). Retrieved on 2 March 2018. ↑ Dev Blog - Q&A with Cem Çimenbiçer. TaleWorlds Entertainment (21 December 2017). Retrieved on 2 March 2018. ↑ Dev Blog - Q&A with Koray Kıyakoğlu. TaleWorlds Entertainment (7 December 2017). Retrieved on 2 March 2018. ↑ Dev Blog - Q&A with Korneel Guns. TaleWorlds Entertainment (15 March 2018). Retrieved on 15 March 2018. ↑ Dev Blog - Q&A with Murat Türe. TaleWorlds Entertainment (14 September 2017). Retrieved on 2 March 2018. ↑ Dev Blog - Q&A with Gökhan Uras. TaleWorlds Entertainment (22 February 2018). Retrieved on 2 March 2018. ↑ Dev Blog - Q&A with Berat Ceren Üstündağ. TaleWorlds Entertainment (7 September 2017). Retrieved on 2 March 2018. ↑ Dev Blog - Q&A with Meriç Neşeli. TaleWorlds Entertainment (28 September 2017). Retrieved on 2 March 2018. ↑ News - Early Access Information. TaleWorlds Entertainment (27 March 2020). Retrieved on 29 March 2020. External Links[] Official Site Teaser trailer Steam Store page"
"Mount&Blade: Warband","Mount&Blade: Warband Developer(s) TaleWorlds Publisher(s) Paradox Interactive Version 1.174 Engine Dazubo/Mount&blade Platform(s) Windows, Android, Mac, Linux, PS4, Xbox One Release date(s) March 30, 2010 Genre(s) Action RPG, Strategy, Simulation Mode(s) Single-player, Multi-player Mount&Blade: Warband is a stand-alone expansion pack for its predecessor, the action role-playing video game Mount&Blade. The game was developed by TaleWorlds and was published by Paradox Interactive on March 30, 2010.[1] Paradox Interactive gave publishing rights back to TaleWorlds as of January 31, 2014. Warband is the first stand-alone expansion for Mount&Blade and was first announced in January 2009.[2] Mount&Blade: Warband was released on Xbox One and PlayStation 4 in September 2016. A prequel in terms of game lore, called Mount&Blade II: Bannerlord, released in Early Access in April 2020. It is the latest game in this series. As Warband is an expansion of the original game, there were many improvements made. Contents 1 New Faction 2 Other New Features 3 Multiplayer 4 Balance Changes 5 Mods 6 Trial Version 7 Steam Achievements 8 Downloadable Content 9 Reception 10 Notes and References 11 External link 12 Gallery New Faction[] The expansion includes a new desert-dwelling faction named the Sarranid Sultanate. The Overland map has been completely rearranged to accommodate the new faction. You can also properly create your own kingdom and rule over vassals as can any other kingdom's leader. The vassals of the default kingdoms no longer have the title of Lord, and their titles change depending on the faction they belong to. The only deviation from this are player made factions, where its vassals will retain the old title of Lord. Other New Features[] Bandit Camps New character movement and swordplay animations. New character horseback swordplay mechanics--added the ability to change the side of a held slash. New character fighting mechanics and animations--added the ability to kick. This drops a player block, will damage through enemy blocks, and adds blunt damage. Added a new couched lance mechanic, most importantly being time-limited couches. Added automatic shield blocking of some missiles even when shield is not explicitly held up. Added chamber blocking - attacking at the right time in the right direction will parry an incoming attack and deliver an attack. Horses now have a linear physical presence that makes it impossible to turn on the spot if objects are in the way. To compensate, horsemen AI is greatly improved. Balanced parties (the bigger your party, the bigger the parties of roaming bandits become). Command and found your own kingdom, recruit lords from companions and other factions, and take over Calradia. Prisoner ransom is now differentiated. Skilled prisoners will price more, while brigands and recruits price less (Galley slave merchant in Tihr will buy them for same price of 50 denars regardless of rank). Buy Land for a Productive Enterprise: talk to a guildmaster to set up a business that produces goods from raw materials, e.g. a bakery to make bread from grain. More Quests. The player and other vassals can get married. Multiplayer[] You can now fight against real players all over the world, on battles of 64 players max on official servers. Unofficial servers have supported as many as 250 players. Multiplayer for Mount&Blade: Warband includes a lobby with LAN and internet capabilities and rooms with a maximum of 200 players. In-game you could choose classes below the maximum upgrade. For example you could choose from a Swadian Infantry, Swadian Crossbowman, or a Swadian Man-at-Arms. You can also customize your in-game character with the money that you get from killing other players. The amount of money that you start with is decided by the host. Balance Changes[] The game also received a few balance changes. This is most noticeable in that there is more food available of more types and it generally gives higher morale boosts than in Mount&Blade. The game also sizes bandit parties relative to the player's party size, so if you have 40 troops you'll be more likely to encounter bandit parties of 30-35 troops. Mods[] Warband, like its predecessor, was designed with modding in mind, with even the normal game being a module. As a result, many mods providing new opportunities, settings, characters, dialogue, objects, etc. were constructed by the fans. Trial Version[] All Mount&Blade games can also be downloaded as a ""try before you buy"" trial version from TaleWorlds' website or the Steam store for free. The trial version allows you to play the single-player game until you reach level 7 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. Within the trial version, one can amass a large amount of experience with the game. This is the period in which a player learns about the game's mechanics and fighting. Eventually the character will understand in-game politics and begin to choose different pathways in character creation to boost their chances of being a vassal. Several players who still rely on the trial version of the game can easily become vassals of their chosen faction due to their experience with the game. Steam Achievements[] When you buy Mount&Blade: Warband (but not the original Mount&Blade) on Steam you may earn achievements. Downloadable Content[] Napoleonic Wars is a multiplayer-only DLC. Viking Conquest is a new DLC that features a storyline campaign, new multiplayer modes, as well as the usual sandbox mode. Reception[] Mount & Blade: Warband receives ""mixed or average"" reviews on Metacritic getting a metascore of 67/100 on PS4[3] and 59/100 on Xbox One.[4] However its PC version received ""generally favorable"" reviews holding a metascore of 78/100.[5] As of December 2020, it has Overwhelmingly Positive reviews on the Steam store. Notes and References[] ↑ ↑ ↑ Metascore for Mount & Blade: Warband on PS4, Metacritic, Retrieved March 13, 2020 ↑ Metascore for Mount & Blade: Warband on Xbox One, Metacritic, Retrieved March 13, 2020 ↑ Metascore for Mount & Blade: Warband on PC, Metacritic, Retrieved March 13, 2020 External link[] TaleWorlds' website Gallery[] Turkish boxartEuropean boxartAmerican boxart"
"Mount&Blade: Warband/Bugs","1.143[] Unable to talk to prisoners in the Vyincourd Castle and Chalbek Castle prisons. Fix - Enter edit mode and delete the two spr_barrier_8m objects that are blocking interaction with the other side of the bars. Optionally, for realism, add, resize and place a barrier_2m for each vertical baIf If the player kicks the bandits from the village or raids their base after passing lvl 63 using cheats, they will face endless bandits Player kingdoms vassals are saying ""My lady ""to the male lords If the player rejects a companion 2 times, companion will say "" Well i understand what you mean, i take my word back i hope you are satisfied"" and player cannot take her or his in army until next time"
"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 versions","Version Released Events Dazubo Project Unreleased (But available) The predecessor to Warrider and Armagan's first project. Warrider v0.202 Released to beta testers The first release. Included Undead and Ghouls. Warrider v0.240 Released to beta testers Storyline removed. Some improvements. Lost version Mount&Blade v0.601 April 2nd, 2005 First Known Public Release. Lost Version. Renamed to ""Mount&Blade"". Mount&Blade v0.623 May 7th, 2005 Lost Version. Mount&Blade v0.632 June 6th, 2005 Available for Download Mount&Blade v0.701 October 13, 2005 Minor changes since version 6 series. Lost Version. Mount&Blade v0.703 October 24, 2005 Lost Version. Mount&Blade v0.704 November 24, 2005 Available for download Mount&Blade v0.711 December 12, 2005 Available for download Mount&Blade v0.808 Face editor is improved. Mount&Blade v0.890 Dark Knights possibly added in 890. Mount&Blade v0.894 New HUD. Dark Knights, Dhorak Keep, Four Ways Inn removed from map. Ragdolls added. Mount&Blade v0.950 Zendar removed. Mount&Blade v1.011 Latest release. See also[] Link for old downloads"
"Mount Dhorak","Mount Dhorak Settlement Information Type Mountain Kingdom Kingdom of Swadia(geographically) World Map Southwest of Clunmarr Keep Mount Dhorak is a geographical feature and a location on the overland map, appearing primarily in Warrider and very early versions of Mount&Blade. Lore[] Mount Dhorak was the place where Akhad Thell, and later Ecatha, were supposed to sacrifice the Khergit princess Uruzuge to the dark deities in order to restore the undead King Harlaus and make him immortal. Technical[] While the location is quest-related, it is actually inaccessible as it uses the 'rock' type terrain, which cannot be walked on. The actual quest takes place in a nearby location called ""sacrifice ground"". Trivia[] Being a geographical feature, it is technically present in every mainline game, as they are all set in Calradia. It is likely that the mountain is the namesake of Dhorak Pass and Dhorak Keep."
"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!"
"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"
"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)"
"Narra","Narra Settlement Information Type Town Kingdom Khergit Khanate Villages Ada KulunDashbighaKedelkeZagush Sieges with... Ladders Port No World Map Mount&BladeNarraAda KulunDashbighaTemplate:World Map/Mount&BladeWarbandNarraKedelkeZagushTemplate:World Map/Warband Narra is a town of the Khergit Khanate. Its initial lord is Belir Noyan. Contents 1 Territory 1.1 Mount&Blade 1.2 Warband 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade[] Its villages are Ada Kulun and Dashbigha. Warband[] Its villages are Kedelke and Zagush. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master for Narra can be located by turning right 45 degrees after selecting 'Take a walk around the streets' and heading up onto the balcony he is located on. Siege[] Besieging Narra require construction of Ladders. It is highly recommended in Warband to capture Narra as early as possible when starting a new kingdom for a couple of reasons: Narra's wall setup makes it easy to avoid enemy arrows and position skirmishers to fire upward at the defenders. Khergit troops tend to be easier to besiege and defend than the other factions. Narra's position in the world map makes it a major hub for caravans, making it one of the richest towns, even during times of war. A lord controlling Narra can collect up a large amount from tariffs and rent. Sometimes in excess of 10,000 denars. Tournaments[] If you take part in a Tournament in Narra, you can be given any of the following sets of equipment: Bow & arrows Javelin & shield Two handed sword Sword & shield Lance & shield All participants are on horses. Economy[] Narra will buy Salt and sell Pottery at a good price. Narra produces: Ale Bread Oil Pottery Tools Wool Cloth 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"
"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"
"Nelag Castle","Nelag Castle Settlement Information Type Castle Kingdom Vaegir Villages HanunHanun Sieges with... Ladders Port No World Map Mount&BladeNelag CastleHanunTemplate:World Map/Mount&BladeWarbandNelag CastleHanunTemplate:World Map/Warband Nelag Castle is a castle belonging to the Kingdom of Vaegirs. It is featured in both Mount&Blade and Warband. Its village is Hanun. Contents 1 Location 1.1 Mount&Blade 1.2 Warband 2 Layout 2.1 Siege 3 Trivia 4 Gallery Location[] Mount&Blade[] Nelag Castle lies southeast of Khudan, near the edge of Calradia. It is the easternmost castle on the map. Its village is nearby to the northwest. Warband[] Nelag Castle lies southeast of Khudan. It is on the top of a mountain pass on the border with the Khergit Khanate, rather distant from the heart of Vaegir territory. Its village is to the northeast at the base of the mountain pass. Layout[] Player Keep Dungeon Breach Siege[] Besieging Nelag Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Trivia[] This castle shares its name with Boyar Nelag, its initial owner. Gallery[] 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"
"Nemeja","Nemeja Settlement Information Type Village Kingdom Swadia Fortification DhirimHaringoth Castle World Map Mount&BladeNemejaDhirimTemplate:World Map/Mount&BladeWarbandNemejaHaringoth CastleTemplate:World Map/Warband Nemeja is a village initially owned by the Kingdom of Swadia. Layout[] Player Elder Fugitive The Village Elder is located in the middle of the village, standing near a campfire. Nemeja is built on a relatively flat area in mountainous terrain with a forested area on the hill behind it. It has a total of eight structures, one of which is a windmill separate from the rest of the village at the top of a hill. There is one field here growing cabbages and squash, and there is a water well in the center of the village. Although there are no fields growing wheat for the mill, there are a large number of sacks stored alongside some barrels in a covered storage area. There is a strange pen here with wooden spikes pointing outward around it which may serve as an animal pen with spikes to discourage thieves or some kind of arena. Either way, the scene is grisly, with blood soaked ground around a butcher knife below an animal pelt and shackles hanging on the wall. Long chains also connect to the side of one of the buildings with no apparent purpose other than to add to the dangerous atmosphere. If sent here during a Hunt Down Fugitive quest, the target may be found standing in front of the windmill at the top of the hill. 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"
"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"
"Nizar","Nizar Appears in Character Details Found in Random Town Hire Cost 300 denars Likes Matheld Liked by Matheld Dislikes Alayen, Firentis, Jeremus as Emissary, Retreating Disliked by Alayen and Firentis Connections Suno Noble No Character Background Background MercenaryPoet Nizar is a warrior and poet and one of the companions in Warband. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Stats and equipment 7 Trivia Biography[] His origin is unknown but he is a mercenary, warrior, and poet. Like the player, he travels around to seek glory. He also wooed and shared the bed of many women as well. One of his notable adventures was in Ergellon Castle. He was in arms with the Swadian force. The Swadians were defeated by the Rhodoks but he managed to escape to the Rhodok highlands where he was sheltered by a beautiful cowherd in a cave. She provided him food and told him the Rhodok legends. He left as soon as he recovered, although he wished to return to the girl but decided not to. He continued his adventure and met the player and teamed up to fight for glory. Personality[] Nizar is a boastful man seeking fame and glory, with an appreciation for art and beauty, particularly that of women. Relationships[] Alayen - Nizar dislike Alayen for his uptight chivalry. Firentis - Firentis is angry at Nizar for throwing insults at the enemy which would 'anger the Gods'. He responded that his sinful action is better than Firentis who killed his own brother. This led to a fight and hostility between the 2 companions. Matheld - He is impressed by Matheld's Nordic songs during battle, he also appreciate the hidden femininity in her and wished to open her heart. Matheld, in turn, admires his talent for poetic craftwork, as he insults his opponents in the form of Old Calradic quatrains. Gameplay[] He is probably best used as a heavy mounted unit, as his courser will probably be the fastest horse on the field for the early stages of the game. With starting points in Ironflesh and Power Strike, it may be useful to use Nizar equipped with a sword and lance, as well as thrown weapons to give him a ranged option. Nizar likes winning against heavy odds and dislikes fleeing battles, so he's a good option for most combat situations. If elevated to lordship, Lord Nizar will recruit whatever troops are available from his fiefs, regardless of nationality. However, most lords will dislike this due to him being considered a commoner. Dialogue[] Main article: Nizar/Interactions Stats and equipment[] Nizar - Default Stats and Equipment Attributes Stat Points Level 3 Strength 7 Agility 7 Intelligence 12 Charisma 8 Health 48 Armor Head ? Body Nomad Robe Hand ? Foot Nomad Boots Skills Skill Points Ironflesh 3 Power Strike 3 Power Throw ? Power Draw ? Weapon Master 3 Shield 1 Athletics 3 Riding 2 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership 2 Trade ? Proficiencies Weapon Type Points One Handed Weapons 80 Two Handed Weapons 80 Polearms 80 Archery 80 Crossbows 80 Throwing 80 Weapons Melee Scimitar Ranged ? Shield ? Mount Courser Trivia[] Despite claiming to be skilled in using 'Sword, lance, and bow', Nizar only possesses a scimitar when he is first met, and has no points in Power Draw. Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira"
"No shield","A weapon with the No shield trait. No shield is a trait given to some polearms in Mount&Blade and Warband, which disallows shields to be used with that particular weapon. Weapons with this trait[] Mount&Blade/Warband[] Ashwood Pike Glaive Great Long Bardiche (Warband only) Hafted Blade (Warband only) Long Bardiche (Warband only) Pike Poleaxe Polehammer Voulge (Warband only) War Hammer (Warband only) 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)"
"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"
"Nomad Bow/Mount&Blade","Nomad Bow Nomad BowBase value: 164Weight: 1.3Damage: 20pAccuracy: 99Speed rating: 96Requires Power Draw: 2Mount&Blade"
"Nomad Sabre/Mount&Blade","Nomad Sabre Nomad SabreOne-handedBase value: 105 denarsWeight: 1.3Swing: 29cSpeed rating: 100Weapon reach: 97Mount&Blade"
"Nomar","Nomar Settlement Information Type Village Kingdom Swadia Fortification DhirimUxkhal World Map Mount&BladeNomarDhirimTemplate:World Map/Mount&BladeWarbandNomarUxkhalTemplate:World Map/Warband Nomar is a village initially owned by the Kingdom of Swadia. Layout[] Player Elder Fugitive The Village Elder is standing in front of a building on the left side of the village from where the player starts, next to a campfire and wooden table and stools. Nomar is built in a narrow valley in very rough terrain with moderate tree cover. It has a total of eight structures. There are three fields here growing apple trees, grapes, and squash. A basket next to the vineyard is full of picked grape bunches and the apple trees have visible apples on them and on the ground. There are also a number of sacks stacked around the village, though there is no evidence of what they might contain and none of the food growing here is the type that would be stored in a sack. If sent here during a Hunt Down Fugitive quest, the target may be found at the top of the hill on the right side of the village from where the player starts, hiding between the two buildings here. 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"
"Nord Veteran Archer","Nord Veteran Archer Troop Information Culture Kingdom of Nords Wages 18-9 denars Acquired from... Nord Archer Upgrades to... None Upgrade Cost None XP for Kill 168 xp Ransom Value 140 denars Nord Veteran Archers are the top-tier archer unit for the Kingdom of Nords. They are much cheaper than other top-tier archers, but suffer from a slower firing speed. Statistically, they are actually only fourth tier units with above average skill, proficiency, and equipment, making them more disposable than most. In classic Mount&Blade, these archers (as with all Nordic archer units) were weak both in melee and in ranged combat, making them nearly useless in game, with their infantry counterparts being more useful in every way. They have been significantly upgraded in Warband by replacing their Padded Leather armor with a Mail Shirt instead, making them the best armored archer of their level in the game. Tactics[] Nord Veteran Archers are a flexible troop. They are equipped with Mail Shirts which make them sustainable in melee combat for a short time, but don't expect them to replace regular infantry. They also have good melee stats for taking down enemies up close, but it is best to keep them away from heavy infantry and cavalry alike. Their archery skill is good, despite the fact that they shoot slowly. They share the highest Athletics skill of any soldier in the game with Nord Huscarls, making them incredibly agile and fast-moving both in and out of 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. Nord Veteran Archer - Default Stats and Equipment Attributes Stat Points Level 19 Strength 12 Agility 5 Intelligence 4 Charisma 4 Health 55 Armor Head (Possible): Nordic Leather Helmet, Nordic Leather Helmet (veteran) Body Mail Shirt, Byrnie Hand ? Foot Leather Boots Skills Skill Points Ironflesh 4 Power Strike 3 Power Throw ? Power Draw 5 Weapon Master ? Shield ? Athletics 7 Riding ? 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 95 Two Handed Weapons 95 Polearms 95 Archery 120 Crossbows 95 Throwing 95 Weapons Melee Nordic Sword, Fighting Axe, Two Handed Axe Ranged Long Bow, Bodkin Arrows Shield ? Mount ? Troops of the Nords Sea Raider Recruit Footman Huntsman Trained Footman Archer Warrior Veteran Archer Veteran Huscarl"
"Nordic Short Sword/Mount&Blade","Nordic Short Sword Nordic Short SwordOne-handedBase value: 162 denarsWeight: 1.25Swing: 28cThrust: 21pSpeed rating: 103Weapon reach: 85Mount&Blade"
"Nordic Sword/Mount&Blade","Nordic Sword Nordic SwordOne-handedBase value: 147 denarsWeight: 1.5Swing: 28cThrust: 20pSpeed rating: 99Weapon reach: 94Mount&Blade Nordic Sword Nordic SwordOne-handedBase value: 276 denarsWeight: 1.5Swing: 29cThrust: 21pSpeed rating: 99Weapon reach: 95Mount&Blade Nordic Sword Nordic SwordOne-handedBase value: 394 denarsWeight: 1.5Swing: 30cThrust: 21pSpeed rating: 99Weapon reach: 95Mount&Blade
Nordic Sword Nordic SwordOne-handedBase value: 280 denarsWeight: 1.25Swing: 29cThrust: 21pSpeed rating: 103Weapon reach: 86Mount&Blade"
"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"
"Nuyukh Khan","Nuyukh Khan Official Information Kingdom Khergits Monarch Himself Title Khan Fiefs Unknown Clan Nuyukh's clan Religion Khergit Religion Personal Details Gender Male Nuyukh was a character in Mount&Blade version .202, aka Warrider. He appears as a minor antagonist during the main questline. Barthai Khan referred to him as a 'rabid dog', and accused him of stealing his cattle, attacking his camp, and finally, kidnapping Uruzuge. Indeed, Nuyukh kidnapped Uruzuge, and later, when the player character caught up to him, explained that he did so on Akhad Thell's behalf, because the latter promised to make him 'the Great Khan in the East'. He regarded the player as an annoyance, but held Akhad Thell in high regard because of his magics. Refusing to surrender Uruzuge to the player, he chose to fight for her, and died in battle. With his last breath he called out to his ancestors, saying that the Black Wolf was coming to take him to them."
"Odasan","Odasan Settlement Information Type Village Kingdom Nords Fortification TihrWercheg World Map Mount&BladeOdasanTihrTemplate:World Map/Mount&BladeWarbandOdasanWerchegTemplate:World Map/Warband Odasan is a village of the Kingdom of Nords. Layout[] Player Elder Fugitive The Village Elder is located to the right from where the player enters, standing in front of the windmill. Odasan is on a relatively flat spot in a hilly area with many steep inclines and tall trees around it. It has a total of six structures, one of which is a windmill, while stone ruins around the perimeter seem to imply it had at one time been a much bigger or more important location. There are several fields here, some growing wheat and squash, though others are vacant. Several piles with wooden poles in them can be seen in the middle of the village that resemble burning stakes. If sent here during a Hunt Down Fugitive quest, the target may be found behind the second building on the right from where the player when they enter, near one of the barren fields. 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"
"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"
"One Handed Battle Axe/Mount&Blade","One Handed Battle Axe One Handed Battle AxeOne-handedBase value: 102 denarsWeight: 1.5Swing: 34cSpeed rating: 97Weapon reach: 69Requires strength: 9Bonus against shieldsMount&Blade One Handed Battle Axe One Handed Battle AxeOne-handedBase value: 171 denarsWeight: 1.75Swing: 36cSpeed rating: 96Weapon reach: 70Requires strength: 9Bonus against shieldsMount&Blade One Handed Battle Axe One Handed Battle AxeOne-handedBase value: 294 denarsWeight: 2.0Swing: 38cSpeed rating: 95Weapon reach: 72Requires strength: 9Bonus against shieldsMount&Blade"
"One Handed War Axe/Mount&Blade","One Handed War Axe One Handed War AxeOne-handedBase value: 87 denarsWeight: 1.5Swing: 32cSpeed rating: 100Weapon reach: 60Requires strength: 9Bonus against shieldsMount&Blade One Handed War Axe One Handed War AxeOne-handedBase value: 137 denarsWeight: 1.5Swing: 34cSpeed rating: 98Weapon reach: 61Requires strength: 9Bonus against shieldsMount&Blade"
"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"
"Pagundur","Pagundur Settlement Information Type Village Kingdom Rhodoks Fortification Maras CastleErgellon Castle World Map Mount&BladePugundurMaras CastleTemplate:World Map/Mount&BladeWarbandPugundurErgellon CastleTemplate:World Map/Warband Pagundur is one of the villages initially owned by the Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is across the river and to the right from where the player enters, standing next to a campfire. Pagundur is built alongside a stream on relatively flat land spotted with moderate tree cover. It has a total of five structures, as wells as a bridge, stone walls, and even defensive log spikes. There are four fields here, three are growing squash, cabbages, wheat, grapes, and apple trees, while the fourth field has water troughs and is likely for horses. Inside three sheds can be found stores of dried and raw beef, fish, honey, fruit baskets, butter, iron, and furs. There is also an outdoor oven which may be used to bake bread, but none can be seen. If sent here during a Hunt Down Fugitive quest, the target may be found behind the largest building on the far left side of the villages from where the player enters, near a wooden fence overlooking the stream. 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)"
"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"
"Peasant Rebels","Peasant Rebel (unit) Troop Information Wages N/A Acquired from... Prisoners XP for Kill ? xp Ransom Value 32 denars Peasant Rebels' Quests Given by Count Aolbrug orCount Rhudolg (Warrider)Random lords (Mount&Blade) Refresh rate None (Warrider)Random (Mount&Blade) Reward Random sum of denarsRandom loot from fights Peasant Rebellion Official Information Capital Serrepa Ruler Lerias Welon (political)Akhad Thell (spiritual) The Peasant Rebels were a minor faction and unit in Warrider and some subsequent versions of classic Mount&Blade. Contents 1 Backstory 2 Faction 3 Unit 4 Other Versions Backstory[] Initially a revolt broke out in the Vaegir village of Serrepa. It is unclear what caused it, but what is known is that the rash actions of a knight that Count Aolbrug sent in to put it down have aggravated the situation and the revolt grew into a all-out rebellion. Over time, peasants from other parts of the Kingdom of Vaegirs, and even from the Kingdom of Swadia, began flocking to Serrepa to join the cause. This concerned the nobles of both kingdomes, whom the peasants declared their enemies, so much so that they were willing to initiate negotiations. The Kingdom of Vaegirs, particularly Count Aolbrug, the village's now-former lord, sent in an envoy to ask what the rebels' demands are and meet them. The Kingdom of Swadia, on the other hand, saw the rebellion as an opportunity to criple the Vaegirs, and sent in their own envoy to convince the rebels to side with it in exchange for protection and other benefits. The rebels' demands were simple: amnesty for the rebelling peasants, additional rights for peasants in general, and forbidding lords to kill their serfs. Although initially agreeing to meet the rebels' demands, neither kingdom kept their promises in the end. The Vaegir nobles sent reinforcements to Count Aolbrug to help him quell the rebellion, whereas the Swadian lords convinced King Larec that rebelling peasants were more dangerous than any enemy kingdom and, as such, he elected to leave the rebels to their fate. In the end, the rebels were all either killed or captured by the Vaegirs' punishing parties. Lerias Welon - the rebels' political leader - was captured by Aolbrug's envoy and delivered to the Count's dungeons for punishment. Akhad Thell - the rebels' spiritual leader - feigned death and avoided the punishers, later making his escape. Faction[] As a faction, the rebels were loosely organized but shared a sense of commoner solidarity and a hatred of nobles of all kinds. This was used by both kingdoms when choosing their envoys. Being peasants, the rebels had very little combat experience. They only managed to defeat Count Aolbrug's knight by overpowering him with sheer numbers. For weapons, they used axes and various tools they had to use for their everyday work, refusing to use swords as they didn't know how to use them effectively. They did, however, request crossbows and leather armor during negotiations. When encountered on the overland map, they would spawn in parties of up to 50 troops. Unit[] A standard Peasant Rebel is indistinguishable from a Farmer troop. He is armed with sickles, pitchforks, knives, butchering knives, cleavers, and other tools and low-level weapons. For armor, the Peasant Rebel wears tunics, low-level footwear, and simple hats. The peasant rebels in Warrider are in fact Mujiks (Vaegir Recruits). As such, they are armed with the same tools but have slightly better armor, such as Nomad Armor and Fur Tunics. Other Versions[] Peasant Rebels appear in other versions of Mount&Blade, albeit under different circumstances. In some versions they do launch revolts that spawn Peasant Rebel parties on the map, but these are largely related to a minor quest. In other instances, Peasant Rebels - called tax_rebels in the game files - appear during the Collect Taxes from (fief) quest. The event is triggered depending on various factors and results in the player and a few of their troops, armed with quarterstaves, having to put down the rebels. If they succeed, the player continues collecting taxes. If they fail, the tax collecting is over and the player fails the quest."
"Peasant Woman","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 Peasant Woman Troop Information Culture Mercenaries Wages 1 denar Acquired from... Prisoner Upgrades to... Camp Follower Upgrade Cost 10 denars XP for Kill ? xp Ransom Value 20 denars Peasant Women are the female versions of farmers, and both of these units can be found living in villages. Overview[] Peasant Women usually start life in a party of peasants travelling from a village to town and back. Despite slowly evolving from initially vulnerable and unarmed women, this troop line results in Sword Sisters who are extremely powerful fighters on par with Mercenary Cavalry. Refugees and Peasant Women are very difficult to acquire, as they can only be hired from a defeated party's prisoners. They can be obtained relatively easily in small numbers by players with fast parties. The higher the speed of one's party, the easier it is to run down roaming bandits and rescue their Peasant Woman and Farmer prisoners. Peasant Women will appear if villages resist you when you attempt to loot and burn them, along with a horde of farmers. Tactics[] Collecting Peasant Women can be a little tricky, and often times you can search the entire map and not find any enemy troops with prisoners. The best sources are Steppe Bandits and Sea Raiders in the first Mount&Blade, while the best sources in Warband are Steppe Bandits and Desert Bandits, who frequently have peasant women as prisoners owing to their high speed on their horses. An alternative method of recruitment is to attack enemy peasant groups using only blunt weapons to knock everyone unconscious. Then attempt to recruit your prisoners, but don't anticipate a high success rate and your morale will suffer for each prisoner that accepts. If you intend to develop female fighters, you should mainly rely on your trainer skill to level them up. It is crucial that you keep your Peasant Women and Camp Followers out of combat at all costs, as they will not be able to hold their own until they reach Huntress onwards. Any rank lower than this will be quickly butchered by most other troop types. Do not expect Peasant Women to even survive against Looters unless they can overwhelm them by numbers, but it will be a rare occasion that your Women can outnumber a Looter gang. 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. Peasant Woman - Default Stats and Equipment Attributes Stat Points Level 1 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible): Headcloth, Woolen Hood Body Dress, Woolen Dress Hand ? Foot (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 40 Two Handed Weapons 40 Polearms 40 Archery 40 Crossbows 40 Throwing 40 Weapons Melee Knife, Pitch Fork, Sickle, Hatchet, Club Ranged ? Shield ? Mount ? 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"
"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)"
"Peshmi","Peshmi Settlement Information Type Village Kingdom KhergitKhergit Fortification Asugan CastleHalmar World Map Mount&BladePeshmiAsugan CastleTemplate:World Map/Mount&BladeWarbandPeshmiHalmarTemplate:World Map/Warband Peshmi is a village initially owned by the Khergit Khanate. Due to its position on the border between two kingdoms, it is often raided by enemy lords, keeping its prosperity low. Layout[] Player Elder Fugitive The Village Elder is located straight ahead and slightly left of where the player enters, next to a low bench and two wagon wheels. Peshmi is located in an area with many low hills and some scattered trees. It has a total of seven structures and some stone walls along one side of the village. One of the buildings is significantly smaller than the rest, it is low enough that one can jump onto the roof from the ground. There are several fields growing Cabbages, Grapes, Wheat, and Squash. A table found in the village also has a cooked Chicken laid out, indicating this town has access to a wide variety of food. If sent here during a Hunt Down Fugitive quest, the target may be found on the left side from where the player enters, next to a woodpile behind the smallest building in the village. 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"
"Pickaxe/Mount&Blade","Pickaxe PickaxeOne-handedBase value: 27 denarsWeight: 3.0Swing: 19pSpeed rating: 96Weapon reach: 80Mount&Blade"
"Pike/Mount&Blade","Pike PikePolearmBase value: 125 denarsWeight: 3.0Swing: 16bThrust: 26pSpeed rating: 81Weapon reach: 245Cannot be used on horseback"
"Pitch Fork/Mount&Blade","Pitch Fork Pitch ForkPolearmBase value: 19 denarsWeight: 3.5Thrust: 18pSpeed rating: 83Weapon reach: 154"
"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"
"Poleaxe/Mount&Blade","Poleaxe PoleaxePolearm (No shield)Base value: 384 denarsWeight: 6.5Swing: 37cThrust: 21pSpeed rating: 77Weapon reach: 180"
"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"
"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"
"Praven","Praven Settlement Information Type Town Kingdom Kingdom of Swadia Villages BurglenTosdharYaragarAzgadElberlGisimVeidar Sieges with... Ladders Port No World Map Mount&BladePravenBurglenTosdharYaragarTemplate:World Map/Mount&BladeWarbandPravenAzgadElberlGisimVeidarTemplate:World Map/Warband Praven is a town and the capital city of the Kingdom of Swadia and is initially owned by the Swadian ruler, King Harlaus. Given their similar name and location on the map, Praven is likely to have a connection to, or possibly even be the same settlement as the Vlandian town of Pravend, featured 173 years earlier in Mount&Blade II: Bannerlord. Contents 1 Territory 1.1 Mount&Blade 1.2 Warband 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade[] Its villages are Burglen, Tosdhar, and Yaragar. Warband[] The town is situated at the far west of the Kingdom of Swadia bordering the sea, it is relatively secure from direct attack by opposing factions because it is blocked from both the Nords to the north and Rhodoks in the south by mountain ranges. Its villages are Azgad, Elberl, Gisim, and Veidar. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master in Praven can be located by turning left after selecting 'Take a walk around the streets' and walking to the castle. However, it is much easier to go to the castle, then exit via the door instead of the tab key, at which point the Guild Master is directly in front of the player. Siege[] Besieging Praven requires the construction of Siege Ladders. Praven is unique in sieges in that when you assault the walls, you and your army's starting position will be on a beach, and will have to advance up a large path to the ladders, and through all this time under constant crossbow fire. Defending the city can be a challenge, because the breach made by the besiegers is much wider than that of other towns. This makes defenders vulnerable to ranged enemies, since their main advantage of a narrow, protected choke point is reduced. With the patch 1.131, there is a mountain inside the city, allowing you to walk up and over the walls. Units tend to appear underground as well, and many of the buildings appear to float and can be walked through. The besieging forces won't advance normally. If you are leading the assault, you will have to order your troops to follow you or they will not mount the wall. They cannot follow you over the mountain passage. Tournaments[] If you take part in a Tournament in Praven, you will always be given the following set of equipment: Lance & Shield All participants are on horses. This tournament is one of the most predictible, and possibly one of the easiest if one knows how to use a lance on horseback. Couching is not recommended, due to this arena's constrained space. Economy[]
Guild Master location. Ale can be bought cheaply here for about 60-100 denars though it may even go as low as 10 on rare occasions. Flax can be bought here for under 80 denars, and sold in nearby Suno for over 120 denars. Praven produces: Ale Bread Leatherwork Oil Pottery Smoked Fish Tools Wool Cloth 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"
"Prince Kurzak","Kurzak Official Information Kingdom Kingdom of Vaegirs Monarch Himself Title Prince Fiefs Reyvadin Religion Christianity (implied) Personal Details Gender Male Prince Kurzak is the ruler of the Kingdom of Vaegirs in Warrider, version 0.202 of classic Mount&Blade. According to lore, he was originally a noble of the Kingdom of Swadia that rebelled and founded his own kingdom. Stats and Equipment[] The prince wears a leather jacket and nomad boots. Trivia[] Prince Kurzak has the same appearance and gear as all the other nobles in the game. Unlike the monarchs in later versions of Mount&Blade, he has no special interactions. Kingdom of Vaegirs (Warrider) Monarch: Claimant: Prince Kurzak King Harlaus Vassals: Count Aolbrug Count Camechaw Count Haelbrad Count Leomir Count Mira Count Rasevas"
"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."
"Prophesy of Pendor","Prophesy of Pendor is a mod for both Mount&Blade and Mount&Blade: Warband. There are five main factions: The Empire, D'Shar Principalities, Sarleon, Fierdsvain, Ravenstern or your own. There are also minor factions and knighthood orders. You can become a member of any of these orders and establish any of them including even your own fully customizable one in your town or castle. In this mod you can actually win, terms of your victory are listed in the in-game manual. This mod has a very detailed and interesting backstory which could be found in the manual in the game folder. All of minor factions are non-joinable, but you still have relations with them. From time to time they spawn a great army that you need to eliminate to win the game. It does not affect the Noldor armies because you need to be a Noldor's friend if you want to win the game. These armies led by Noldor lords can become a very good help to you if you have positive relations with Noldors. More than that, the Noldors have a hidden castle which could be found only after completing the quest named 'Befriending Noldors'. It is possible to siege it but it's also almost impossible and as a result the castle will just disappear leaving some Noldor loot for you. Similarities[] The Noldor was originally a group of Elves inspired by J.R.R Tolkien and shown a minor appearance at Peter Jackson's movie, the Fellowship of the Ring. Their appearance in Prophesy of Pendor can actually be explained and found on the forums by the mod creator Saxondragon. Noldor Twillight knightNoldor Spearmen External links[] Download link (for M&B v 1.011) Download link (M&B Warband) Mod's Wikia wiki Alternate wiki"
"Quarter Staff/Mount&Blade","Quarter Staff Quarter StaffPolearmBase value: 60 denarsWeight: 2.0Swing: 20bThrust: 20bSpeed rating: 104Weapon reach: 140"
"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."
"Quick Battles","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! Quick Battles are battles in classic Mount&Blade that you can play without making a character. You play as a lord or a lady with a certain amount of troops. Scenarios[] All of them are rather large battles. They could become very difficult to win on Normal difficulty. A siege defense with Rhodok Lady Brina (a heavily armed and armored character that also exists in the regular game, but merely as a common noblewoman). A siege offense with Nordic Lord Haeda. Swadian Lord Haringoth fighting bandits. Swadian Lord Grainwad fighting bandits. Grainwad in his struggle against a Vaegir army. Trivia[] Count Haringoth seems to age between the two games. He is a bright ginger in Classic but a bit gray in Warband."
"Radoghir Castle","Radoghir Castle Settlement Information Type Castle Kingdom Kingdom of Vaegirs Villages TebandraSumbuja Sieges with... Siege Tower Port No World Map Mount&BladeRadoghir CastleTebandraTemplate:World Map/Mount&BladeWarbandRadoghir CastleSumbujaTemplate:World Map/Warband Radoghir Castle is a castle belonging to the Kingdom of Vaegirs. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Radoghir Castle lies northeast of Rivacheg, secluded in the very corner of Calradia on a small piece of land surrounded by the ocean, rivers, and mountains, accessable only by a bridge and narrow pass to the south. Its village is Tebandra which is to the northeast, at the edge of a patch of thick trees and the oceanic shoreline. Warband[] Radoghir Castle lies northwest of Reyvadin at the base of a small mountain. To the west is the Kingdom of Nords and to the south is the Kingdom of Swadia. Its village is Sumbuja which is nearby to the northeast. Layout[] Player Keep Dungeon Breach Siege[] Besieging Radoghir Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. Trivia[] The Castle is one of the two oldest castles in the game. Radoghir Castle was in an early Mount&Blade beta as an obtainable castle along with Culmarr Castle. Gallery[] 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"
"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"
"Ransom Broker","“ I broker ransoms for the poor wretches who are captured in these endless wars. Normally I travel between the salt mines and the slave markets on the coast, on commission from those whose relatives have gone missing. But if I'm out on my errands of mercy, and I come across a fellow dragging around a captive or two, well, there's no harm in a little speculative investment, is there? And you look like the type who might have a prisoner to sell. ” — Ransom Broker's introduction Ransom Brokers are men found randomly in taverns all across Calradia who will exchange prisoners for ransoms. They remain in one location for only a few (randomly determined) days before reappearing elsewhere. In classic Mount&Blade, they would buy prisoners from the player 50 denars for each prisoner. In Warband, however, they will pay different sums per prisoner, depending on the military rank of the purchase. They also provide information about the whereabouts of imprisoned party heroes and the possibility to ransom them as well. Ramun the Slave Trader is similar to a ransom broker, but who almost always appears in Tihr (it is very rare that he does not) and offers a fixed sum of 50 denars for each prisoner, no matter what rank they are. He can give advice about capturing prisoners. Ransom by troop types[] The following is a chart showing how much Ransom Brokers in Warband are willing to pay for specific troops. Level Ransom Value Troop Types 1 20 Peasant Woman, Refugee 4 32 Farmer, Looter, Rhodok Tribesman, Sarranid Recruit, Swadian Recruit, Townsman, Vaegir Recruit 5 37 Camp Follower, Khergit Tribesman 6 42 Nord Recruit 9 60 Caravan Master, Rhodok Spearman, Sarranid Footman, Swadian Militia, Vaegir Footman, Watchman 10 66 Bandit, Huntress, Khergit Skirmisher, Manhunter, Nord Footman, Rhodok Crossbowman 11 73 Forest Bandit, Mountain Bandit, Nord Huntsman 12 80 Desert Bandit, Steppe Bandit 14 96 Caravan Guard, Khergit Horse Archer, Khergit Horseman, Nord Trained Footman, Rhodok Trained Spearman, Sarranid Skirmisher, Sarranid Veteran Footman, Slave Driver, Swadian Footman, Swadian Skirmisher, Vaegir Skirmisher, Vaegir Veteran 15 104 Brigand, Nord Archer, Rhodok Trained Crossbowman, Taiga Bandit 16 112 Camp Defender, Sea Raider 18 130 Slave Hunter 19 140 Mercenary Crossbowman, Nord Veteran Archer, Nord Warrior, Rhodok Veteran Spearman, Sarranid Archer, Swadian Crossbowman, Vaegir Archer, Vaegir Infantry 20 150 Mercenary Horseman, Mercenary Swordsman, Rhodok Veteran Crossbowman, Sarranid Horseman, Sarranid Infantry, Swadian Infantry 21 160 Khergit Veteran Horse Archer, Swadian Man-at-Arms, Vaegir Horseman 22 170 Slave Crusher, Sword Sister 23 181 Khergit Lancer 24 192 Nord Veteran, Sarranid Master Archer, Swadian Sharpshooter, Vaegir Guard, Vaegir Marksman 25 204 Hired Blade, Mercenary Cavalry, Rhodok Sergeant, Rhodok Sharpshooter, Sarranid Guard, Swadian Sergeant 26 216 Slaver Chief, Vaegir Knight 27 228 Sarranid Mamluke 28 240 Nord Huscarl, Swadian Knight"
"Rduna","Rduna Settlement Information Type Village Kingdom Swadia Fortification Vyincourd CastleRindyar Castle World Map Mount&BladeRdunaVyincourd CastleTemplate:World Map/Mount&BladeWarbandRdunaRindyar CastleTemplate:World Map/Warband Rduna is a village initially owned by the Kingdom of Swadia. Layout[] Player Elder Fugitive The Village Elder is located in front of one of the buildings up the hill almost directly straight forward from where the player enters, standing near a pile of wood. Rduna is built on hills in mountainous terrain with a few scattered trees. It has a total of eight structures and one field growing squash. Meat hangs from hooks over a blood-soaked area with butchering knives nearby and there is a large amount of blood down the hill. If sent here during a Hunt Down Fugitive quest, the target may be found behind the building to the left from where the player enters, between a couple bushes. 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"
"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"
"Rebache","Rebache Settlement Information Type Village Kingdom Vaegir Fortification ReyvadinCuraw World Map Mount&BladeRebacheReyvadinTemplate:World Map/Mount&BladeWarbandRebacheCurawTemplate:World Map/Warband Rebache is a village initially owned by the Kingdom of Vaegirs. Layout[] Player Elder Fugitive The Village Elder is located through most of the village and to the right from where the player enters, standing next to a campfire. Rebache is located on relatively flat land with fairly low tree density. It has a total of nine structures within the village. There is one visible field of Cabbages partly buried in snow and sheltered under a roof. Another covered area resembles a stable with room for horses. If sent here during a Hunt Down Fugitive quest, the target may be found under a roof behind the first building on the left from where the player enters. 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"
"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"
"Refugee","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 Refugee Troop Information Culture Mercenaries Wages 1 denar Acquired from... Prisoner Upgrades to... Camp Follower Upgrade Cost 10 denars XP for Kill ? xp Ransom Value 20 denars Refugees are rescued civilian women on the path to becoming Sword Sisters. Overview[] Despite slowly evolving from initially vulnerable and unarmed women, this line results in Sword Sisters who are extremely powerful fighters on par with Mercenary Cavalry. Refugees and Peasant Women are very difficult to acquire, as they can only be hired from a defeated party's prisoners. This means for most players this troop line will be very rare, although Steppe Bandits frequently have peasant women as prisoners owing to their high speed on their horses. If you intend to develop female fighters, it is crucial that you keep them out of combat at all costs, as they will only be able to hold their own from Huntress onwards. Any rank lower than this will be quickly butchered by most other troop types. Once they reach Camp Defender or Sword Sister level, they can hold their own against most other 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. Refugee - Default Stats and Equipment Attributes Stat Points Level 1 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible): Headcloth, Woolen Hood Body Dress, Robe, Woolen Dress Hand ? Foot (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 45 Two Handed Weapons 45 Polearms 45 Archery 45 Crossbows 45 Throwing 45 Weapons Melee Knife, Pitchfork, Sickle, Hatchet, Club Ranged ? Shield ? Mount ? 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"
"Reindi Castle","Reindi Castle Settlement Information Type Castle Kingdom Kingdom of Swadia Villages Emirin Ehlerdah Sieges with... Ladders Port No World Map Mount&BladeReindi CastleEmirinTemplate:World Map/Mount&BladeWarbandReindi CastleEhlerdahTemplate:World Map/Warband Reindi Castle is a castle belonging to the Kingdom of Swadia. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Reindi Castle lies southwest of Praven at the border with the Kingdom of Rhodoks. Its village is Emirin which is to the southeast at the base of the Khergit mountain range. Warband[] Reindi Castle lies southeast of Dhirim on a hill at the edge of the Swadian territory with the Khergit Khanate to the east and the Kingdom of Rhodoks to the southwest. Its village is Ehlerdah which is to the northeast, near a stretch of trees. Layout[] Player Keep Dungeon Breach Siege[] Besieging Reindi Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Gallery[] 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"
"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."
"Reyvadin","Reyvadin Settlement Information Type Town Kingdom Kingdom of Vaegirs Villages AyyikeRebacheSumbujaAyyikeUlburban Sieges with... Ladders Port No World Map Mount&BladeReyvadinAyyikeRebacheSumbujaTemplate:World Map/Mount&BladeWarbandReyvadinAyyikeUlburbanTemplate:World Map/Warband Reyvadin is the capital city of the Kingdom of Vaegirs. This town is initially owned by King Yaroglek. Contents 1 Territory 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade Its villages are Ayyike, Rebache, and Sumbuja. Warband Its villages are Ayyike and Ulburban. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master is located two turns to the right of the Tavern and just to the right of the keep's gates. There is a small gap in the invisible barriers around the entrance to the city. Passing through the gap will give the player access to explore the entire map. Siege[] Besieging Reyvadin require the construction of Siege Ladders. Tournaments[] If you take part in a Tournament in Reyvadin, you can be given any of the following sets of equipment: Heavy Sword Sword & Shield Axe & Shield Lance & Shield Any set of weapons can also be provided with a horse, but not all participants are on horses. Reyvadin Tournaments do not include ranged weapons. The game seems to favour having 2 large teams fighting over 3 or 4 small teams. Economy[] Reyvadin has three villages linked to the town, and two more villages linked to castles, improving its production. It sells cheap wool and buys iron and velvet at a high price, making it a good stop for merchants. Reyvadin mainly produces: Bread Wine Leatherwork Tools Wool Cloth 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"
"Rindyar Castle","Rindyar Castle Settlement Information Type Castle Kingdom Kingdom of Swadia Villages Chide Rduna Sieges with... Ladders Port No World Map Mount&BladeRindyar CastleChideTemplate:World Map/Mount&BladeWarbandRindyar CastleRdunaTemplate:World Map/Warband Rindyar Castle is a castle belonging to the Kingdom of Swadia. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Rindyar Castle lies southeast of Dhirim at the border with the Kingdom of Vaegirs. It is, in fact, closer to Curaw than any Swadian town. Its village is Chide which is quite close to the south, encompassed by sheer mountain rises and trees. Warband[] Rindyar Castle lies east of Dhirim at the edge of the Swadian territory with the Khergit Khanate to the east and the Kingdom of Vaegirs to the north. Its village is Rduna which is nearby to the northeast. Layout[] Player Keep Dungeon Breach Although the presumed door to the keep can be reached, there is no loading zone, so it can only be accessed through the menu. Siege[] Besieging Rindyar Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Trivia[]
Acquiring dialogue option It can be difficult to open dialog with a prisoner through their cell bars in the dungeon. It is possible to speak with them by angling yourself as shown in the image. Gallery[] 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"
"Rivacheg","Rivacheg Settlement Information Type Town Kingdom Kingdom of Vaegirs Villages MazenShapeshteFisdnarShapeshteVezin Sieges with... Siege Tower Port No World Map Mount&BladeRivachegMazenShapeshteTemplate:World Map/Mount&BladeWarbandRivachegShapeshteVezinFisdnarTemplate:World Map/Warband Rivacheg is a town in the Kingdom of Vaegirs. It is initially owned by Boyar Meriga. As told by Alayen, Rivacheg Rock was supposedly where the Vaegirs held off the Nords in their first attempts to gain entry into Calradia. Apparently, the Vaegir king refused to pay the Nords for his people to be left alone, and so the Nords attempted to besiege Rivacheg multiple times, each time they were held off. Contents 1 Territory 2 Layout 3 Siege 4 Tournaments 5 Economy 6 Trivia Territory[] Mount&Blade Its villages are Mazen and Shapeshte. Warband Rivacheg is the furthest north town in Calradia. Its villages are Fisdnar, Shapeshte, and Vezin. Rivacheg usually is very afflicted by roaming Sea Raiders and therefore is not a good place to go for new players with very small parties. However, the consistent spawn of Sea Raiders provides a good hunting ground for more experienced players. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master for Rivacheg can be located by turning 45 degrees to the right after selecting 'Take a walk around the streets'. Siege[] Besieging Rivacheg requires the construction of a Siege Tower. Tournaments[] Tournaments hosted in Rivacheg feature the following equipment: Lance & Shield Bow & Arrows Sword & Shield Axe & Shield Heavy Sword Horse (not every participant is mounted) Economy[] It's a very good place to buy land for a Productive Enterprise, though the lord ruling over the town may need to be appeased or displaced before anything can be done. The best is a Weavery and Dyeworks, to make Velvet from Raw Silk and Dyes, as raw silk can be bought very cheaply in Rivacheg. It will cost 10000 denars and the normal profit is between 1200-1500. Easily the most profitable single town in the game, if you keep raiding lords away from it's fiefs. Even fully raided out, it still brings in 560 profit a week. The town of Rivacheg mainly produces: Ale Bread Leatherwork Smoked Fish Wool Cloth Trivia[] Pieces of the strange set are found here in both Mount&Blade and Warband. New characters who are brave enough to face the threat of Sea Raiders can come here to obtain the armor and short sword for a decent boost in equipment. This chest can also be used as a safe storage for back-up items and equipment as long as your relationship with the kingdom that owns the town is at least neutral. 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"
"Rizi","Rizi Settlement Information Type Village Kingdom Nords Fortification Hrus CastleHrus Castle World Map Mount&BladeRiziHrus CastleTemplate:World Map/Mount&BladeWarbandRiziHrus CastleTemplate:World Map/Warband Rizi is a village of the Kingdom of Nords. Layout[] Player Elder Fugitive The Village Elder is located straight from where the player enters, on the right side of the wooden tower, standing next to a table and brazier. Rizi is built on the top of a hill in a very hilly area with many low valleys, steep inclines, and tall trees. It has a total of seven structures, with the central-most building featuring a large tower. In addition to four fields growing cabbages and squash, other food including honey and beef can be found here. There is also a significant number of hanging pelts and fur bundles here, as well as a empty animal pen protected by a stone wall. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the building with a tower from where the player enters, next to a cart. 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"
"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"
"Rolf","Rolf Appears in Character Details Hire Cost 300 denars Likes Baheshtur, Failing Quests Liked by Baheshtur Dislikes Deshavi, Bunduk, Artimenner as Emissary, Retreating Disliked by Deshavi and Bunduk Connections Veluca Noble Yes Character Background Background Noble (Claimed)Bandit (Implied) Rolf is a noble-claimed bandit and one of the companions in Warband. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Stats and equipment Biography[] Rolf claims to be part of a noble lineage from outside Calradia. He hopes to make a name for himself, but was branded as a bandit and a brigand unfairly, forcing him to seek employment for his services in taverns across Calradia. However, Deshavi suggests that Rolf was part of the ""Brethen of the Woods"", a bandit group in Ehlerdah that formed when a farmer was caught poaching the King's hunting ground. Upon his execution and seizure of property, his sons became bandits and attracted many criminals to join them. It is implied that Rolf may be one of the sons who founded the bandit group. Personality[] Rolf is a boastful individual who takes pride for his accomplishments on the battlefield and his supposed nobility. However, the mere doubt anyone expresses on his claim to nobility will cause him to lose his temper. Relationships[] Baheshtur - Rolf is impressed with Baheshtur fighting skill and appreciate his acceptance of his fraud story. Bunduk - Rolf dislikes Bunduk's hate on nobles and doubtfulness of his house. Deshavi - Like Bunduk, she equally dislikes Rolf for his banditry past and disrespect him which angers Rolf. Gameplay[] If elevated to lordship in Warband, Rolf will recruit whatever troops are available in his fiefs, regardless of nationality. Despite his highly questionable noble lineage, the nobles of Calradia believe his claim, and you will not lose any relationship points with the lords if you promote Rolf to lordship. Dialogue[] Main article: Rolf/Interactions Stats and equipment[] Rolf - Default Stats and Equipment Attributes Stat Points Level 10 Strength 10 Agility 9 Intelligence 13 Charisma 10 Health 47 Armor Head ? Body Leather Jerkin Hand ? Foot Nomad Boots Skills Skill Points Ironflesh 1 Power Strike 2 Power Throw 2 Power Draw ? Weapon Master 2 Shield 1 Athletics 3 Riding 2 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics 2 Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery 1 First Aid 1 Engineer ? Persuasion ? Prisoner Management ? Leadership 2 Trade ? Proficiencies Weapon Type Points One Handed Weapons 110 Two Handed Weapons 110 Polearms 110 Archery 110 Crossbows 110 Throwing 110 Weapons Melee Sword Ranged ? Shield ? Mount ? Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira"
"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"
"Ruldi","Ruldi Settlement Information Type Village Kingdom Rhodoks Fortification JelkalaJelkala World Map Mount&BladeRuldiJelkalaTemplate:World Map/Mount&BladeWarbandRuldiJelkalaTemplate:World Map/Warband Ruldi is a village initially owned by Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is located straight forward from where the player enters, standing near some barrels at the corner of a building. Ruldi is built on somewhat hilly terrain with a moderate coverage of trees. It has a total of four structures surrounded on most sides by a low wall. Although one of the buildings is a windmill and another at the bottom of the hill is probably just storage, the two main buildings of the town are quite large, even featuring a tower. Two fields here grow cabbages, grapes, squash, and marrows. Although no meat can be seen, evidence of hunting can be found in hanging skins and a pile of animal bones just outside the village, the presence of the mill and two ovens additionally hints toward bread production despite the absence of a wheat field. There are also two wells here. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the building the village elder is in front of, standing under a low roof. 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)"
"Ruluns","Ruluns Settlement Information Type Village Kingdom Swadia Fortification SunoSuno World Map Mount&BladeRulunsSunoTemplate:World Map/Mount&BladeWarbandRulunsSunoTemplate:World Map/Warband Ruluns is a village initially owned by the Kingdom of Swadia. Layout[] Player Elder Fugitive The Village Elder is in front of the large building on the right almost directly straight forward from where the player enters, standing next to a wooden table and bench. Ruluns is built on a hill in uneven terrain with moderate tree cover. It has a total of eight structures. The village one large field that has already been cleared aside from some small bushes in one corner, while some marrows in a storage shed are the only hint as to what might have been growing here. Baskets of apples can be seen on a porch, but there aren't any trees locally they appear to have come from. The large number of furs decorating the walls and hanging chunks of raw and dried meat point toward a butchering industry. A pile of carts and spare wheels, as well as a wagon wheel decoration over the door to the largest building, may indicate the business of a wainwright. If sent here during a Hunt Down Fugitive quest, the target may be found hiding inside a storage shed by the field. In Bannerlord, Ruluns appears as the village of Rulund, with much the same geography and layout as in Warband. Most notably the fact that the village lies on a small plateau in both games. 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"
"Ruvar","Ruvar Settlement Information Type Village Kingdom Nords Fortification Alburq CastleWercheg World Map Mount&BladeRuvarAlburq CastleTemplate:World Map/Mount&BladeWarbandRuvarWerchegTemplate:World Map/Warband Ruvar is a village of the Kingdom of Nords. When the Nords are at war with the Vaegirs, Ruvar is constantly looted. Layout[] Player Elder Fugitive The Village Elder is located just inside the village from where the player enters, on the right side of the path, standing in front of the first building next to a bench. Ruvar is built in a hilly region, with many low hills as well as a large number of trees all around. It has a total of eight structures, one at the top of a hill also boasting a tower. There are several fields here growing cabbages and squash, there are also some fenced-in trees which are most likely apple trees, with fruit baskets nearby supporting this, but no apples can been seen on the trees. If sent here during a Hunt Down Fugitive quest, the target may be found standing on the porch of a small shack positioned on the far side of the village from where the player enters, near the tower. 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"
"Ryibelet Castle","Ryibelet Castle Settlement Information Type Castle Kingdom Kingdom of Swadia Villages Ryibelet Sieges with... Tower Port No World Map Mount&BladeRyibelet CastleRyibeletTemplate:World Map/Mount&BladeWarbandRyibelet CastleRyibeletTemplate:World Map/Warband Ryibelet Castle is a castle belonging to the Kingdom of Swadia. It is featured in both Mount&Blade and Warband. Its village is Ryibelet. Location[] Mount&Blade[] Ryibelet Castle lies west of Suno at the border of Swadia and Kingdom of Rhodoks. Its village is quite close to the east. Warband[] Ryibelet Castle lies northeast of Suno. It is on the border divided from the Kingdom of Nords by a mountain range. Its village is nearby to the southeast. Layout[] Player Keep Dungeon Breach Siege[] Besieging Ryibelet Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. Gallery[] 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"
"Sabre/Mount&Blade","Sabre SabreOne-handedBase value: 191 denarsWeight: 1.5Swing: 30cSpeed rating: 99Weapon reach: 97Mount&Blade Sabre SabreOne-handedBase value: 294 denarsWeight: 1.5Swing: 31cSpeed rating: 99Weapon reach: 98Mount&Blade"
"Sacrificial Ground","Sacrifice Ground Settlement Information Type Sacrificial ground Kingdom Kingdom of Swadia (geographically)Undead King Harlaus' domain Fortification Clunmarr Keep World Map At the outskirts of Mount Dhorak The Sacrificial Ground, or rather Sacrifice Ground is a location featured in version 0.202 of Mount&Blade — Warrider. Overview[] According to the game-files, the sacrifice ground is located at the outskirts of Mount Dhorak. Akhad Thell was planning to kidnap the Khergit princess Uruzuge, and bring her there during the eclipse so she could be sacrificed to dark deities in order to charge the Hand of Tsannuh. With it, he planned to make the undead King Harlaus immortal, so the latter could rule the world with justice and wisdom for all eternity. After Thell's plan was thwarted by the player, Uruzuge was still taken there by King Harlaus, who recruited Ecatha, the necromancer to conduct the sacrifice. The player then came to this location to fight Harlaus and save Uruzuge, thus marking the finale of the undead questline. Trivia[] Because Warrider was never finished, the undead questline is not accessible by normal means."
"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"
"Salt Mine","Salt Mine Settlement Information Type MineGoods shop (salt)Slave traderTroop merchant (peasants) Kingdom Neutral The Salt Mine was a neutral location found in older versions of Mount&Blade. It was first added in Warrider (version 0.202), and removed in version 0.894. It can still be found in the game files of even the latest version of Warband, and can be activated via editing. The mine makes a comeback in Viking Conquest and several mods. Overview[] In the core Mount&Blade games, the Salt Mine was a place where the player could either buy salt and ask about places where it was best to sell or buy certain goods; hire low-level troops such as peasants (in some versions); or could sell off their prisoners (a feature present since Warrider). The location had two NPCs - Barezan and Galeas - who offered the aforementioned services. In Viking Conquest, the Salt Mine can be of use to a player for several reasons. For one, they can earn an ""honest"" living by mining salt. The overseer will give the player a pickaxe that they can use to mine the salt, and are granted payment upon mining enough. The player is also able to purchase salt from the mine directly instead of searching for it in towns. Additionally, the player can sell prisoners to the overseer, though earning only 15 penings regardless of the prisoners' normal value."
"Sanjar Khan","Sanjar Khan Appears in Official Information Faction Khergit Khanate Title Khan Fiefs Tulga Culture Khergits Character Background Siblings Dustum Khan (half brother) Sanjar Khan is the ruler of Khergit Khanate and the lord of Tulga. Sanjar's half-brother, Dustum Khan is claimant to the throne of the Khanate, they are both sons of the former ruler, Janakir Khan, though have different mothers. The player can overthrow him if they ally with Dustum, who claims his elder brother defied the ancient traditions of the Khergit wherein the former khan's possessions would be equally divided among his sons upon his death. Sanjar counters this by admitting such a tradition exists, but insisting that the divisions throughout history always resulted in a civil war with the strongest brother taking over anyway, so he just avoided the inevitable by taking full control immediately. He reinforces this opinion by stating that Dustum is not up to the responsibility of leading and protecting the Khanate. It seems that Sanjar Khan is a fair ruler, for he prefers to give out towns or castles to vassals who've captured them. Moreover, he is usually willing to accept the opinions of others. Sanjar Khan possesses the unique Khergit Guard Armor which is impossible to buy without modding or cheating. Stats and equipment[] Sanjar Khan - Default Stats and Equipment Attributes Stat Points Level 41 Strength 20 Agility 20 Intelligence 15 Charisma 25 Health 67 Armor Head Guard Helmet Body Nomad Robe, Khergit Guard Armor Hand Lamellar Gauntlets Foot Leather Boots, Splinted Greaves Skills Skill Points Ironflesh 6 Power Strike 7 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 5 Riding 7 Horse Archery ? Looting ? Trainer 6 Tracking ? Tactics 6 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 Crossbows 220 Throwing 220 Weapons Melee Sabre Ranged ? Shield Elite Cavalry Shield Mount Courser Trivia[] Sanjar and his brother Dustum are the only NPCs in the game that wear the Khergit Guard Armor. Since you cannot access Sanjar's inventory, Dustum remains as the only way for the player to get it. Sanjar Khan has a similar banner to Akadan Noyan, one of his vassals. They both have the same exact symbol, differing only in the color scheme. Since the Khergits are famous for their horse archers, though, this is likely a mere coincidence. Sanjar Khan wears the Guard Helmet, which comes from the Swadian culture. Gallery[] Sanjar Khan 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"
"Saren","Saren Settlement Information Type Village Kingdom Rhodoks Fortification Grunwalder CastleAlmerra Castle World Map Mount&BladeSarenGrunwalder CastleTemplate:World Map/Mount&Blade WarbandSarenAlmerra CastleTemplate:World Map/Warband Saren is one of the villages initially owned by the Kingdom of Rhodoks. It tends to get looted by Kingdom of Swadia and Khergit Khanate, meaning that it will quickly be impoverished early game. Layout[] Player Elder Fugitive The Village Elder is located straight down the from where the player enters, standing beside a campfire. Saren is set in the middle of very uneven land filled with hills and rocks as well as some scattered trees. It has a total of eight structures, two of which seem to be collapsing. The village does not appear very tidy, in addition to the poor condition of the houses themselves, there are wheels and empty baskets tossed upon the roofs. There is no evidence of any fields or other food sources here, and none of the many baskets throughout the village contain anything. To the left of the player's initial position, at the top of a hill, is a small graveyard. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the village from where the player enters, standing next to a tall tree. 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)"
"Sargoth","Sargoth Settlement Information Type Town (capital) Kingdom Kingdom of Nords Villages FearichenKulumKwynnAmbeanFearichenFenada Sieges with... Ladders Port No World Map Mount&BladeSargothFearichenKulumKwynnOdasanTemplate:World Map/Mount&BladeWarbandSargothAmbeanFearichenFenadaTemplate:World Map/Warband Sargoth is the capital city of the Kingdom of Nords and a fief initially owned by King Ragnar. It hosts the normal town functions. Sargoth is one of the oldest towns. It has been present since the first version of Mount&Blade. It also used to have a tavern called the ""Thirsty Lion"". In these previous versions, it was a part of the Kingdom of Swadia, although it should be noted that these early versions are no longer canonical. Set in Calradia 173 years earlier, Mount & Blade II: Bannerlord features a Vlandian town named Sargot, although it is unlikely to be the same town given how this town is situated far away in what is more likely Swadian or Rhodok territory in Warband. Contents 1 Territory 1.1 Mount&Blade 1.2 Warband 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade[] Its villages are Fearichen, Kulum, and Kwynn. Warband[] Its villages are Ambean, Fearichen, and Fenada. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master in Sargoth can be located immediately behind and to the left of the player when 'Take a walk around the streets' is selected. Siege[]
Inside Sargoth's castle, as seen in Mount&Blade Besieging Sargoth requires the construction of a Siege Tower in Mount&Blade or Ladders in Warband. Tournaments[]
Sargoth's arena as seen in Mount&Blade Tournaments hosted in Sargoth feature: Axe & Shield Sword & Shield Heavy Sword None of the participants are on horses. King Ragnar himself is known to participate in this tournament often. Economy[]
Guild Master location. Sargoth produces: Ale Bread Leatherwork Linen Oil Tools Wine Wool Cloth 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"
"Sarimish","Sarimish Settlement Information Type Village Kingdom Rhodoks Fortification Almerra CastleVeluca World Map Mount&BladeSarimishAlmerra CastleTemplate:World Map/Mount&BladeWarbandSarimishVelucaTemplate:World Map/Warband Sarimish is one of the villages initially owned by the Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is almost directly forward from where the player enters, standing next to a wooden table with pottery on it. Sarimish is located in hilly terrain with trees spotted all around. It has a total of six structures, as well as some stone border walls. There are two fields here, both are growing squash and cabbages, while one of them is also growing grapes. Within storage sheds can be seen fruit baskets, beef, honey, ale barrels, furs, and leatherwork, while an outdoor oven has baked bread next to it. There is a small walled pen with a covering and pile of hay which may be for holding horses. There is a very large amount of cut wood here which may indicate woodcutting as a business, although the number of wagons, spare wheels, and other wood products could point to carpentry. If sent here during a Hunt Down Fugitive quest, the target may be found underneath a thatch awning on the other side of a building encircled by a stone wall, standing in front of a wood pile next to a wagon. 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)"
"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"
"School","Schools are a village improvement whose construction is affected by your party's Engineer skill. Schools increase player relationship with the village by 1 every month. There is a bug in classic Mount&Blade where School bonuses are applied to all villages you own, whether they have a School or not. Schools do work properly in Warband. Construction[] Engineer Denars Days 0 9000 93 1 8550 88 2 8100 84 3 7650 79 4 7200 74 5 6750 70 6 6300 65 7 5850 60 8 5400 56 9 4950 51 10 4500 47 11 4050 42 12 3600 37 13 3150 33 14 2700 28"
"Scimitar/Mount&Blade","Scimitar ScimitarOne-handedBase value: 108 denarsWeight: 1.5Swing: 29cSpeed rating: 105Weapon reach: 97Mount&Blade"
"Scythe","The Scythe is a humble weapon that packs a surprisingly large amount of power in each swing. In classic Mount&Blade and Warband, the Scythe is wielded so the back of the blade is the leading edge of each swing. With Fire & Sword Warband Mount&Blade See Also Polearms (List) One-handed Weapons (List) Melee Weapons (List) Weapons (List)"
"Scythe/Mount&Blade","Scythe ScythePolearmBase value: 43 denarsWeight: 3.0Swing: 19cThrust: 14pSpeed rating: 79Weapon reach: 182"
"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."
"Seneschal","Seneschal Official Information Monarch Varied Title Seneschal Seneschals are a removed feature from Mount&Blade. They were to appear in towns and castles. Code can still be found from the game's files. Overview[] They were able to tell the player the location of named lords and ladies. Compared to the lords and ladies though, the seneschals had a set location, each town and castle having their own seneschal. Also during a removed quest (deliver supply to center under siege), the player needed to transport supplies from a random town or castle to a town or castle that was under siege. The supplies would be given to the player by the seneschal at the starting location and they were to be delivered to the seneschal of the town or castle under siege."
"Senuzgda Castle","Senuzgda Castle Settlement Information Type Castle Kingdom Kingdom of Swadia Villages Ehlerdah Emirin Sieges with... Ladders Port No World Map Mount&BladeSenuzgda CastleEhlerdahTemplate:World Map/Mount&BladeWarbandSenuzgda CastleEmirinTemplate:World Map/Warband Senuzgda Castle is a castle belonging to the Kingdom of Swadia. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Senuzgda Castle lies northwest of Praven in the middle of the large forest in central Calradia. Its village is Ehlerdah which is to the northwest, set on the path over the mountains that divide Swadia. Warband[] Senuzgda Castle lies southwest of Dhirim at the edge of a cliff. Its village is Emirin which is to the northeast, next to Dhirim. Layout[] Player Keep Dungeon Breach Siege[] Besieging Senuzgda Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Gallery[] The hall of Senuzgda Castle.Courtyard and keep of Senuzgda castle. 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"
"Serindiar","Serindiar Settlement Information Type Village Kingdom Rhodoks Fortification JelkalaGrunwalder Castle World Map Mount&BladeSerindiarJelkalaTemplate:World Map/Mount&Blade WarbandSerindiarGrunwalder CastleTemplate:World Map/Warband Serindiar is one of the villages initially owned by the Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is located in front of the building on the opposite side of the village from where the player enters, next to a stool under an awning. Serindiar is set next to a shallow pond and stream surrounded by tall trees. It has a total of seven structures as well as a dock and bridged dam. There are three fields, two of which are already harvested, while the other is growing squash. Although no actual fish can be found in the village, the presence of numerous nets and two decrepit boats seems to imply that the pool is a significant food source, and likely a man-made one due to the dam. If sent here during a Hunt Down Fugitive quest, the target may be found beside a building across the pond directly to the player's left from the entry point, standing before a row of nets. 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)"
"Shapeshte","Shapeshte Settlement Information Type Village Kingdom Vaegir Fortification RivachegCuraw World Map Mount&BladeShapeshteRivachegTemplate:World Map/Mount&BladeWarbandShapeshteCurawTemplate:World Map/Warband For the Bannerlord village, see Shapeshte (Bannerlord). Shapeshte is a village initially owned by the Kingdom of Vaegirs. Layout[] Player Elder Fugitive The Village Elder is located mostly straight forward from where the player enters, on the left side of the path by a campfire and some barrels. Shapeshte is built on uneven terrain with hills and valleys all around it as well as scattered clusters of pine trees. It has a total of seven structures. There appear to be two snow covered fields here, one empty and the other with what are most likely mounds of refuse left over from harvest. If sent here during a Hunt Down Fugitive quest, the target may be found to the right from where the player enters, in the field behind the buildings. Mount&Blade II: Bannerlord[] In Mount&Blade II: Bannerlord, the village of Shapeshte appears in the eastern part of the map, it being part of the Khuzait Khanate. Other than villages such as Rulund, which appear to have the same geography as their Warband counterpart, Shapeshte does not resemble the Warband village in any way except for the fact that the terrain is covered by snow. 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"
"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"
"Short Arming Sword/Mount&Blade","Short Arming Sword Short Arming SwordOne-handedBase value: 243 denarsWeight: 1.5Swing: 26cThrust: 24pSpeed rating: 103Weapon reach: 86Mount&Blade"
"Short Bow/Mount&Blade","Short Bow Short BowBase value: 58Weight: 1.0Damage: 18pAccuracy: 99Speed rating: 98Requires Power Draw: 1Mount&Blade"
"Short Sword/Mount&Blade","Short Sword Short SwordOne-handedBase value: 152 denarsWeight: 1.5Swing: 26cThrust: 24pSpeed rating: 102Weapon reach: 85Mount&Blade"
"Shortened Spear/Mount&Blade","Shortened Spear Shortened SpearPolearmBase value: 53 denarsWeight: 2.0Swing: 19bThrust: 25pSpeed rating: 102Weapon reach: 120"
"Shulus","Shulus Settlement Information Type Village Kingdom Vaegir Fortification CurawKhudan World Map Mount&BladeShulusCurawTemplate:World Map/Mount&BladeWarbandShulusKhudanTemplate:World Map/Warband Shulus is a village initially owned by the Kingdom of Vaegirs. Layout[] Player Elder Fugitive The Village Elder is located on the right side of the from where the player enters, standing directly in front of the right-most building, next to some steps. Shulus is located in a very uneven region with hills and valleys all around it, as well as a few scattered trees. It has a total of eight structures within the village. There are four snow-covered fields with stacks which are probably straw left over from harvesting crops. If sent here during a Hunt Down Fugitive quest, the target may be found behind the building the Village Elder is in front of, standing next a brazier. 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"
"Sickle/Mount&Blade","Sickle SickleOne-handedBase value: 1 denarWeight: 1.5Swing: 20cSpeed rating: 99Weapon reach: 40Can't be used to blockMount&Blade"
"Siege Crossbow/Mount&Blade","Siege Crossbow Siege CrossbowBase value: 683Weight: 3.8Damage: 49pAccuracy: 99Speed Rating: 37Requires Strength: 10Cannot be used on horseback"
"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"
"Skirmisher","This article is a disambiguation page for Skirmisher 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. Skirmisher may refer to: Khergit Skirmisher Swadian Skirmisher Vaegir Skirmisher Sarranid Skirmisher Briton Skirmisher (Cipryswr) Irish Skirmisher (Fer Midboth) Irish Veteran Skirmisher (Ceithernach) Irish Elite Skirmisher (Fianaige) Pictish Skirmisher (Fuidir) Pictish Veteran Skirmisher (Saigteoir) Pictish Elite Skirmisher (Cruithnen) Aquitanian Skirmisher Battanian Skirmisher Battanian Veteran Skirmisher Battanian Mounted Skirmisher Skirmisher (Multiplayer)"
"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"
"Slezkh","Slezkh Settlement Information Type Village Kingdom Vaegir Fortification Slezkh CastleSlezkh Castle World Map Mount&BladeSlezkhSlezkh CastleTemplate:World Map/Mount&BladeWarbandSlezkhSlezkh CastleTemplate:World Map/Warband Slezkh is a village initially owned by the Kingdom of Vaegirs. Layout[] Player Elder Fugitive The Village Elder is located on the far side of the village from where the player starts, standing near to three stools. Slezkh is set in a long valley with steep mountains on either side and tall pine trees all throughout. It has a total of six structures. There are signs of fields here, but nothing is visible as everything is covered under snow. If sent here during a Hunt Down Fugitive quest, the target may be found on the far left side of the village from where the player enters, standing next to a woodpile. 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"
"Slezkh Castle","Slezkh Castle Settlement Information Type Castle Kingdom Kingdom of Vaegirs Villages SlezkhSlezkh Sieges with... Ladders Port No World Map Mount&BladeSlezkh CastleSlezkhTemplate:World Map/Mount&BladeWarbandSlezkh CastleSlezkhTemplate:World Map/Warband Slezkh Castle is a castle belonging to the Kingdom of Vaegirs. It is featured in both Mount&Blade and Warband. Its village is Slezkh. Location[] Mount&Blade[] Slezkh Castle lies southeast of Rivacheg in a narrow pass between a river and mountain, overlooking a bridge. Its village is to the south within a small patch of trees. Warband[] Slezkh Castle lies northeast of Curaw. It overlooks a bridge crossing the major river in the middle of Vaegir territory. Its village is to the southwest at the edge of a small forest. Layout[] Player Keep Dungeon Breach Siege[] Besieging Slezkh Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Gallery[] 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"
"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"
"Solid and Shade","Solid and Shade is a popular Mount&Blade version 1.011 horror mod. The mod is very gory. Don't let the weak stomached or kids play this. Features[] Undead Zendar Underworld New NPCs New backgrounds for players Dismember Corpses Rob graves Horror-themed music Permanent death for the player Link[] Solid and Shade at the M&B Repository Hint And More Information[] Do not talk to the Blood Fountain if you have the Infinity Stone if you fear for your life! -Zendar is included in the mod, but it's renamed to Old Zendar. And no one is there except The Blood Fountain, Rasputin and The Raven. No one is in Zendar, If you go there, there will only be a pile of human skeletons and the 3 mentioned charactes (Rasputin, The Blood Fountain and The Raven) According to The Blood Fountain the reason of the human corpses is because they chose the Life option rather than the Death option. According to Ramun he said he escaped with his life, which may mean the reason of human corpses was a much more gruesome reason"
"Spear/Mount&Blade","Spear SpearPolearmBase value: 75 denarsWeight: 2.25Swing: 20bThrust: 26pSpeed rating: 98Weapon reach: 135"
"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"
"Spiked Club/Mount&Blade","Spiked Club Spiked ClubOne-handedBase value: 83 denarsWeight: 3.0Swing: 21pSpeed rating: 97Weapon reach: 97Mount&Blade Spiked Club Spiked ClubOne-handedBase value: 45 denarsWeight: 1.5Swing: 19pSpeed rating: 99Weapon reach: 62Mount&Blade"
"Spiked Mace/Mount&Blade","Spiked Mace Spiked MaceOne-handedBase value: 180 denarsWeight: 3.5Swing: 22bSpeed rating: 95Weapon reach: 90Mount&Blade Spiked Mace Spiked MaceOne-handedBase value: 152 denarsWeight: 2.5Swing: 23bSpeed rating: 98Weapon reach: 62Mount&Blade"
"Spiked Staff/Mount&Blade","Spiked Staff Spiked StaffOne/Two-handedBase value: 72 denarsWeight: 2.8Swing: 26bThrust: 25pSpeed rating: 103Weapon reach: 80Mount&Blade"
"Staff/Mount&Blade","Staff StaffPolearmBase value: 36 denarsWeight: 1.5Swing: 18bThrust: 19bSpeed rating: 100Weapon reach: 130"
"Star Wars Conquest","Star Wars Conquest Version Mount&Blade 1.011 Type Single Player Links Star Wars Conquest is a module for Mount&Blade (1.011) which converts the Calradian world into the setting of Star Wars. Star Wars Conquest was made by a group known as the SWC Dev Team. Official website Contents 1 Features 2 Customization Elements 3 Content 4 External Links Features[] The game lets the player live during the period of the Galactic Civil War, starting in 1ABY. The Jedi remaining are few, and the criminals prosper while the Empire and the Rebellion fight one another across the galaxy. The Hutt Cartel is also a potential enemy for the Empire and the Rebels. The Second Deathstar is under construction, but already operative, and both pirates and deserters aren't difficult to find. The game features the Star Wars galaxy in a main campaign map. The player is able to choose his/her race, abilities, and enter the world allied to any of the main factions, or remain independent. Once started, the character can move freely around the galaxy, visiting any of the Star Wars planets, such as Geonosis or Yavin IV. The mod includes a great number of active characters, who move throughout the galaxy besieging, defending, raiding or holding each of the locations. These individuals (commanders, bounty hunters, Sith, etc.) might ally or engage the player's character, who can even get missions from them. Customization Elements[] The game lets the player customize its character by buying armor, weapons, speeders, and other gadgets. The player can visit the merchants around the galaxy and find items from vibroswords to thermal detonators. The loot option is in as well, which lets you recover items from the fallen units after battle. Star Wars Conquest also features a series of shipyards, where the character can buy some of the existent ships, depending on the amount of credits they have. These locations, settled above some planets like Kuat or Fondor, let you apply for a loan, and offer different ships depending on the station's tradition. In Corellia for example, the player might be able to find a Corellian gunship. Apart from these, the character can also gather their own crew or army, and choose their own banner and culture. If the player manages to conquer any of the planets, they might be able to found a new faction, which they can name and rule. The player can encounter famous characters from the Star Wars universe. It is possible to find items from the Clone Wars, and even some from the times of the Old Republic. In the game, the character can also get to build specific planetary upgrades, which lets them raise units different to the normal recruits. Content[] Factions Ships Heroes Weapons External Links[] Star Wars Conquest on moddb.com, Official home, new forums and downloads Star Wars Conquest's old Hosted Forum on mbx.streetofeyes.com Star Wars Conquest old versions on mbrepository.com Forge Modding Wiki"
"Steel Bolts/Mount&Blade","Steel Bolts Steel Bolts (25 / 25)Base value: 210Weight: 2.5+2 to damage"
"Steel Shield","The design difference between the and Steel Shields, respectively. Steel Shields are very durable shields that can be used on horseback, but they are heavy and lack size (although this can be overcome with a high Shield skill). Steel Shields have the highest standard durability and good resistance without Modifiers, making them very powerful shields, arguably, one of the best available depending on your specific needs. Stats[] Steel Shield Durability Weight Resistance Size Speed Base Value 700 4.0 16 79 61 697"
"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"
"Steppe Horse","The Steppe Horse is the most maneuverable horse in the original Mount&Blade, only surpassed in Warband by the Sarranid Horse. Despite the high maneuver rating, the armor and hit points aren't particularly high and might make this choice less attractive. It is a fair choice for new players, as this horse is slightly hardier than a Saddle Horse as well as cheaper, while still being fast enough to couch a lance. The possibility to acquire it for free from the ever common Steppe Bandits also make it an early alternative to the Sumpter Horse. Steppe horses share the same speed as most of the heavier horses and can help new players get accustomed to riding at the slower speed of more heavily armored mounts while being maneuverable enough to turn away from any charges that look like they won't succeed. Steppe horses can be found in any of the towns owned by the Kingdom of Vaegirs or Khergit Khanate at the start of the game. Stats[] Horse Armor Speed Maneuver Charge Hit Points Riding Base Value Steppe Horse 10 40 51 8 120 2 192"
"Stones/Mount&Blade","Stones Stones(18 / 18)Base value: 1 denarWeight: 4.0Damage: 11bSpeed rating: 97Mount&Blade"
"Strong Bow/Mount&Blade","Strong Bow Strong BowBase value: 437Weight: 1.3Damage: 23pAccuracy: 99Speed rating: 94Requires Power Draw: 3Mount&Blade"
"Stulgar","Stulgar Appears in Mount & Blade Official Information Culture Swadian (possibly) Religion Calradic religionDevil worship (allegedly) Character Details Connections Halmar Character Background Home Praven (possibly) Stulgar was a quest related npc added in Mount&Blade version 0.600, or possibly even earlier. Description[] Nothing is known about Stulgar. His alleged friend Jevna hired the player to delivered a parcel to him in Praven. When spoken to, he apologized for the trouble the player had gone through delivering the package, paid for the delivery, and bid them farewell, saying that the player is best not knowing anything more. Trivia[] The parcel that the player delivered to Stulgar contained some leaves. It is never explained what they were for."
"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"
"Sumbuja","Sumbuja Settlement Information Type Village Kingdom Vaegir Fortification ReyvadinRadoghir Castle World Map Mount&BladeSumbujaReyvadinTemplate:World Map/Mount&BladeWarbandSumbujaRadoghir CastleTemplate:World Map/Warband Sumbuja is a village initially owned by the Kingdom of Vaegirs. Layout[] Player Elder Fugitive The Village Elder is located in the middle of the village, standing aside some tables under a roof. Sumbuja is built next to a large hill with the path to the village encircling it and trees positioned decoratively along it, in addition to moderate natural foliage. It has a total of five structures. There are some fields here growing Wheat, Cabbages, and squash. Bread and a basket of marrows may also be found. A notable feature is a sizable, but mostly empty pit surrounded on most sides by fences. If sent here during a Hunt Down Fugitive quest, the target may be found on the far side of the pit from where the player enters. 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"
"Sungetche Castle","Sungetche Castle Settlement Information Type Castle Kingdom Khergit Khanate Villages Tismirr Bhulaban Sieges with... Tower Port No World Map Mount&BladeSungetche CastleTismirrTemplate:World Map/Mount&BladeWarbandSungetche CastleBhulabanTemplate:World Map/Warband Sungetche Castle is a castle belonging to the Khergit Khanate. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Sungetche Castle lies north of Ichamur at the top of a mountain pass between the Khergit Khanate and the Kingdom of Vaegirs. Its village is Tismirr which lies at the base of the mountain pass to the northeast. Warband[] As with Mount&Blade, Sungetche Castle lies north of Ichamur at the top of a mountain pass between the Khanate and the Kingdom of Vaegirs. Its village is Bhulaban which lies at the base of the mountain pass to the north. Layout[] Player Keep Dungeon Breach Siege[] Besieging Sungetche Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. Gallery[] 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"
"Suno","Suno Settlement Information Type Town Kingdom Kingdom of Swadia Villages RulunsElberlYalibeIyindahRuluns Sieges with... Ladders Port No World Map Mount&BladeSunoRulunsElberlYalibeTemplate:World Map/Mount&BladeWarbandSunoRulunsIyindahTemplate:World Map/Warband Suno is a town of the Kingdom of Swadia. Its initial lord is Count Klargus. Contents 1 Territory 1.1 Mount&Blade 1.2 Warband 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade[] Its villages are Ruluns, Elberl, and Yalibe. Warband[] Its villages are Ruluns and Iyindah. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master in Suno is located up the stairs to the castle, and around the corner to the right when 'Take a walk around the streets' is selected. Another method of finding him quickly is to go to the castle and leave via the door instead of the tab key, at which point he is directly in front of the player. Suno is one of two towns (Dhirim is the other) that does not have a door to the arena accessible from the streets. If the player enters the arena, and then uses the exit in the arena to reach the streets, the player will find themselves out of bounds, embedded within the buildings of the city. Unlike Dhirim, there is nowhere to explore while out of bounds, as the building is surrounded by normally-accessible streets. Siege[] Besieging Suno requires the construction of ladders. Tournaments[] If you take part in a Tournament in Suno, you can be given any of the following sets of equipment: Sword & Shield Axe & Shield Lance & Shield Heavy Sword Not all participants are on horses. Economy[]
Guild Master location. Suno produces: Bread Ale Wine Leatherwork Tools Velvet Wool Cloth Oil Suno sells Oil cheaply. 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"
"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"
"Swadian Knight","Swadian Knight Troop Information Culture Kingdom of Swadia Wages 38 denars 59-31 denars Acquired from... Swadian Man-at-Arms Upgrades to... N/A Upgrade Cost N/A XP for Kill 288 xp Ransom Value 240 denars Swadian Knights are a heavy cavalry unit. They are the strongest cavalry unit in Mount&Blade, though they have been rivaled in Warband with the addition of Sarranid Mamlukes. The Mamluke is a very similar unit, with small differences including wages and stats, and of course, choice of equipment. Along with Vaegir Knights, Nord Huscarls, and Slaver Chiefs, Swadian Knights require 120 denars to be upgraded from their lower tiers. Tactics[] Swadian Knights can be used to charge the front line of enemy troops, as they have heavy armor and are not that vulnerable to the attacks of enemy infantry. One of the most effective tactics to use with the Swadian Knights is to have your infantry hold ground, creating a defensive wall. When the enemy are advancing towards your infantry, tell your cavalry to follow you and flank to the left or right until you are behind the coming enemy. When they are within charging distance, charge both your cavalry and your infantry at the same time. Timing here can be very important, as ideally both troop divisions need to hit the enemy simultaneously. This attack will greatly weaken the enemy as their attention will be split in two directions at once, halving their combat effectiveness. It is recommended not to use flanking tactics on a hilly battlefield since the Knights' horses won't be able to run at full speed and will be taken down more easily. Instead, try to let the battle take place on a flat piece of ground or keep your Knights together with your infantrymen. Their greatest weakness is fighting Khergits. Due to the Knights' relatively low speed, they have trouble engaging Khergits, and can only fight them when the horse archers run out of ammo. It is possible to loot and burn a village without casualties given that you have a medium level character and 5 Swadian Knights. 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. Swadian Knight - Default Stats and Equipment Attributes Stat Points Level 28 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 52 Armor Head Guard Helmet, Great Helmet, Bascinet Body Coat of Plates, Cuir Bouilli Hand Gauntlets, Mail Mittens Foot Plate Boots Skills Skill Points Ironflesh 5 Power Strike 5 Power Throw ? Power Draw ? Weapon Master ? Shield 5 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 150 Two Handed Weapons 130 Polearms 130 Archery 75 Crossbows 75 Throwing 75 Weapons Melee Heavy Lance, Two Handed Sword, Long Arming Sword, Morningstar Ranged ? Shield Knightly Heater Shield Mount Charger, War Horse Troops of Swadia Looter Forest Bandit Recruit Militia Footman Skirmisher Infantry Man-at-Arms Crossbowman Sergeant Knight Sharpshooter"
"Sword/Mount&Blade","Sword SwordOne-handedBase value: 163 denarsWeight: 1.5Swing: 27cThrust: 22pSpeed rating: 99Weapon reach: 95Mount&Blade Sword SwordOne-handedBase value: 243 denarsWeight: 1.5Swing: 28cThrust: 23pSpeed rating: 99Weapon reach: 95Mount&Blade"
"Sword Sister","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 Sword Sister Troop Information Culture Mercenaries Wages 38-20 denars Acquired from... Camp Defender Upgrades to... N/A Upgrade Cost N/A XP for Kill 204 xp Ransom Value 170 denars Sword Sisters are elite female mercenary cavalry. Despite slowly evolving from initially vulnerable and unarmed women, Sword Sisters are powerful fighters on par with Mercenary Cavalry. Sword Sisters demand significantly lower wages compared to their male counterparts, therefore procuring them can be very worthwhile from a financial point of view. The most reliable way to acquire Sword Sisters is by upgrading Refugees and Peasant Women. These units are difficult to acquire as they can only be hired from a defeated party's prisoners or captured by attacking traveling villagers, so for most players, this troop line will be very rare. Tactics[] Sword Sisters ride fast Coursers and often pack Crossbows, so they excel against other light and medium cavalry or scattered archers. However, densely packed formations of infantry should best be countered with the heavier mounted units such as Vaegir and Swadian Knights or Mercenary Cavalry. They wear Plate Armor, making them extremely durable, but strangely they sometimes appear without helmets - this results in occasional deaths from a single shot to the head. This drawback is most inconvenient when attacking castles and towns, where your Sword Sisters are especially vulnerable to archer fire from above. Also note that the Sisters ride unarmored horses, so they are unhorsed more often than other cavalry of similar levels. They also have low Ironflesh and Power Strike skills for an elite unit. Sword Sisters should not be underestimated, because their heavy armor, fast horses, and sabres make them formidable combatants. They can be one of the most effective mounted units against light cavalry. However, if you only have a few Sword Sisters, their speedy mounts are a disadvantage as they will rush out in front of your slower forces and take the full force of the initial clash. If this is a problem, give your troops orders that will force them to stay together at least until you meet the enemy. Sword Sisters are vulnerable to large amounts of infantry which exploit their biggest weakness, the courser's weak armor and lack of hit points. In castle sieges, their occasional random crossbow can be useful and their plate armor allows them enough defence to cut down most lightly-armored units with ease. Once unhorsed, Sword Sisters perform reasonably well in fighting withdrawals, where they pull back to join any infantry holding position. Their shields permit them to weather enemy attacks and their fast blades give them a good chance at counter-attacking foes armed with slower weapons. If unhorsed on the wrong side of an enemy formation however, they will likely be overwhelmed and dispatched. While very difficult to acquire, a full-sized army of Sword Sisters is extremely deadly and a lot cheaper to finance than one made of Swadian Knights. It is interesting to note that an army of all women will not cheer out loud after a victorious battle as there's no audio file recorded for them, resulting in a peculiar sudden calm as soon as the swords stop clashing and all the horses are brought to a halt. 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. Sword Sister - Default Stats and Equipment Attributes Stat Points Level 22 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 44 Armor Head (Possible): Guard Helmet, Helmet with Neckguard Body Plate Armor, Coat of Plates (black) Hand Leather Gloves Foot Plate Boots Skills Skill Points Ironflesh 2 Power Strike 3 Power Throw ? Power Draw ? Weapon Master ? Shield 2 Athletics 3 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 140 Two Handed Weapons 140 Polearms 140 Archery 140 Crossbows 140 Throwing 140 Weapons Melee Sword, Sabre Ranged (Possible): Crossbow, Bolts Shield Plate Covered Round Shield, Elite Cavalry Shield Mount Courser 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"
"Sword of War/Mount&Blade","Sword of War Sword of WarTwo-handedBase value: 524 denarsWeight: 3.0Swing: 40cThrust: 31pSpeed rating: 94Weapon reach: 130Requires strength: 11Mount&Blade"
"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"
"Tadsamesh","Tadsamesh Settlement Information Type Village Kingdom VaegirsSwadia Fortification Jeirbe CastleTilbaut Castle World Map Mount&BladeTadsameshJeirbe CastleTemplate:World Map/Mount&BladeWarbandTadsameshTilbaut CastleTemplate:World Map/Warband Tadsamesh is a village of Tilbaut Castle, initially owned by the Kingdom of Swadia. Layout[] Player Elder Fugitive The Village Elder is located in front of the first building on the left from where the player enters, standing next to a stool and small table. Yaragar is built on a relatively flat area in hilly terrain with plenty of trees. It has a total of five structures, as well as several stone walls. There are two fields here growing cabbages, grapes, squash, and small shrubs of some sort. There is a water well in the middle of the village and an outdoor over which may be used for baking bread, though none is visible. There are a number of furs in storage and loaded in a wagon and pelts cover the walls of one of the buildings. An outdoor structure has a stove inside and may be a smokehouse, though no meat or fish can be seen. If sent here during a Hunt Down Fugitive quest, the target may be found standing out in the open on the opposite side of the village from where the player enters. 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 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"
"Tagars","Tagars Faction Location Location unknown The Tagars were a minor faction appearing in the game files of the very early versions of Warrider and Mount&Blade. Description[] Almost nothing is known about the Tagars. From the game files, they were meant to be hostile to another removed minor faction - the Antler Knights - as well as to bandits. They were neutral when it came to the player. Their only confirmed appearance is in the module_factions.py/factions.txt files and no known Tagar troops or parties can be found anywhere. It is possible the game was meant to spawn placeholder Khergit parties, labelled as 'Tagars', during a minor quest but it is currently impossible to confirm. Trivia[] The Tagars apparently take their name the real-world Bronze Age Tagar culture that existed between the 8th and 1st centuries BCE in south Siberia. It is unclear why the Tagars were removed. Some in the community assume they were an early concept for a faction that was abandoned before anything could be done with them. It is plausible as, given how the real-world Tagar culture existed between the 8th and 1st centuries BCE, their presence in the Middle Ages, when the games are set, would have been strange. It is possible that Tagars could be retconned as a minor Calradic culture that was at some point destroyed or assimilated by a larger culture, hence why they disappeared without a trace. While unlikely, it is possible the Tagars got a soft retcon as the Sturgian clan Togaroving in Bannerlord. If Sturgia survived into the future, it is possible the clan became the Tagars."
"Tahlberl","Tahlberl Settlement Information Type Village Kingdom Swadia Fortification Haringoth CastleUxkhal World Map Mount&BladeTahlberlHaringoth CastleTemplate:World Map/Mount&BladeWarbandTahlberlUxkhalTemplate:World Map/Warband Tahlberl is a village initially owned by the Kingdom of Swadia. Layout[] Player Elder Fugitive The Village Elder is located in front of the first building on the left from where the player enters, standing next to a stool and small table. Tahlberl is set in a narrow valley in mountainous terrain with a few scattered trees. It has a total of seven structures and a few stone walls around the edges. There are three fields here growing cabbages, grapes, squash, and wheat, as well as a fully-enclosed animal pen. There is beef, wool, and jugs found in storage, as well as multiple outdoor ovens and a water well. A couple wagons and numerous spare wheels can also be found throughout the village. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the village from where the player enters, standing between a curved wall and structure at the bottom of a steep cliffside. 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"
"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"
"Tash Kulun","Tash Kulun Settlement Information Type Village Kingdom KhergitKhergit Fortification Malayurg CastleMalayurg Castle World Map Mount&BladeTash KulunMalayurg CastleTemplate:World Map/Mount&BladeWarbandTash KulunMalayurg CastleTemplate:World Map/Warband Tash Kulun is a village initially owned by the Khergit Khanate. Layout[] Player Elder Fugitive The Village Elder is located in front of the first building to the right from where the player enters. Tash Kulun is constructed in a sloping valley between two long hills with a few scattered trees. It has a total of seven structures with one on the far side of the village being larger than the others, which are short enough and on enough of a slope to allow one to walk onto their roofs. There is a single unfenced field growing Wheat behind the largest building, beyond this one small field, the village appears quite barren. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the village from where the player enters, standing with his back to a large tree. 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"
"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"
"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."
"Tehlrog Castle","Tehlrog Castle Settlement Information Type Castle Kingdom Kingdom of Nords Villages Ambean Vayejeg Sieges with... Ladders Port No World Map Mount&BladeTehlrog CastleAmbeanTemplate:World Map/Mount&BladeWarbandTehlrog CastleVayejegTemplate:World Map/Warband Tehlrog Castle is a castle belonging to the Kingdom of Nords. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Tehlrog Castle lies to the southwest of Sargoth on the border with the Kingdom of Swadia, lying closer to Suno than any Nordic Towns. Its village is Ambean which is to the northwest. Warband[] Tehlrog Castle lies southeast of Sargoth between the two rivers flowing through Nordic territory. It is on the border with the Kingdom of Vaegirs. Its village is Vayejeg which is to the southeast, resting in the middle of one of the snaking river bends. Layout[] Player Keep Dungeon Breach Siege[] Besieging Tehlrog Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Tehlrog castle's design is similar to a motte-and-bailey fort, featuring wooden buildings in an open courtyard atop a walled-in hill. Gallery[] 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"
"Tevarin Castle","Tevarin Castle Settlement Information Type Castle Kingdom Kingdom of Swadia Villages Iyindah Balanli Sieges with... Ladders Port No World Map Mount&BladeTevarin CastleIyindahTemplate:World Map/Mount&BladeWarbandTevarin CastleBalanliTemplate:World Map/Warband Tevarin Castle is a castle belonging to the Kingdom of Swadia. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Tevarin Castle lies southwest of Uxkhal at the base of the mountain pass that connects to the steppelands of the Khergit Khanate. Its village is Iyindah which is to the north, next to Uxkhal. Warband[] Tevarin Castle lies northwest of Praven. It is on the very tip of the coastal outcropping of Swadia’s west side, overlooking the encompassing ocean. It is the westernmost castle on the map. Facing the Castle's east wall is a ruined Mill and a Catapult Its village is Balanli which is nearby to the southwest. Layout[] Player Keep Dungeon Breach Siege[] Besieging Tevarin Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Laying siege to Tevarin Castle can be daunting at times as the field you need to cross to get to the ladder faces a long wall which will inevitably be filled with archers, putting you under constant suppression. The castle is built on a steep slope, so any attacker who manages to move to the right hand side of the fortress past ranged attackers in the battlements, can use arrows more effectively, as the elevation of the hill negates the advantage of wall height. An attacker will lose far fewer men when assaulting this castle in such a manner. Gallery[] 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"
"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 Last Days of the Third Age","The Last Days of the Third Age Version Mount&Blade 1.011 and Warband Type Single Player Links Download pageSteam WorkshopDiscordTwitter feedOriginal forumModDB profileTrello to-do list The Last Days of the Third Age is a module for the original Mount&Blade— later ported to Warband— set in J.R.R. Tolkien's Middle-earth, the fantasy setting of The Lord of the Rings novels. The mod lets the player participate as a soldier on either side of the War of the Ring as a man, Elf, Dwarf, Orc, Uruk, or Isengard Uruk-hai. Players can fight against the dark lord Sauron as member of one of several good-aligned factions, or they can join the forces of Sauron or the wizard Saruman as an Orc or evil human. The developers based the module upon the text of J.R.R. Tolkien's The Lord of the Rings. The appearances, the music, and the story are also based on J.R.R. Tolkien and not on Peter Jackson's Lord of the Rings film trilogy, though some inspiration from the films was taken for aspects of the module. Contents 1 Features 1.1 Races and factions 1.2 Currency 1.3 Setting 1.4 Combat 1.5 Music 1.6 Items and Equipment 1.7 Glitches 2 Reviews 3 Trailer Features[] The Last Days features a number of noteworthy changes to character creation and game mechanics from the standard Mount&Blade game. Races and factions[] Players can fill the role of the pillaging orc in TLD. At game start, the player can choose to fight for ""The Dawn of a New Era"" (good) or ""The Twilight of Man"" (evil). From there, the player can choose his or her race and homeland. Each of those choices brings different starting equipment as well as an alignment with one of the game's 19 factions. For instance, a player could choose to be a man from the fortress city of Minas Tirith, an orc in the service of Saruman, a dwarf from the Iron Hills, or any of several other race and homeland combinations. Also, there are unique faces and skins for every faction and you can't make an orc look like an elf or vice versa. Each choice at character creation brings with it some benefits and drawbacks. The developers state that, by design, the factions are not balanced. According to the manual for TLD, ""Some factions provide excellent soldiers, but in small numbers. Some have weak troops, but you can hire many. Smaller orcs can't wear armors designed for big guys, but can ride some beasts instead. Dwarves have exceptional gear, but can't ride mounts."" These elements allow for very different playing experiences depending on a character's race and faction. Quest givers in each faction also take their inspiration from the novels, including major characters such as Elrond of Rivendell or King Theoden of Rohan to minor characters like Gothmog the orc or the dwarven King Dain Ironfoot. Currency[] A player kneels before King Theoden of Rohan. There is no monetary currency in TLD. Instead, the module uses a system called ""resource points,"" which reflect a player's reputation and influence within a faction. Players earn resource points and influence within a faction by completing quests and winning battles within a faction's geographical region. One important difference between the economy in TLD and in the original Mount&Blade is that a player's resource points in one faction do not carry over to other factions. Thus, a player who has 5,000 resource points accumulated by doing quests for the Gondor faction may find that he only has 50 resource points to spend if he tries to purchase items from vendors in the kingdom of Rohan. Influence points are another form of currency. These points can be used to gain special items from faction leaders. These are gained by doing missions for commanders or the elders/guild leaders of the cities. These are needed to get special items from the faction leaders, to get other smaller NPC squads or even the other commanders to follow you, and to recruit heroes. Setting[] The overland map features custom icons inspired by Middle-earth lore. Fans of The Lord of the Rings novels and films will appreciate the attention to detail the TLD developers put into recreating Middle-earth in Mount&Blade. The overland map is limited to areas of Middle-earth east of the Misty Mountains, but recreates the setting with unique icons for important locations such as Minas Tirith, Isengard, or Edoras. The module also renders many famous and important locations from the novels in great detail, offering a number of unique villages and towns to explore. For instance, players can see the White Tree of Gondor in the highest level of Minas Tirith, stand in the shadow of the Black Gate of Mordor, or walk the bridges in the tree city of Caras Galadhon, to name a few. Hidden locations on the overland map (and their accompanying walkaround maps) can be made available through conversations with citizens in towns and cities. Combat[] Fighting in TLD is similar to the original Mount&Blade with a few exceptions. The first difference the player will notice is that troops are stationary at the beginning of a battle and will wait on the player's orders to attack. A second difference is that, rather than earning gear from fallen foes after a battle, players earn metal scraps of varying quality, which can then be sold to faction vendors for resource points. A major change from the standard Mount&Blade mechanics is that players cannot initiate a siege on their own; rather, they can only participate when a faction leader decides to assault an enemy city or encampment. When players begin the module, the War of the Ring has not yet begun. Once the player is notified the war has started, however, the war looms large over each battle. The module monitors and reports when a faction grows stronger or weaker through its military encounters. This makes it possible to ""win"" The Last Days module. When a faction reaches its lowest status, enemy leaders can decide to storm its capital and defeat that faction completely. Music[] TLD features a stunning orchestral soundtrack of approx 180min written by Composer Vladan (Pagan) Zivanovic. A mod achievement in its own right. The score ranges from epic to ambient in a music system which is greatly evolved over Mount&Blade's. The score will follow the player across the map as they move from one region to another, from map to town, or from map to battle. Changing as you play, in a very natural fashion. Each region and its settlements have their own music dependant on its history or inhabitants and several scenes (Erebor for example) draw the player into Middle-Earth like very few games achieve. When the beautiful score merges with lovingly crafted scenes, TLD is at its finest, and players will find themselves simply viewing the world as often as running around and fighting in it. Items and Equipment[]
The White Tree of Gondor adorns many of that faction's items. The Last Days features a high number of custom armors and items which further draw the player into the world of Middle-earth. Saruman's orcs will bear his symbol of the White Hand, while the soldiers of Gondor wear the icon of the White Tree. These items are typically available from faction vendors and provide distinct appearance options to each faction. Items also draw their inspiration from Tolkien's writings, such as having orc characters begin the game with ""maggoty bread"" as a foodstuff. Other unique items from the novels can be obtained by earning influence within the various factions. By default, TLD does not permit so-called ""cross-dressing"" to stay true to Lord of the Rings lore. In Tolkien's writings, an elven warrior would never don orcish armor or wield orcish weapons. Glitches[] Orcs can riot in any city, but supporters of rebellion will be defeated every time if player doesn't interfere. In the Troll Cave, You can find a troll that will tell the player something about the mod and the game and will always end her speech with TROLOLOL. In a far corner of the map (where the player cannot reach without cheating), there is a city called Barad'dur which represents Sauron. This city is bugged. If player reaches here, will speak with himself An elephant can be buy in the Cheatmenu (Find an item menu) but it requires 255 rider skill Reviews[] The Last Days has been extremely well received by the community, earning a 9.6/10 rating from respondents on Mod Database . PC Gamer also featured a short article on The Last Days module in November 2011. PC Gamer noted the ambition and attention to detail the developers put into the mod, saying TLD ""looks amazing"" and features ""top notch custom armour sets."" Trailer[] The Last Days of the Third Age Trailer (HD) The Last Days of the Third Age Trailer"
"Throwing Axes/Mount&Blade","Throwing Axes Throwing Axes(7 / 7)Base value: 241 denarsWeight: 5.0Damage: 38cSpeed rating: 99Requires Power Throw: 1Bonus against shieldsMount&Blade"
"Throwing Daggers/Mount&Blade","Throwing Daggers Throwing Daggers(14 / 14)Base value: 193 denarsWeight: 3.5Damage: 25cSpeed rating: 110Mount&Blade"
"Throwing Knives/Mount&Blade","Throwing Knives Throwing Knives(15 / 15)Base value: 76 denarsWeight: 3.5Damage: 19cSpeed rating: 121Mount&Blade"
"Tihr","Tihr Settlement Information Type Town Kingdom Kingdom of Nords Villages BuillinFenadaGisimOdasanAldelenHaenKulum Sieges with... Ladders World Map Mount&BladeTihrBuillinFenadaGisimOdasanTemplate:World Map/Mount&BladeWarbandTihrAldelenHaenKulumTemplate:World Map/Warband Tihr is a town initially belonging to the Kingdom of Nords. In the Tavern, you can usually find Ramun the Slave Trader (if he is not present, he will be found in Yalen). This is quite convenient in that he is the only prisoner trader who can be found with reliability. He will only pay you 50 denars per slave; this is the same fee as Ransom Brokers pay in classic Mount&Blade, but in Warband the Ransom Brokers' fees vary depending on the rank of the prisoner. Contents 1 Territory 1.1 Mount&Blade 1.2 Warband 2 Layout 3 Siege 4 Tournaments 5 Economy 6 Trivia Territory[] Mount&Blade[] Its villages are Buillin, Fenada, Gisim, and Odasan. Warband[] Its villages are Aldelen, Haen, and Kulum. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master for Tihr is located directly behind and to the left of the player when 'Take a walk around the streets' is selected. He is standing on a terraced area of a large building. Siege[] Besieging Tihr require construction of Siege Ladders. This town is infamous for being particularly difficult to besiege, as it possesses not one, but two walls to overcome. Tournaments[] Tournaments hosted in Tihr feature the following equipment: Heavy Sword Bow & Arrows, Dagger Axe & Shield None of the participants are on horses. Economy[] Tihr sells low: Smoked Fish, Salt (Warband) Tihr buys high: Oil, Spice, Iron, Pottery, Salt (Mount&Blade) Tihr produces: Bread Smoked Fish Ale Wine Leatherwork Tools Wool Cloth Linen Pottery Salt Trivia[] Pieces of the Strange set are found here in Mount&Blade, but the chest can only be found in Warband by using Editing mode. It is possible that the Nordic town of Tihr has a connection to the Vlandian noble clan of dey Tihr, the ruling house of the town of Pravend 173 years earlier as featured in Mount & Blade II: Bannerlord. 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"
"Tilbaut Castle","Tilbaut Castle Settlement Information Type Castle Kingdom VaegirsSwadia Villages MechinTadsamesh Sieges with... Ladders Port No World Map Mount&BladeTilbaut CastleMechinTemplate:World Map/Mount&BladeWarbandTilbaut CastleTadsameshTemplate:World Map/Warband Tilbaut Castle is a castle featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Tilbaut Castle belongs to the Kingdom of Vaegirs. It lies west of Reyvadin on top of a mountainous rise near the river that seperates the Vaegirs from the Kingdom of Nords. Its village is Mechin which is to the south, at the base of the mountains. Warband[] Tilbaut Castle belongs to the Kingdom of Swadia. It lies northeast of Dhirim. It is on the border with the Kingdom of Vaegirs. Its village is Tadsamesh which is nearby to the north. Layout[] Player Keep Dungeon Breach Siege[] Besieging Tilbaut Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Trivia[] Tilbaut Castle is the only castle to have switched initial ownership between Mount&Blade and Warband. A comment in the source suggests Tilbaut Castle was supposed to be stolen territory held by the Kingdom of Vaegirs and claimed by the Kingdom of Swadia. Gallery[] 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 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"
"Tismirr","Tismirr Settlement Information Type Village Kingdom KhergitVaegir Fortification Sungetche CastleKhudan World Map Mount&BladeTismirrSungetche CastleTemplate:World Map/Mount&BladeWarbandTismirrKhudanTemplate:World Map/Warband Tismirr is a village initially owned by the Khergit Khanate in the original Mount&Blade and the Kingdom of Vaegirs in Warband. Layout[] Player Elder Fugitive The Village Elder is located through the village and up the hill, standing directly in front of the large building next to a woodpile. Tismirr is located on uneven land with many low hills and valleys spotted with tall pine trees. It has a total of eight structures within the village, one of which is positioned quite some distance apart from the rest, down a slope. There are signs of a couple fields here, though they are buried in snow and not currently growing anything. There are also several covered areas throughout the village that appear to be for holding horses. If sent here during a Hunt Down Fugitive quest, the target may be found behind the building set apart from the main village. 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 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"
"Tonju Noyan","Tonju Noyan Appears in Official Information Faction Khergit Khanate Title Noyan Fiefs Ichamur Culture Khergit Personality Martial Character Background Spouse Lady Mahraz Children Hugu NoyanLady Ayasu Tonju Noyan is initially a vassal in the Khergit Khanate under the rule of Sanjar Khan. He is also the lord of Ichamur at the beginning of the game, and will often give the player quests to destroy steppe bandit lairs. You may fight him or have him side with you as you help Dustum Khan, the claimant and Sanjar's brother, gain control of the Khanate. 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[] Tonju Noyan - Default Stats and Equipment Attributes Stat Points Level 26 Strength 16 Agility 16 Intelligence 10 Charisma 18 Health 57 Armor Head Khergit Cavalry Helmet Body Nomad Vest, Lamellar Armor Hand Lamellar Gauntlets, Leather Gloves Foot Hide Boots, Mail 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 Two Handed Sabre Ranged Khergit Bow, Arrows Shield Round Cavalry Shield Mount Courser Gallery[] Tonju 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"
"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"
"Tosdhar","Tosdhar Settlement Information Type Village Kingdom Swadia Fortification PravenDerchios Castle World Map Mount&BladeTosdharPravenTemplate:World Map/Mount&BladeWarbandTosdharDerchios CastleTemplate:World Map/Warband Tosdhar is a village initially owned by the Kingdom of Swadia. Layout[] Player Elder Fugitive The Village Elder is in front of the first building on the left from where the player starts, standing on a porch next some barrels and stools. Tosdhar is built in hilly terrain with abundant tree cover. It has a total of five structures, one including a tall tower. There are four fields here growing apples, cabbages, grapes, squash, wheat, and two different kinds of small shrubs. Raw meat and dried meat can be found hanging in a storage shed along with baskets of fruit and cabbages. There are multiple outdoor ovens which might be used to bake bread, though no loaves are visible here. There is a single animal pelt decorating the side of one wall. There are a couple of wagons here, but a very large number of spare wheels scattered throughout the village. If sent here during a Hunt Down Fugitive quest, the target may be found next to the structure farthest to the right from where the player starts, wedged in a corner between the house and haymow. 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"
"Tournaments","This article is a disambiguation page for Tournaments 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. Tournaments may refer to: Tournaments (classic) — Tournaments in Mount&Blade and Mount&Blade: Warband Tournaments (Bannerlord) — Tournaments in Mount&Blade II: Bannerlord"
"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."
"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"
"Townsman","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 Townsman Troop Information Culture Mercenaries Wages 1 denar Acquired from... Prisoners Upgrades to... Watchman Upgrade Cost 10 denars XP for Kill ? xp Ransom Value 32 denars Townsmen are the residents of towns. They are similar to Farmers in that they can only be recruited from prisoners. In older versions of Mount&Blade, they used to be recruited from taverns, alongside Farmers. They wielded peasant weapons such as staffs and wore basic equipment such as straw hats. However, since then, they have been removed from the active part of the game. The Townsmen in actual towns are not the same unit, as they do not even have a weapon. Tactics[] Townsmen have some of the cheapest and weakest weapons in the game. Their equipment is similar to that of looters, except they wear better armor. Their only effective tactic is to outnumber the enemy in a swarm or rush them before their opponents gather into a good position, as they have no shields to resist arrow fire and no spears to resist cavalry. It may be better to take your townsmen to a training field, rather than into battle, until they are ready to upgrade if you aren't able to keep them alive through a real fight. 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. Townsman - Default Stats and Equipment Attributes Stat Points Level 4 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible): Leather Cap Body Linen Tunic, Tunic with vest, Leather Apron 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 60 Two Handed Weapons 60 Polearms 60 Archery 60 Crossbows 60 Throwing 60 Weapons Melee Cleaver, Knife, Club, Quarter Staff, Dagger Ranged (Possible): Stones Shield ? Mount ? 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"
"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 ▲"
"Tshibtin","Tshibtin Settlement Information Type Village Kingdom Swadia Fortification UxkhalDhirim World Map Mount&BladeTshibtinUxkhalTemplate:World Map/Mount&BladeWarbandTshibtinDhirimTemplate:World Map/Warband Tshibtin is a village initially owned by the Kingdom of Swadia. It is near the Khergits and belongs to Uxkhal. Layout[] Player Elder Fugitive The Village Elder is standing in front of a building almost directly straight forward from where the player starts, next to a small wooden stool. Tshibtin is built on a relatively flat area on top of a hill in very uneven terrain with moderate tree cover. It has a total of seven structures with a stone wall around some parts. There are two fields here growing cabbages and squash, there is also a small tree in one of the fields that may grow apples, though none can be found. There is an outdoor oven behind one of the buildings with a large number of loaves of bread stacked nearby. The two areas surrounded by stone walls appear to be pens for animals. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the village from where the player starts, standing next to a stone wall. 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"
"Tulbuk","Tulbuk Settlement Information Type Village Kingdom KhergitKhergit Fortification Tulbuk CastleTulbuk Castle World Map Mount&BladeTulbukTulbuk CastleTemplate:World Map/Mount&BladeWarbandTulbukTulbuk CastleTemplate:World Map/Warband Tulbuk is a village initially owned by the Khergit Khanate. Layout[] Player Elder Fugitive The Village Elder is located next to a bench on a balcony on the central building within the village. Tulbuk is built upon the top of a hill among many steep hills with a few tall trees scattered about. It has a total of six structures at the top of a very steep path. There is a single field in a valley below the village with several clusters of haystacks. Other than a single string of hanging garlic on one of the buildings, there is no other sign of any food source. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the building farthest from where the player enters, standing next to a woodpile. 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"
"Tulbuk Castle","Tulbuk Castle Settlement Information Type Castle Kingdom Khergit Khanate Villages Tulbuk Sieges with... Tower Port No World Map Mount&BladeTulbuk CastleTulbukTemplate:World Map/Mount&BladeWarbandTulbuk CastleTulbukTemplate:World Map/Warband Tulbuk Castle is a castle belonging to the Khergit Khanate. It is featured in both Mount&Blade and Warband. Its village is Tulbuk. Location[] Mount&Blade[] Tulbuk Castle is the southernmost castle on the map, it lies southwest of Halmar near a narrow valley. Its village lies to the southeast within the entrance of the valley. Warband[] Tulbuk Castle lies northeast of Ichamur, encircled by mountain slopes. The Kingdom of Vaegirs is to the north, connected by a small mountain pass guarded by Nelag Castle. Its village lies to the southwest. Layout[] Player Keep Dungeon Breach Siege[] Besieging Tulbuk Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. Trivia[] In Warband's Custom Battles, there is a map called ""Tulbuk's pass"". It is unclear where the pass is supposed to be located in-universe, seeing as how its terrain is different from the area on the world map. Gallery[] 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"
"Tulga","Tulga Settlement Information Type Town Kingdom Khergit Khanate Villages Dirigh AbanDuganDashbighaDusturil Sieges with... Ladders Port No World Map Mount&BladeTulgaDirigh AbanDuganTemplate:World Map/Mount&BladeWarbandTulgaDusturilDashbighaTemplate:World Map/Warband Tulga is the capital city of the Khergit Khanate. The town is initially Sanjar Khan's fief. It has a comparative advantage at producing Spice. Contents 1 Territory 1.1 Mount&Blade 1.2 Warband 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade[] Its villages are Dirigh Aban and Dugan. Warband[] Its villages are Dashbigha and Dusturil. Steppe Bandits are often located near the town after fleeing from npc parties. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master for Tulga can be located by turning 90 degrees to the right after selecting 'Take a walk around the streets.' He will be in an alcove up a flight of stairs. Siege[] Besieging Tulga requires the construction of ladders. Tournaments[] If you take part in a Tournament in Tulga, you will be given a horse and either of the following sets of equipment: Javelins & Shield Bow & Arrows, Dagger Economy[] Tulga sells spice and salt cheaply and buys grain and tools for a good price. It has two villages linked to the town and two more nearby villages linked to castles, improving its production. It is one of the most important trade towns in-game, as it is the primary source for spice. Tulga produces: Bread Ale Leatherwork Tools Wool Cloth Pottery Salt Spice Oil 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"
"Two Handed Sword/Mount&Blade","Two Handed Sword Two Handed SwordTwo-handedBase value: 670 denarsWeight: 2.8Swing: 40cThrust: 28pSpeed rating: 97Weapon reach: 110Requires strength: 10Mount&Blade"
"Udiniad","Udiniad Settlement Information Type Village Kingdom NordsVaegir Fortification WerchegBulugha Castle World Map Mount&BladeUdiniadWerchegTemplate:World Map/Mount&BladeWarbandUdiniadBulugha CastleTemplate:World Map/Warband Udiniad is a village initially owned by the Kingdom of Nords in classic Mount&Blade and the Kingdom of Vaegirs in Warband. Layout[] Player Elder Fugitive The Village Elder is located straight forward from where the player enters on the left side of the path, standing next to a bench. Udiniad is set on quite level terrain with moderate tree coverage. It has a total of six structures, while stone ruins around the perimeter seem to imply it had at one time been a much bigger or more important location. There are three fields here, one growing squash, though the others appear to have already been harvested and only contain piles of hay or straw. If sent here during a Hunt Down Fugitive quest, the target may be found behind the second building on the left from where the player enters, near some bushes in one of the cleared fields. 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 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"
"Uhhun","Uhhun Settlement Information Type Village Kingdom KhergitKhergit Fortification Uhhun CastleUhhun Castle World Map Mount&BladeUhhunUhhun CastleTemplate:World Map/Mount&BladeWarbandUhhunUhhun CastleTemplate:World Map/Warband Uhhun is a village initially owned by the Khergit Khanate. Layout[] Player Elder Fugitive The Village Elder is located in front of a house on the far side of the village from where the player enters, next to a low bench. Uhhun sits on very hilly terrain, with virtually no flat areas at all. It has a total of five structures as well as many tall torch posts situated throughout. The village seems extremely barren, there are no fields growing here or any other sign of a food source, no water well, and no trees or bushes either. In the middle of the village, along with some wagons, are several piles of sticks and apparently burning stakes. If sent here during a Hunt Down Fugitive quest, the target may be found standing behind one of the buildings on the left side from where the player enters. 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"
"Uhhun Castle","Uhhun Castle Settlement Information Type Castle Kingdom Khergit Khanate Villages Uhhun Sieges with... Towers Port No World Map Mount&BladeUhhun CastleUhhunTemplate:World Map/Mount&BladeWarbandUhhun CastleUhhunTemplate:World Map/Warband Uhhun Castle is a castle belonging to the Khergit Khanate. It is featured in both Mount&Blade and Warband. Its village is Uhhun. Location[] Mount&Blade[] Uhhun Castle lies between Halmar and Tulga, next to a forest grove in the heartland of the steppes. Its village is quite close, to the north. The area surrounding it appears to be a hive for Steppe Bandits, making it difficult to keep villagers in the area safe. The bandit patrols come in all directions to area around the castle and its village. However, as far as faction enemies go, it is a helpful watch point for Uhhun village, being so close by. Warband[] Uhhun Castle lies west of Narra at the top of a small ridge on the border with the Kingdom of Swadia. Its village is close, within a small forest to the east. The terrain of the area can give an advantage for Uhhun Castle. Uhhun Castle can only be besieged from two directions. Also, Uhhun is right next to it, so it's easier to spot intruders. The area is also relatively safe from bandit patrols. The Sarranid Sultanate considers it stolen territory and claims that it's rightfully theirs. Layout[] Player Keep Dungeon Breach Siege[] Besieging Uhhun Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. The front of Uhhun Castle is a narrow walkway perpendicular to where your troops enter the castle. This narrow walkway continues around, meaning your troops don't get a chance to spread out. Above is another walkway, often filled with ranged troops. Defensively, it is often advantageous to cede the outer wall entirely, fall back to the walls surrounding the courtyard, and position your archers on the far side while your melee soldiers hold positions that keeps the enemy in the firing line of your ranged soldiers. If positioned right, attackers will be under constant fire and will be unable to reach your archers, while their own archers will have a very hard time returning fire over their comrades. Gallery[] 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"
"Ulburban","Ulburban Settlement Information Type Village Kingdom Vaegir Fortification KhudanReyvadin World Map Mount&BladeUlburbanKhudanTemplate:World Map/Mount&BladeWarbandUlburbanReyvadinTemplate:World Map/Warband Ulburban is a village initially owned by the Kingdom of Vaegirs. Layout[] Player Elder Fugitive The Village Elder is located on the right side of the path straight ahead from where the player starts, standing next to some barrels. Ulburban is located on top of a hill with valleys all around it, along with some scattered pine trees. It has a total of seven structures. There are some fields here covered under snow, presumably already harvested with only refuse heaps remaining. If sent here during a Hunt Down Fugitive quest, the target may be found behind the building down the main road to the left from where the player enters, next to a log pile. 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"
"Undead","
Found in Mount&Blade\CommonRes\body_meshes.brf Undead are a faction and finished graphics that were not included in the final game, similar in the scripts/code to the Ghouls (also removed). The undead are hostile storyline characters featured in version 0.202 of Mount&Blade, then called Warrider. Proof of their existence can be found in four BRF files called ""undeadbody"" found in the Mount&Blade CommonRes, bodymeshes.brf, and an undead head. The appearance of the undead consisted of exposed body muscle and a big hole in the stomach where the intestines should be. They did have pale cloudy blue eyes, despite the rotting muscle. The undead and other odd fantasy creatures were removed from the game as of 2005. They were probably removed because they didn't fit the style of a game like Mount&Blade, or they may have feared the gruesome looking corpses would have turned away potential players. It would not have increased the game's rating, however, as per rating regulations, even unused game content that is still accessible in the game files must be included in the rating decision. Contents 1 Undead quest 2 Undead facts 3 Undead warriors 4 Undead textures 5 External Links Undead quest[] This line of conversation found in the conversation.txt appears to be a quest about the undead: ▼ Show/Hide Conversation ▼ ""Indeed $playername$. I have a rather important matter at hand. Only a trusted knight such as you may help me at this."" ""It would be my honor to serve you milord."" ""Then let me tell you about the problem. You see $playername$, the common folk have always been ignorant and superstitious. They tend to believe in every story they hear and follow every charlatan they see. Me? Of course as a man of noble birth I have had the benefits of education and I pride myself in being a firm believer of our holy church and a man of practical reason. However, lately I have been getting reports and complaints that go beyond simple tales of old women. Villagers and travellers say that they see unnatural things and that they are being attacked by these... creatures."" ""Creatures?"" ""Undead, to be exact. Of course I don't believe in any of this stupidity. The dead stay put, they do not rise again and loiter around, at least not until resurrection day. But still, I need to have these claims investigated. It may be more than the simple blabbering of a few idiots. These rumors, $playername$, well may be spread by our enemies."" ""The vaegirs?"" ""Of course. After all, they are the ones who would benefit from this. We can't let these rumors spread panic and despair among our people and army. Soldiers may start to think that God has abandoned our cause and is favoring our enemies. And an army without morale is destined to lose the war."" ""And what do you want me to do sir?"" ""I want you to investigate the source of these rumors and bring it to an end. Go there and hang everyone that talks about it if necessary. But I do not want to hear another word about undead rising in my county. Do you understand that?"" ""Yes sir."" ""Good. I trust you at this $playername$. Now go and make this nonsense come to an end."" ""Indeed $playername. I have a rather important matter at hand. Only a trusted knight such as you may help me at this."" ""It would be my honor to serve you milord."" ""Good. I trust you at this $playername$. Now go and make this nonsense come to an end."" Perhaps civilian input: ""Noble knight, please, you must help us. They are hunting us, they are going to kill us one by one. They come at night. Always at night. And they kill without mercy."" ""Who is this you are talking about? What is hunting you? Stop blabbering you fool! You are not making any sense."" ""The undead. The stench of the grave is still on them but they hunt and kill as if alive. They have come to take their toll on us. Please you must do something. You must save us from them."" ""All right. I will do what I can."" ""At night. They always come at night."" ""The undead are coming for you. Run away. Save yourself while you can."" ""Please you must help us. You must stay here and protect us."" Conversation with the undead: ""What devil's work are you? Your decomposing flesh is infested with worms and your stench can make a dead horse throw up. You are clearly dead if there is a dead thing in this world. Yet you walk as if you are among the living..."" ""Hear me mortals. For many years you have followed false kings... bastards and imposters who ruled without rightful authority. But soon the kingdoms you have built will crumble to dust. Mortals, rejoice... for the one and true king has finally arrived. And he is wise and he is ancient and he will smite the kingdoms of the world with rightful fury. And his order shall be just and his glory shall be great. He has come back to reign again and reign he will. And this time it is going to last forever..."" ""You can talk. Your voice shakes my soul with terror. You are like a terrible nightmare... except you are real. If I had half the wits of a fool I would run away now.... I would run from this land that God has abandoned... But I won't. You may be an arrogant bastard to come back from the halls of the dead. But I am going to send you back there even if I have to drag you there all the bloody way myself."" ▲ Show/Hide Conversation ▲ King Harlaus was also involved in a quest in which he was killed and came back as an undead king. See more on his article. Undead facts[]
An undead head found within the game's files. Unlike Bandits, undead would only appear when a certain quest is activated. The undead and the humans shared 1 sound. But it was only used when killing the undead or hurting them. The sound was a low pitched low-quality sound. You can find this sound in your Mount&Blade sounds folder. The sound file is called s_hit_scream_1 The Undead are their own faction and a necromancer, Akhad Thell, is their leader. There is a quest in the game that involves killing the necromancer. The Undead Faction still exists in the game files as well, you can find them in factions.txt. The Sacrificial Ground location is suspected to be related to this faction. There are 2 undead faces: the first is the one pictured; the second has moss on the face and head instead of red fleshy parts. The undead are one of the oldest files in the game. Since the first downloadable version of Mount&Blade (0.202) and they still exist inside the Common Res folder of Warband (1.154) Undead warriors[] The Undead had different troops. Here are all the troops they had (found in version 0.202 in the troops.txt). undead_walker undead_horseman undead_nomad undead hell_knight These pictures of undead warriors can be found in the image gallery in the TaleWorlds forums and may be a glimpse at what could have been. Note that they are not from any mods. Undead warrior attacking.Preparing to attack.undead battle 1undead battle 2 Undead textures[] The following textures can be still found in the ""Textures"" folder in the original Mount&Blade or Warband. undeadbodyundeadface_aundeadface_b External Links[] Keedo's undead pack will enable the undead."
"Unit Type Comparison","In Mount&Blade, the player will generally rely upon their war party to carry fights that they and their companions alone would not be capable of handling. Understanding the differences between the troops they can recruit and train, and how to command them to gain their fullest benefit, is the key to success as a military commander. This article compares only the top-tier versions of each type of unit - generally, all units have less-trained versions of the same type, where the top-tier units are better equipped, more skilled, more durable, and more expensive, but functionally fill the same roles as their lower-tier versions. Except in the early game, where unit costs can be prohibitive to a player who has yet to get a grasp on how to earn a steady income, players should try to upgrade their units up to their maximum tier as soon as they possibly can. Units are divided by the role that they fill - a balance of each type of role is generally recommended, although cavalry are generally more useful when the player is not expecting to engage in siege warfare, and archers are more useful when the player is, and making use of garrisons to switch units out can make this type of strategy more easily performed. Players can also blend multiple types of units of the same role, trying to shore up weaknesses with the strengths of others, such as putting shieldless Vaegir infantry behind shielded Rhodok infantry, but this may require a care that not all players will want to pay attention to in a game where every battle starts with a general order for all units to charge. Contents 1 Melee Infantry 2 Cavalry 3 Infantry Archers 4 Horse Archers 5 See Also Melee Infantry[] Every faction but the Khergit Khanate have a specialized melee infantry unit. Heavy infantry are generally best used in the defense or besieging of castles, or in other close-quarters terrain, as in open fields cavalry will generally carry the day instead. In these close quarters, the fight generally devolves into a free-for-all brawl where tactical choices, the terrain, and unit skills matter little as both sides simply try to hack into one another until one side stops moving. Because of this, the relative power of infantry troops generally comes down to the strength of their arms and armor more than the exact skills. Nord Huscarls are considered to be the strongest unit, however, this is not to say that other units are not worth the money it takes to recruit them, as the differences between the melee infantry units are so small that the functional difference is only in a slight change in the number of soldiers it takes to win a battle (especially since Huscarls cost more in exchange for slightly outperforming their rivals). The Nord Huscarl is by general consensus the strongest melee unit in the game due to having a good shield (Huscarl's Round Shield) and good armor, but more importantly due to having axes, which are more effective at chopping through enemy shields than other types of weapons are. They also have a chance to carry throwing weapons, which can give them an additional edge in battle. Huscarls also have a good Athletics rating, making them less of a drag on your party speed if you are also using cavalry. The Rhodok Sergeant generally ranks in second place, thanks to its better Board Shield, but the Rhodok troops tend to rely upon blunt weapons for attack (alongside a two-handed spear or pike they rarely use while they still possess a shield). This blunt weapon, however, will net you more prisoners which you can make more money with (and hence, support paying for more troops). They are not quite as powerful as Huscarls, but are not a bad choice by any means. The Hired Blade is a pricey, but fairly well-armored unit, looking much like a Swadian Knight that has been dismounted. They have the added bonus of being considered mounted when on the map, so that they are not a hindrance to your party speed. Their shield is, however, somewhat small, so they can fall victim to ranged attacks as their shield does not cover their whole body the way that huscarl or board shields do. The Swadian Sergeant is a relatively versatile, but unfortunately slow melee unit, which lacks the hit points and shield of a Huscarl, but has better armour, being equipped with the very strong coat of plates armour. They use one-handed weapons such as a sword and mace so that they can either kill or capture foes. They also carry a heater shield. In a castle where they will not need to move much, they are durable opponents, and good defenders, but lack the edge in breaking shields that Huscarls have. Their low Athletics rating will also slow down your party speed. The Vaegir Guard, alongside the Sarranid Guard, is a marked drop in soldier quality from their other top-tier counterparts. Vaegir Guards have relatively poor armor and many of them lack shields altogether, making them vulnerable to ranged missile fire and in a melee. They do, however, possess a good running speed and tend to carry powerful polearms or two-handed weapons like the bardiche that have a bonus to breaking through enemy shields, and they are capable of dealing quite a bit of damage in a short period of time, although they ultimately fall short because they are so incapable of resisting damage themselves. The Sarranid Guard is alongside the Vaegir Guard for ""weakest melee infantry"". Like the Vaegir version, they sometimes rush into battle with no shield (although they carry shields more often than Vaegirs do) and only medium armor, making them vulnerable to missile fire and melee, although they are even faster than the Vaegirs. They often carry jarids, which are capable of inflicting kills before they even reach melee range against unshielded opponents, although most other infantry units do carry shields. They generally use spears as their main weapon, although they are also capable of carrying a rare two-handed Sarranid Battle Axe that is more powerful than even the already powerful two-handed battle axes that other factions gain access to. Cavalry[] Four factions have specialized melee cavalry units, the exceptions being the Nords and the Rhodoks, which lack any form of cavalry outside of their nobles or odd units they have picked up from the prisoners of bandits. Cavalry has a great advantage in the open field - especially with lances, where they can use their couched lance damage to inflict instant death upon any unit that does not somehow block the attack. Even without lances cavalry units are devastating in a charge, as their speed adds a bonus to the damage they deal, making any weapon with a good reach potentially fatal when they attack from a gallop. Their speed can also be a disadvantage in a head on charge, as incoming attacks will also benefit. Cavalry is weak, however, when it gets ""stuck"" in melee, which happens fairly often when attacking close-formation infantry with shields to block the initial charge. Cavalry, then, is best used by distracting enemy units with infantry or archers or even the player's character before attacking them from behind, where their shields are of no use. In melee, shorter-range weapons are more valuable than polearms that don't have the swinging room to be used effectively, and if a cavalryman is dismounted, a lance is a liability rather than a fearsome weapon. Strong cavalry units often have heavy armor, lances and most importantly, heavily armored horses so that their horses do not die in the initial charge while the riders are left as oddly equipped and overpaid melee infantrymen. Swadian Knights are considered top-tier cavalry for their Chargers, which are extremely durable, and their generally heavy arms and armor. They carry a lance, the highly durable Knightly Heater Shield, and an arming sword or morningstar for close range. Their cavalry charge is fearsome, but they are not lacking in melee capacity either. Sarranid Mamlukes are functionally almost identical to Swadian Knights in Warband, and as such they can be used almost interchangeably with each other. Mamlukes are slightly less armoured than Swadian Knights, but have an advantage in blunt weaponry, making them useful in acquiring more captives to sell to the ransom broker, which helps to pay for their high salary. They also have 2 more points in riding over the Swadian Knights, making them faster and more agile, making them suitable for chasing down Horse Archers. However, they sometimes are equipped with a unarmored but faster horse which means they get quickly dismounted. Mercenary Cavalry are the most expensive of the top-tier cavalry, with a weekly expensve of 57 denars per unit. They are equiped with good armor, horses, and equipment rivaling those of Swadian and Sarranid cavalry. They are useful for their ability to be quickly hired from taverns, albeit at a great cost. While fielding an army of mercenary cavalry can be impressive, it would be more cost efficient and practical to train other units. Sword Sisters are equipped with the heaviest attainable armors in the game - plate mail, gauntlets, plate boots, and steel shields, but oddly will occasionally go without any helmet at all (presumably to let you see their hair and let you know they are female) giving a certain portion of them a glaring weak point. They also ride in on lighter coursers, which make them vulnerable to dismounting. They do, however, tend to have only one-handed swords along with very good shields, so they are not as vulnerable when dismounted as other cavalry. They can also carry a crossbow, which can turn them into mobile horse archers if the need arises, giving them an additional layer of versatility (note, however, that their crossbows cannot be reloaded while on horseback; their ranged attacks may still be utilized if they are ordered to dismount and join the archer or infantry line). They are significantly less expensive than standard cavalry, and their top-tier armor and close-range weaponry makes them usually very durable, outside of headshots, in a melee brawl, so they are not to be discounted. They are, however, not easy to levy replacements for when one of them falls in battle, as the only way to raise Sword Sisters is to rescue female peasants or refugees from bandits, and train them through several ranks of generally worthless infantry units. Because of their low cost they are attractive in the early stages of the game when players would have trouble affording a knight or Mamluke, if any female peasants can survive long enough to become a sword sister. Ultimately, while not a bad unit, the difficulty in easily replacing them will probably mean they see less use unless players purposefully go out of their way to try to use female troops. Slaver Chiefs are upgraded from the Manhunter unit, and ride into combat with medium armor and armored warhorses while swinging heavy mauls that make them effective shock troops and very capable of capturing enemies alive for the ransom broker, but they are not as effective in a pitched battle as a dedicated cavalry troop will be. They lack shields, and as such can fall victim to ranged attacks, and are poor soldiers off their (fortunately durable) horses. They are also hard to replace quickly when killed, as only hiring released Manhunters captured by bandits will provide a source of replacement troops. They do, however, excel against bandits in the early stages of the game when you need prisoners for money, and bandits are ill-equipped for handling a large number of cavalry units. When you get into the late game, and need the ability to match horseman to horseman, however, they should be replaced by heavier cavalry. Khergit Lancers have only occasionally-armored horses and alternate between having an axe or sword and shield or a two-handed weapon that leaves the man (and possibly also the horse) unshielded and vulnerable to missile fire. As lighter cavalry, they tend to perform better on the open plains and steppes where they can maneuver for multiple hit-and-run attacks, rather than staying in melee, and in melee they tend to go down faster than heavier cavalry do. Commanders will get more from this unit if they take advantage of the mobility of these units by ordering those types of hit-and-run attacks manually, although this takes time a player may not have if they are fighting for their own lives in melee. Vaegir Knights are a lighter cavalry force that possesses heavy armor on the rider, but unarmored (yet fast) horses and two-handed (shieldless) weapons that make for an impressive initial charge that can cut unprepared enemies to ribbons in the initial wave, but when they (inevitably) get stuck in melee they are terribly weak and unlikely to last long. Vaegir Knights require more commander supervision to use properly, demanding being pulled in and out of combat to make use of their impressive charge, which in turn requires that the player manually supervise combat rather than participate in it. Brigands are obtained by taking prisoner, recruiting, and then upgrading Bandits that spawn during some quests. They are thus very hard to acquire and replace. While better than Caravan Masters, their stats and equipment are still very inferior to other top-tier units and they have practically no use. Caravan Masters are the worst cavalry troops in the game, with low stats, slow and unarmored horses, no shields and inferior armor and weapons. They are however, very cheap to maintain and, if you manage to get a few, they can be used early game against low-tier troops until you can afford to get better cavalry. Infantry Archers[] Archers are the ranged dimension of combat in Mount and Blade, they tend to be more useful to the player who takes the time to order their units than the one who simply charges headlong into the fray, and rely upon their skill in and weight of arms to carry the day. When positioned in a place where they have a great field of view against an enemy that is either distracted by infantry in another direction, or struggling to scale a steep slope, they can deal significant damage. If left to be charged by cavalry or engaged in melee, they will likely wither, and you would have been better served with melee infantry. Archers are also of great value in the initial stages of a siege, before melee can be properly joined. Defending archers on castle walls will shred unshielded infantry and cavalry long before they can scale your walls. Attacking archers will pick through defending archers before they can eliminate your infantry. Good archers are not only the units that deal the most damage, but also the units that can withstand the most punishment in return - a bow or crossbow is a two-handed weapon, which means that a shield cannot be held while firing those weapons. Good archers are also decent in a melee, because eventually they will be faced with someone who rushes through their missiles. Vaegir Marksmen are considered the best bow infantry unit in the game - with a better rate of fire, if weaker damage-per-shot, Vaegir bowmen are capable of inflicting more damage over a short period of time than their Rhodok counterparts. The reason Rhodok Sharpshooters are often considered superior is that siege battles are often long enough to exhaust the quivers of archers, and rate of fire is of lesser importance than total damage. Vaegir marksmen are superior in the open field, but since cavalry dominate in the open field, many players prefer to focus their archers in the specialization of siege warfare. Sarranid Master Archers are a new addition to Warband. They are capable of decimating unshielded troops like any other archers and they are generally regarded as the best archers in Calradia, rivaled only by Vaegir Marksmen who have very similar stats in terms of power draw, melee weapons and life, however Vaegir Marksmen do have inferior armor and Sarranid Master Archers use weaker, but faster firing bows than the Vaegir Marksmen. Strangely, they sometimes spawn with throwing jarids instead of bows and arrows, severely limiting their effectiveness as ranged combatants. They are the most durable archers in Calradia, even better than Rhodok Sharpshooter (except for the lack of shields and melee inferiority). Truly, Sarranid Master Archers are almost as great as Vaegir Marksmen in combat. Nord Veteran Archers are comparable to Vaegir Marksmen. Although they have inferior ranged damage output due to a slower firing rate, they are more flexible. Their armor and melee weapons proficiency allows them to perform well if pressed into close combat, and they have the highest Athletics skill of any soldier in the game, tied with Nord Huscarls. Additionally, they reach top tier faster than any other archer, and are the least expensive. Rhodok Sharpshooters are generally considered the best siege archers in the game because their thick board shields will protect them if told to hold their fire (and wait for enemy archers to run out of ammo. Although note that this does not happen for siege defenders, who have infinite ammo), and their heavy siege crossbows will deal more damage per bolt over the long haul of a grueling siege battle. They also posses decent armor and melee capacity, making them useful even when engaged in melee when they have been flanked or when they have run out of bolts. Their melee weapon is often a hammer, giving them a chance to capture enemies alive for later ransom. Swadian Sharpshooters are slower, less heavily armored, and less melee-ready versions of the Rhodok Sharpshooter. In their specialized role of firing crossbows, they are functionally similar, but they lack the well-rounded nature of a Rhodok Sharpshooter, and offer no advantages to compensate. Mercenary Crossbowmen are the mercenary's only ranged unit, and like the Nord's, they are lower-tier versions of the Rhodok or Swadian Sharpshooters, and lack the features of their higher-tier kin, making them inferior troops. Horse Archers[] Only the Khergit Horsemen have true horse archers, the Khergit Veteran Horse Archer, although Sword Sisters, Desert Bandits, and Brigands can pull some double duty in this role with their light crossbows and bows respectively. Horse Archers are problematic to use, because only in Warband can you separate out a ""Horse Archer"" unit type to command them separately. Otherwise, they will be either held at a distance or thrown into the charge along with all the other cavalry. Because of their lack of armor on both men and horses, horse archers are very vulnerable and quickly die off in melee. When ordered in a separate formation, players who can keep them on the edges of the battle can take advantage of a highly mobile set of archers that can fly around behind infantry to attack their unshielded rear while their own infantry distract them from the front. The efficacy of this type of unit depends entirely on whether or not the player is willing to order this unit separately, or if they prefer to simply charge into the fray and let the AI handle the details of tactics. Horse archers will usually only reward the player willing to command them to keep them out of battle. See Also[] Faction Specialties"
"Unuzdaq Castle","Unuzdaq Castle Settlement Information Type Castle Kingdom Khergit Khanate Villages Kedelke Amashke Sieges with... Ladders Port No World Map Mount&BladeUnuzdaq CastleKedelkeTemplate:World Map/Mount&BladeWarbandUnuzdaq CastleAmashkeTemplate:World Map/Warband Unuzdaq Castle is a castle belonging to the Khergit Khanate. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Unuzdaq Castle lies far to the northeast from Narra on the top of a steep mountain pass at the edge of the Kingdom of Swadia. It is, in fact, closer to Uxkhal than any Khergit town. Its village is Kedelke which lies at the base of the pass to the south. Warband[] Unuzdaq Castle lies southwest of Halmar at the edge of the Khergit territory. It is at a focal point with the Sarranid Sultanate to the south, the Kingdom of Rhodoks to the west, and the Kingdom of Swadia to the north. Its village is Amashke which is nearby to the southeast. The Kingdom of Swadia considers it stolen territory and claims that it's rightfully theirs. Layout[] Player Keep Dungeon Breach Siege[] Besieging Unuzdaq Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Gallery[] 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"
"Uruzuge","Uruzuge Official Information Kingdom Khergit Khanate Monarch Barthai Khan Title Princess Personal Details Gender Female Uruzuge was a noble lady of the unjoinable Khergit faction in version 0.202 of Mount&Blade. She is the daughter of Barthai Khan, and introduces herself as a princess. Uruzuge used to have three brothers, all of whom have died of a mysterious disease that she initially managed to avoid, but ultimately caught as well. When she fell ill, the Khan's shaman and elder-women declared that there was nothing to be done for her, and that she would die, but a Vaegir healer named Akhad Thell found a way to save her. However, he later informed the Khan that the disease was still in Uruzuge, and that in order to fully cure her, he required a magical talisman. The Khan then sent the game's protagonist to find the talisman in question. After the talisman was found, Uruzuge was presumably healed. Some time later Uruzuge was kidnapped by Nuyukh Khan - Barthai's rival - to be brought to Akhad Thell, who was revealed to be a necromancer, to be sacrificed to dark deities. Once Uruzuge was rescued, she choose to go to Ecatha, another necromancer, to undergo a magic ritual that would taint her soul, rendering her unsacrificeable. She then plotted with Ecatha and the player to lure Thell from his lair and have him killed while she remained at Ecatha's hideout. Despite the plan being a success, she was still not safe as Thell himself was outplayed by the undead King Harlaus who took the talisman and went to Ecatha, convincing her to complete the sacrifice. She was finally rescued by the player after the defeat of Harlaus. Family[] Parents: Barthai Khan, Unnamed mother Siblings: Three deceased, unnamed brothers Stats and equipment[] Uruzuge - Default Stats and Equipment Attributes Stat Points Level 9 Strength 6 Agility 8 Intelligence 7 Charisma 8 Health N\A Armor Head ? Body Nomad Armor Hand ? Foot Hide Boots Skills Skill Points Ironflesh 1 Power Strike ? Power Throw 1 Power Draw ? Weapon Master ? Shield 2 Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking 1 Tactics 3 Path-finding ? Spotting 1 Inventory Management ? Wound Treatment ? Surgery 1 First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade 1 Proficiencies Weapon Type Points One Handed Weapons 60 Two Handed Weapons 66 Polearms 67 Archery 72 Crossbows 60 Throwing 69 Weapons Melee ? Ranged ? Shield ? Mount ? Trivia[] Uruzuge can be found in a hidden location marked as 'khergit_camp' along with her father. Unlike the ladies in later Mount&Blade versions, she cannot be interacted with in any romantic way, nor does she wear a lady's dress."
"Ushkuru","Ushkuru Settlement Information Type Village Kingdom Swadia Fortification DhirimDhirim World Map Mount&BladeUshkuruDhirimTemplate:World Map/Mount&BladeWarbandUshkuruDhirimTemplate:World Map/Warband Ushkuru is a village initially owned by the Kingdom of Swadia. Layout[] Player Elder Fugitive The Village Elder is located in front of the building at the top of the highest hill in the village, standing near a campfire and wooden table. Ushkuru is built up a slope in very uneven terrain with a light scattering of trees. It has a total of seven structures, with three dirt roads leading into the village. There are five fields here growing apples, cabbages, grapes, squash, wheat, and some sort of small shrubs. There are also two outdoor ovens which may be used for baking bread. If sent here during a Hunt Down Fugitive quest, the target may be found behind the building the player directly faces when entering the village, standing next to a straw roof and curved wall. 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"
"Uslum","Uslum Settlement Information Type Village Kingdom Vaegir Fortification CurawKhudan World Map Mount&BladeUslumCurawTemplate:World Map/Mount&BladeWarbandUslumKhudanTemplate:World Map/Warband Uslum is a village initially owned by the Kingdom of Vaegirs. The village is a former home of Klethi, along with Malayurg Castle. Layout[] Player Elder Fugitive The Village Elder is located in the middle of the right side of the village from where the player starts, standing next to a campfire. Uslum is located on somewhat level terrain with low hills and valleys, along with some scattered pine trees. It has a total of six structures. There appear to be a few fields here covered under snow, presumably already harvested with only refuse heaps remaining. If sent here during a Hunt Down Fugitive quest, the target may be found behind the building almost directly straight forward from where the player enters, between two fenced-in fields. 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"
"Uxkhal","Uxkhal Settlement Information Type Town Kingdom Kingdom of Swadia Villages AmereTshibtinNomarIbiranTahlberl Sieges with... Ladders Port No World Map Mount&BladeUxkhalTshibtinAmereTemplate:World Map/Mount&BladeWarbandUxkhalNomarIbiranTahlberlTemplate:World Map/Warband Uxkhal is a town of the Kingdom of Swadia and is initially owned by Count Delinard. Presumably, the Vlandian town of Ocs Hall as seen 173 years earlier in Mount&Blade II: Bannerlord is meant to be the same town, as supported by text in the settlement.xml file in that game's directory. This theory is further supported by comparing the banners of Count Delinard and the clan dey Fortes, the rulers of each town in their respective games. Contents 1 Territory 1.1 Mount&Blade 1.2 Warband 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade[] Its villages are Amere and Tshibtin. Warband[] Its villages are Ibiran, Nomar, and Tahlberl. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master is directly outside the tavern, turn to the left to see. Siege[] Besieging Uxkhal requires the construction of ladders. Tournaments[] If you take part in a Tournament in Uxkhal, you will have one of the following equipment sets: Heavy Sword Sword & Shield All participants are on horses. Economy[] In Warband, Uxkhal sells Grapes cheaply. This is an excellent location for a Wine Press due to the availability of grapes. It buys Grain at a good price, sometimes as high as 50 denars, this makes a Grain trade from Dhirim an easy way to make a few hundred denars in the early game. Uxkhal produces: Ale Bread Leatherwork Oil Tools Wine Wool Cloth 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"
"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!"
"Vayejeg","Vayejeg Settlement Information Type Village Kingdom Nords Fortification Knudarr CastleTehlrog Castle World Map Mount&BladeVayejegKnudarr CastleTemplate:World Map/Mount&BladeWarbandVayejegTehlrog CastleTemplate:World Map/Warband Vayejeg is a village of the Kingdom of Nords. Layout[] Player Elder Fugitive The Village Elder is located to the left from where the player enters, standing on a covered porch next to a bench. Vayejeg is situated on two distinct levels in an extremely hilly area with many trees. It has a total of six structures, as well as a short, but thick stone wall near the entrance. There are two fields here growing Cabbages and Squash. Oddly, there are several dirt paths leading out from the village, but none of them actually lead anywhere and simply disappear after a short ways. If sent here during a Hunt Down Fugitive quest, the target may be found on the behind the farthest building from where the player starts on the higher right half of the village, hiding under a roof next to some haystacks. 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"
"Veidar","Veidar Settlement Information Type Village Kingdom Swadia Fortification YalenPraven World Map Mount&BladeVeidarYalenTemplate:World Map/Mount&BladeWarbandVeidarPravenTemplate:World Map/Warband Veidar is a village initially owned by the Kingdom of Rhodoks in Mount&Blade and the Kingdom of Swadia in Warband. Layout[] Player Elder Fugitive The Village Elder is in front of the large building up the hill on the opposite side of the village from where the player enters, standing next to a wooden table and stools. Veidar is built on a flat piece of land between a mountainside and stream with a moderate number of trees. It has a total of nine structures, as well as two bridges. The village has five fields growing cabbages, squash, wheat, and two different types of shrubs of some sort, while the largest field has been cleared aside from stacks of straw. Fish nets can be seen in the stream and hanging from a nearby shack which also contains whole fish. Another area has hanging meat and several knives for butchering. Strings of garlic also hang from multiple buildings. If sent here during a Hunt Down Fugitive quest, the target may be found hiding behind the fishing shack apart from the rest of the village. 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) 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"
"Veluca","Veluca Settlement Information Type Town Kingdom Kingdom of Rhodoks Villages ChaezaEmerFednerIlviaRuldiChaezaEmerFednerSarimish Sieges with... Ladders Port No World Map Mount&BladeVelucaChaezaEmerFednerTemplate:World Map/Mount&BladeWarbandVelucaChaezaEmerFednerTemplate:World Map/Warband Veluca is a town of the Kingdom of Rhodoks. It is Initially held by Count Matheas at the start of the game. According to Ymira, Veluca has hot, dry summers and cool, wet winters, suggesting a Mediterranean climate in the valley in which the town is located. She also says that Veluca is a paradise frequently mentioned by poets. Veluca is apparently renowned for its wine. Contents 1 Territory 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade Its villages are Chaeza, Emer, Fedner, Ilvia, and Ruldi. Warband Its villages are Chaeza, Emer, Fedner, and Sarimish. Layout[] Guild Master location Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master for Veluca is located behind and to the right of the player, up a small set of stairs when 'Take a walk around the streets' is selected. Siege[] You can besiege Veluca with siege ladders. Tournaments[] When you participate in tournaments held in Veluca, you can receive the following equipment: Heavy Sword Lance & Shield Sword & Shield Crossbow & Bolts, Sword Bow & Arrows, Dagger Not all participants are on horses. Economy[] Veluca exports wine and grapes. It is a good location to buy an oil press and sell furs. Veluca produces: Ale Bread Leatherwork Oil Pottery Tools Velvet Wine Wool Cloth 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)"
"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"
"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"
"Veteran (disambiguation)","This article is a disambiguation page for Veteran (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. Veteran may refer to: A Mount & Blade Wiki Achievement Nord Veteran Vaegir Veteran Angle Veteran (Gesith) Frisian Veteran (Werand) Irish Veteran (Boaire) Norse Veteran (Rekkr) Pictish Veteran (Arsaid) Saxon Veteran (Gesith) Veteran Asturian Veteran Varyag Veteran Lake Rat Veteran Boar Veteran Veteran (Multiplayer)"
"Vezin","Vezin Settlement Information Type Village Kingdom Vaegir Fortification Dramug CastleRivacheg World Map Mount&BladeVezinDramug CastleTemplate:World Map/Mount&BladeWarbandVezinRivachegTemplate:World Map/Warband Vezin is a village initially owned by the Kingdom of Vaegirs. Layout[] Player Elder Fugitive The Village Elder is located on the left side across the stream from where the player enters, standing next to campfire. Vezin is built on hilly terrain with a stream and evenly spaced tree coverage. It has a total of seven structures and two wooden bridges over the water. There are a couple fields here, one growing Grapes and Cabbages, while the other is empty. There are fishing nets in the water and the campfire by the Village Elder is smoking a fish over it. An animal pen of some sort can also be found, bordered by a stone wall, as well as covered spots for horses. If sent here during a Hunt Down Fugitive quest, the target may be found on the far side of the village from where the player enters, standing next to a shed. 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"
"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 Elder","Village Elders can be found in every village where they are able to provide several services for the player. Village Elder could be thought of as the Guild Masters of villages. Although any villager can tell you where the Village Elder is through conversation, they do not actually give useful directions, merely stating he is ""over there"". This means you will have to look for him yourself. As they are always male, never walk around, and don't stand facing walls, just look for a man standing still with his back to a wall. You can speak with the Village Elder concerning several topics: Ask if you can help with any tasks Request trade (can go to the trade window or buy cattle) Inquire about enemies in the area Recruit peasants If an ally lord is imprisoned nearby, request that they start a fire as a distraction (not available in classic Mount&Blade) Prosperity[] The Village Elder can also ""purchase"" higher prosperity for the village with the money earned through trade. Each unit of prosperity costs 3000 denars, although the Village Elder will not buy the increase until he has at least 3500 on hand."
"Voulge","The Voulge is a weapon used like an axe that can thrust. In classic Mount&Blade, voulges are two-handed weapons. In Warband, there are three types of voulges: a two-handed weapon, a shorter two-handed weapon, and a polearm. Warband Mount&Blade See Also Two-handed Weapons (List) Polearms (List) Melee Weapons (List) Weapons (List)"
"Voulge/Mount&Blade","Voulge VoulgeTwo-handedBase value: 129 denarsWeight: 4.5Swing: 35cSpeed rating: 87Weapon reach: 119Requires strength: 8Bonus against shieldsMount&Blade"
"Vyincourd Castle","Vyincourd Castle Settlement Information Type Castle Kingdom Kingdom of Swadia Villages Rduna Yaragar Sieges with... Ladders Port No World Map Mount&BladeVyincourd CastleRdunaTemplate:World Map/Mount&BladeWarbandVyincourd CastleYaragarTemplate:World Map/Warband Vyincourd Castle is a castle belonging to the Kingdom of Swadia. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Vyincourd Castle lies east of Dhirim at the base of a very steep mountain that seperates Swadia from the Kingdom of Vaegirs. Its village is Rduna which is nearby to the northwest. Warband[] Vyincourd Castle lies west of Uxkhal. It is on the other side of the river separating Swadia from the Kingdom of Rhodoks, but is also divided from the Rhodok territory by a mountain range to the south. Its village is Yaragar which is to the northeast on the opposing side of the river. Layout[] Player Keep Dungeon Breach Siege[] Besieging Vyincourd Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Gallery[] 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"
"War","In Mount&Blade, war is the primary game mechanic. The end goal of every faction, as well as the player's goal should they found a faction in Warband, is to conquer all of Calradia. As a result, all factions are in an uneasy peace when not at war or in a truce. Wars do not last for a set number of days, and can even go on indefinitely. When a kingdom is at war with another, the marshall will frequently summon all vassals in a kingdom to go on campaign in which they besiege towns or castles or raid villages. Contents 1 Reasons for Declaring War 2 Prosecution of War 2.1 NPC Campaigns 2.2 War Damage 2.3 States of War 3 Effects of War 3.1 Debellatio 4 Trivia Reasons for Declaring War[] Unlike the original Mount&Blade, in Warband, kingdoms declare war for a variety of reasons. They are as follows: In response to a border provocation: random events occur in-game that allows a faction to declare war against another with justification. For example, a notification will appear stating that farmers were killed in a dispute over the diversion of the river, making it easier for one faction to go to war with another. As a player, declaring war in response to a border provocation is the only way to go to war without losing honor. Note that ignoring provocations results in a loss of relation with certain lords. Martial (-2-3) and Sadistic (-7) lords in particular lose relation with their liege. This effect is global, and affects NPC kingdoms. Convinced vassals: If the player convinces a vassal to defect to another kingdom, this is treated as a provocation and will enable kingdoms to declare war against the player's. To regain lost territory: If a faction lost a fief to another during a war, the ruler may be anxious to reclaim it and thus declare war to get it back. Religious differences: If two kingdoms have different religions, they may declare war on each other out of distrust. Out of personal enmity: Two rulers may dislike each other personally and declare war on each other as a result. This can occur even when a faction is already at war with two others. When asking a town's Guild Master for a king's policy toward another faction (or if cheat menu is enabled and viewed on the Faction page), he will have a unique response for this situation: ""{King} considers {enemy king} to be dangerous and untrustworthy, and {king} wants to bring him down,"" will appear if the faction is more powerful. If they are evenly matched to or weaker than the enemy faction, the Guild Master instead says, ""{King} distrusts {enemy king}, and fears any deal struck between the two realms will not be kept."" Uniquely, these wars go on much longer than any others, as the rulers detest and mistrust each other and are thus reluctant to make peace. They are also immensely difficult to end if the player is at war with a ruler who hates them. To control all of Calradia: if a faction is not only the strongest kingdom but significantly stronger than others, they may attack without pretext in order to control all of Calradia. To curb the other realm's power: a companion to declaring war to control Calradia, weaker kingdoms often declare war on the strongest if the latter is at war with another to curb their chances of controlling all of Calradia. In this situation, the Guild Master may say, ""{King} is alarmed at the growing power of {enemy king}."" Note that this is also an intended mechanic to prevent one faction from dominating all of Calradia without the player's involvement. Prosecution of War[] Wars are prosecuted in a variety of ways, with the main goal in every war being to conquer as much of the enemy's territory as possible, even all of it (though this is not possible in Native Warband absent the player's involvement), resulting in debellation, while minimizing losses or villages raided. Defeating enemy vassals will force the kingdom onto the defensive, as they need time to rebuild their armies if released (or escaped). Taking all lords prisoner and putting them in a town with a Prison Tower reduces their chances of escaping to 5% every two days, an effective way of crippling a kingdom's ability to make war. NPC Campaigns[] Compared to the player, NPC marshalls can appear incompetent. When the player directs a military campaign, they may focus on conquering towns and castles, quickly swallowing enemy territory before they have the opportunity to recover. This can result in such severe damage that an enemy is functionally powerless to resist further advances. NPC campaigns, however, often result in the conquering one or two towns before the campaign ends and the lords return home to collect their dues or attend a feast. As a result, this enables the enemy to recuperate and reconquer their lost territory. They can also waste time repeatedly raiding villages, doing war damage and hampering the enemy's economy but not dealing lasting, irrevocable damage. This can make evenly-matched factions appear as though they are not making any real progress in war. As a ruler, an easy way to exploit this loop is to declare war when a faction is having a feast. All vassals will be in one place, enabling the player, if they can travel fast enough, to deal a crushing and decisive blow by besieging and conquering the fief they are at, causing all lords to spend time respawning and rebuilding their armies if not captured. This puts the enemy on the backfoot for the rest of the war as they constantly attempt to recoup at their remaining fiefs, only for the player to conquer them and destroy their progress. NPC campaigns prioritize several factors in deciding which fief to besiege, such as proximity to other fiefs, the garrison, its overall value (which itself is determined by a variety of factors). They often target lost territory first, followed by the enemy king's court, then towns, and finally castles. Heavily garrisoned stolen territory or courts will dramatically slow the enemy, or force them to prioritize less valuable assets, such as castles, instead. War Damage[] Within Warband, there is a hidden mechanic called war damage. War damage determines who is winning a war and how soon a war may be brought to an end. Unless a faction is at war with three or more factions, it cannot be persuaded to make peace if the war damage to its enemy is under 100. When talking to the Guild Master, he will say, ""{King} feels {he/she} must pursue the war against {enemy king} for a little while longer, for the sake of honor."" However, if the kingdom is at war with three or more factions, peace is assured, and the Guild Master will say, ""{King} is at war on too many fronts, and eager to make peace with {enemy king}."" War damage is accumulated in a variety of ways: A day passes in the war (1 point for both factions) Defeating a vassal in battle (10 points) Raiding a village (15 points) Besieging and taking a castle (60 points) Besieging and taking a town (120 points) For NPC kingdoms, the amount of war damage dealt to each other when besieging is lessened. Besieging a castle or town results in 40 points of war damage for NPC kingdoms. All others are the same. Because a faction will refuse to make peace unless war damage on their enemy is above 100, wars must last a certain period of time and a faction must either take a few losses, eradicate a faction, or allow the war to proceed for 100 days while taking no actual damage. States of War[] For players who choose to use Cheat Menu, all information, including war damage ratio, will be on the Faction page, but for players who prefer to play with it off, Guild Masters are helpful guides to gauging how far along a war is and if it can be brought to an end. Below are a number of responses the Guild Master may say in response to asking for a monarch's policy to another kingdom, along with what they indicate about the state of a war. Dialogue Meaning Make Peace? {King} feels {he/she} must pursue the war against {enemy king} for a little while longer, for the sake of honor. War damage on enemy under 100 No Even though {he/she} is fighting on two fronts, {king} is inclined to continue the war against {enemy king} for a little while longer, for the sake of honor. At war with two factions; damage on enemies under 100 No {King} feels {he/she} is winning the war against {enemy king}, and sees no reason not to continue. Lopsided war damage (high ratio inflicted vs. suffered) No {King} is frustrated by {his/her} inability to strike a decisive blow against {enemy king}. War damage on enemy over 100, long time since last decisive event Yes {King} has suffered enough in the war with {enemy king}, for too little gain, and is ready to pursue a peace. War damage on enemy over 100; even or losing WD ratio Yes {King} considers {enemy king} to be dangerous and untrustworthy, and {he/she} wants to bring {enemy king} down. Negative relationship with enemy king, more powerful faction[1] No {King} distrusts {enemy king}, and fears any deal struck between the two realms will not be kept. Negative relationship with enemy king, weaker or evenly-matched faction[2] No {King} is anxious to reclaim old lands such as {fief}, now held by {enemy king}. Enemy faction has stolen a fief Depends (war damage) {King} is at war on too many fronts, and eager to make peace with {enemy king}. At war with three or more factions Yes (regardless of war damage) {King} is currently on the offensive against {fief}, now held by {enemy king}, and reluctant to negotiate. Attacking enemy fief No {King} is alarmed by the growing power of {enemy king}. Enemy is strongest faction Usually no (if war damage is very high, peace may be pursued) {King} would like to firm up a truce with {enemy king} to respond to the threat from {second enemy faction}. At war on two fronts; war damage on enemy above 100, losing WD ratio Yes {King} has no particular reason to continue the war against {enemy king} and would probably make peace if given the opportunity. War damage on enemy above 100, either weaker faction or insufficient gains to justify war Yes {King} cannot negotiate with {claimant}, as to do so would undermine {his/her} own claim to the throne. This civil war must almost certainly end with the defeat of one side or another. At war with claimant or rebellious player No The Guild Master is also helpful for gauging whether a war will soon come during peacetime. Below are possible responses and their meanings: Dialogue Meaning War Likely? War Likely With Provocation? {King} seems to be willing to improve relations with {other king}. No reason to declare war No Moderate possibility {King} wishes to be at peace with {other king} so as to pursue the war against {enemy faction}. At war with different faction that is not a common enemy or faction holds fief No Moderate possibility {King} may attack {other king} without pretext, as a bid to extend control over all of Calradia. Strongest faction, 30 point advantage over other faction Yes Strong possibility {King} seems to think {other king} and {he/she} have a common enemy in {enemy faction}. Both at war with same faction, no reason to declare war No Low possibility {King} faces too much internal discontent to feel comfortable ignoring recent provocations by {other king}'s subjects. Disgruntled and restless lords in faction, recently provoked Yes N/A {King} seems to be intimidated by {other king}, and would like to avoid hostilities. Other faction significantly stronger No Very low possibility {King} is alarmed by the growing power of {other king}. Potential enemy is strongest faction and already at war Yes Almost certain Vassals are also useful guides for assessing the progress of a war. In addition to the above dialogue, they will tell the player the war damage ratio through dialogue: Dialogue Meaning We've been hitting them very hard, and giving them little chance to recover. War damage ratio at least 2; inflicted double the war damage suffered The fighting's been hard, but we have definitely been getting the better of them. Positive war damage ratio below 2 The war has barely begun, so and it is too early to say who is winning and who is losing. Both factions have war damage under 100 No clear winner has yet emerged in the fighting, but I think we are getting the better of them. War damage under 100, winning war damage ratio No clear winner has yet emerged in the fighting, but I fear they may be getting the better of us. War damage under 100, losing war damage ratio Both sides have suffered in the fighting. Even war damage ratio The fighting has been hard, and I am afraid that we have been having the worst of it. Losing WD ratio, WD over 100 They have been hitting us very hard, and causing great suffering. Catastrophic war damage ratio; double suffered than inflicted Effects of War[] Although war is the primary game mechanic of Mount&Blade, it can have a number of deleterious and beneficial effects. Consequently, going to war constantly, or rapidly declaring war after one faction has been defeated, may be inadvisable. War necessitates careful consideration unless a player is in so strong a position that victory is assured. Some potential negative effects of war in-game include: Loss of honor: declaring war without justification results in a loss in honor. Loss of relation: chivalrous lords (martial, good-natured, and upstanding) will become upset if war is declared without justification. This effect is global and affects both the player's vassals and other factions'. Lessened prosperity: during war, enemy vassals, particularly sadistic, pitiless, and bad-tempered lords, raid villages, destroying their prosperity and significantly penalizing the prosperity of nearby towns. Castles and towns also lose five points of prosperity when besieged. Destroyed trade: caravans will almost assuredly be attacked during war, meaning that trade can often become difficult. The result is that the prosperity of towns cannot regenerate as trade grinds to a halt. Captured and defeated vassals: when vassals are defeated in battle, they lose one point of relation with their liege. This affects both the player and NPC sovereigns. Vassals who are repeatedly beaten may become disgruntled over time. Loss of territory: the most obvious effect of war is that enemy factions will attempt to conquer each other's territories, which will weaken a kingdom. Some potential positive effects of war in-game include: Gain of honor: declaring war with justification (a border provocation) results in an honor gain for the player. Gain of relation: similarly, declaring with in response to a provocation raises relation with martial, good-natured, and upstanding lords by 1. Crippling a faction's prosperity: war can often permanently reduce a faction's fighting ability for the rest of the game via village raiding and attacking caravans. Economic disaster will make it much more difficult for vassals to raise troops, and thus can quickly become a spiral of decreasing military might. Capturing vassals: war enables a player to remove troublesome vassals from the equation for a period of time, particularly if a Prisoner Tower has been built. An honorable player may wish to imprison bad-tempered and sadistic lords indefinitely, functionally removing them from the game. However, refusing a ransom offered for a prisoner results in a loss of honor, thus, dishonorable players may wish to remove honorable and chivalrous lords from the game. Expanding territory: as conquering Calradia is the primary goal of Mount&Blade, the most obvious benefit to war is the ability to besiege and conquer enemy territory. The more castles and towns are successfully stormed, the greater the war damage and more ineffective a fighting force the enemy becomes. This will multiply over time, as conquering all of one faction's territory will give a stronger advantage over other factions within the game. Debellatio[] Debellatio (or debellation) refers to the complete eradication of a hostile state through warfare. It is a game mechanic in Mount&Blade and the primary goal of every war within the game. This occurs when all vassals have been defeated and all of a faction's territory has been conquered. When a faction has no territory, vassals can no longer raise armies, and future resistance becomes futile. No minimum war damage is required for this to occur, and even if a faction is on the brink of destruction, a ruler will still refuse to make peace if war damage on their enemy is under 100. However, after a certain period of time of where all vassals are despawned and no territory remains, the player will receive a notification declaring that a faction is no more. The faction page is cleared out, and the king will leave the realm (they will cease to spawn). After a period of time the defeated vassals will respawn, and they will all realign to a new kingdom unless they remain captive in a dungeon or a party. However, due to Mount&Blade's relations system, potential quirks exist following a faction's defeat. Even if a faction is defeated, the victor is still at ""war"" with the remnants of that faction, and as a result, NPC marshals will still begin campaigns. Parties of 1 may also travel across Calradia raiding enemy villages before they realign. This can also occur if the vassals respawn after all territory is conquered, but before the faction is declared vanquished. This may become obnoxious for the player, but in due time, all vassals will realign and this should cease to occur. Trivia[] If a player attempts to make peace with a king who dislikes them in-person, the king will refuse and give a humorously unique reply: ""Do you, {Player Name}?"" Then go and fall on your sword. Give us all peace."" However, the faction may still offer the player peace agreements when not in-person. There appears to be a bug where the pronoun in the phrase, ""{King} considers {enemy king} to be dangerous and untrustworthy, and {he/she} wants to bring {enemy king} down"" instead refers to the player's gender, not the king's. ↑ Also applies to dishonorable player. Checks honor and relation to equal -20. Consequently, if the player has honor above 100, they will never see this as a king's policy toward them, even if their relation with the king is -100. ↑ Also applies to dishonorable player."
"War Axe/Mount&Blade","War Axe War AxeTwo-handedBase value: 264 denarsWeight: 5.0Swing: 43cSpeed rating: 86Weapon reach: 110Requires strength: 10Bonus against shieldsMount&Blade"
"War Bow/Mount&Blade","War Bow War BowBase value: 728Weight: 1.5Damage: 25pAccuracy: 99Speed rating: 93Requires Power Draw: 4Mount&Blade"
"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"
"War Spear/Mount&Blade","War Spear War SpearPolearmBase value: 90 denarsWeight: 2.5Swing: 20bThrust: 27pSpeed rating: 96Weapon reach: 150"
"Warrider","Warrider was the prerelease name for Mount&Blade. While Warrider was a very early version of Mount&Blade, it did include some content that was removed from later versions of the game. However, not all of it was completely removed, and some hints of the past may still be found deep within the game files. The game featured a totally different map from later versions of Mount&Blade or Warband and also had a couple different troop types, quests, and items. Due to being an early work in progress, it also had unpolished graphics and primitive animations. Many actions, such as interacting with certain characters, would crash the game. Warrider presented a much more elaborate plot than the open-style gameplay it developed into later. The plot includes lots of hidden locations, undead, items of great power, other characters and a ghoul species. Warrider's plot revolves around the arrival of the Undead. Warrider featured only two kingdoms compared to later versions of the game. The Swadians, ruled by King Larec, and the Vaegirs, ruled by Prince Kurzak. Calradia was in peace until Vaegirs rebelled against Swadians and formed a kingdom, this was the start of the cold Calradian War. Contents 1 In-game description 2 Features 2.1 Storyline differences 2.2 NPC differences 2.3 Gameplay differences 2.4 Graphical differences 3 Trivia 4 References 5 External link In-game description[] The in-game description has several spelling and grammatical errors: ""In the year of 1352, the Land of Calradia was divided between two rival kindoms. In the west, the once all-powerful kingdom of Swadia had lost most of its former glory but remained a formidable power with its heavy knights. But the eastern lands had been recently lost to the rebeling Vaegir nobles who united under . Having gained their independence, the Vaegirs were quick to take the offensive and set off to conquer their former masters. But Swadian King Larec was now fighting in friendly soil . Soon the war degenerated into a series of skirmishes and raids devastating the countryside . It was a time of suffering and pain. Farms were burnt, villages were destroyed, thousands were killed and enslaved on both sides. But it was also a time of opportunity for some. Mercenaries and adventurers flooded into the land looking for fortune, fame and glory. But these newcomers would find war to be a harsh master."" [1] Features[] The following are notable differences in Warrider compared to later versions. Storyline differences[] King Harlaus was claimant of Swadians which changed to king in later versions. A plot involving the Undead and necromancers. Village of Rebel Peasants called Serrepa. Many different quests like to kill King Harlaus and to crush the rebellion of Sereppa. NPC differences[] Different troops and heroes like Prince Kurzak instead of King Yaroglek. Count Camechaw lord of Halmar for the Vaegirs. Count Grimar lord of Tihr for the Swadians. Count Haxalye lord of Praven for the Swadians. Count Rhudolg for the Swadians. Duke Taugard lord of Suno for the Swadians. Gameplay differences[] The option to play as a Ghoul. Antler Knights, Black Khergits, Tagars. Undead and Ghouls. There were no castles or villages, only towns. Lords stayed in their cities and couldn't go outside. There were no troop wages. There was no siege system. There was no horse merchant in the cities. You could buy a horse in a removed location called Rulqarn Farm. There was a feature where the player could slaughter their horse in the inventory tab and turn it into ""Horse Meat"" (see video). The only factions were the Vaegirs and Swadians. The capital of Swadia was Sargoth, which changed to capital of Nords in later versions. Warrider is based in the year 1352, unlike the later versions of the game which was based in 1257. Graphical differences[] Warrider uses the font Comic Sans to display text, while later Mount&Blade games use a font called Mordred. Character names are written in all lowercase, and with underscores (_) instead of spaces. All settlements displayed on the overland map are displayed in white. When the player hovers over one of them, the color will remain white if the settlement is neutral, and it will become green if held by the friendly faction, and red if held by the hostile faction. Trivia[] Before ""Warrider"", the game was known as Way of the Sword. The main developer, Armağan, explained that the name was too generic and Warrider explains the game's premise better. [2] [3] The background in main menu in is Knight, Death and the Devil painting with red coloring [4] In the main menu the version is written is 1.210 There is a native fps counter in the game In the character menu the skull eyes light up red if get hovered by the mouse Some of the cheats in mount&blade works In the main menu the title of the game is mount&blade References[] ↑ Mount & Blade 0.202 intro_text.txt ↑ ↑ ↑ External link[] Warrider Download Warrider Soundtrack : The Great Hall"
"Warrior","This article is a disambiguation page for Warrior 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. Warrior may refer to: A Mount & Blade Wiki Achievement Nord Warrior Angle Warrior (Cempa) Briton Warrior (Cadwr) Frisian Warrior (Wigand) Irish Warrior (Cliarnach) Pictish Warrior (Gaithlennach) Saxon Warrior (Cempa) Young Warrior Svear Warrior Cantabrian Warrior Battanian Clan Warrior Battanian Trained Warrior Battanian Picked Warrior Battanian Highborn Warrior Khuzait Tribal Warrior Sturgian Warrior Sturgian Warrior Son Sea Raider Warrior Tribal Warrior (Multiplayer) Clan Warrior (Multiplayer) Mounted Warrior (Multiplayer) Warrior (Multiplayer)"
"Watchman","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 other uses, see Watchman (disambiguation). Watchman Troop Information Culture Mercenaries Wages 6-3 denars/week Acquired from... Farmer- or -Townsman- or -Taverns Upgrades to... Mercenary Crossbowman- or -Caravan Guard Upgrade Cost 20 denars XP for Kill ? experience Ransom Value 60 denars Watchmen are tier-two mercenary infantry in Mount&Blade and Warband. Tactics[] Serving as guards in towns, they are very cheap troops that can be easily upgraded overnight into Caravan Guards if you invest in the Trainer skill or spar with them at a Training Field. Watchmen are very hard troops to use on the battlefield - with low-level armor and weapons, they are best used against looters or bandits. Though they are good starter troops, your best bet is to upgrade them to Caravan Guards as soon as possible. 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 9 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible) Footman's Helmet(Possible) Leather Cap(Possible) Padded Coif Body Leather JerkinAketon Hand None Foot Nomad BootsWrapping Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield 1 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 75 Two Handed Weapons 75 Polearms 75 Archery 75 Crossbows 75 Throwing 75 Weapons Melee Boar SpearSwordFighting PickSpiked Club Ranged (Possible) Light Crossbow(Possible) Hunting Crossbow(Possible) Bolts Shield Plain Round ShieldOld Round Shield Mount None 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"
"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"
"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"
"Wercheg","Wercheg Settlement Information Type Town Kingdom Kingdom of Nords Villages JayekUdiniadOdasanRuvar Sieges with... Ladders Port no World Map Mount&BladeWerchegJayekUdiniadTemplate:World Map/Mount&BladeWarbandWerchegOdasanRuvarTemplate:World Map/Warband Not to be confused with Varcheg. Wercheg is a Nordic town located on the northern coast. Wercheg is initially owned by Jarl Irya. It is possible that Wercheg has a connection to, or even may be the successor to the Sturgian town of Varcheg as depicted 173 years earlier in Mount & Blade II: Bannerlord, given their similar names and close location on the map. Contents 1 Territory 1.1 Mount&Blade 1.2 Warband 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade[] The Streets of Wercheg in Mount&Blade Its villages are Jayek and Udiniad. Warband[] Wercheg is located on a penninsula across the bay from Sargoth, the capital. The fact that it is one of the more distant cites can make it a prime prospect for besiegers. Its distance means that reinforcements will take longer to get to it. Also, like Rivacheg, Wercheg can be afflicted with sea raiders, making the region between them a good hunting ground. Its villages are Odasan and Ruvar. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master for Wercheg can be located by initially heading as if to go to the castle after selecting 'Take a walk around the streets', but instead turning left before passing by the guards. He is located on a terrace overlooking the main entrance. Siege[] Besieging Wercheg requires the construction of Siege Ladders. Tournaments[] Tournaments hosted in Wercheg feature the following equipment: Axe & Shield Not all participants are on horses. Economy[]
Guild Master location. Wercheg sells Salt, Smoked Fish and Wine low. Whether Wercheg produces wine is random at the start of every new game, potentially making it profitable to invest in a Wine Press instead. In Mount&Blade, Wercheg functions normally, being pretty well off as far as location goes. However, in Warband Wercheg is a lower production city, as it is isolated by terrain and water from surrounding towns, with only two villages nearby. Wercheg produces: Ale Bread Leatherwork Oil Pottery Salt Smoked Fish Tools Wool Cloth 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"
"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 Mace/Mount&Blade","Winged Mace Winged MaceOne-handedBase value: 122 denarsWeight: 3.5Swing: 21bSpeed rating: 99Weapon reach: 80Mount&Blade Winged Mace Winged MaceOne-handedBase value: 212 denarsWeight: 2.5Swing: 24bSpeed rating: 98Weapon reach: 60Mount&Blade"
"Wooden Stick/Mount&Blade","Wooden Stick Wooden StickOne-handedBase value: 4 denarsWeight: 2.5Swing: 13bSpeed rating: 99Weapon reach: 90Mount&Blade"
"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"
"Xerina","Xerina Official Information Faction Neutral Title Champion Character Details Dislikes Sexism Character Background Background Arena Fighter Xerina is a tournament fighter who participates in many of the same tournaments as the player. 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. Xerina - Default Stats and Equipment Attributes Stat Points Level 39 Strength 15 Agility 15 Intelligence 4 Charisma 4 Health Armor Head ? Body Leather Jerkin Hand ? Foot Hide Boots Skills Skill Points Ironflesh 5 Power Strike 5 Power Throw ? Power Draw 4 Weapon Master ? Shield 3 Athletics 8 Riding 6 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 312 Two Handed Weapons 312 Polearms 312 Archery 312 Crossbows 312 Throwing 312 Weapons Melee ? Ranged ? Shield ? Mount ? Trivia[] In early versions of Mount&Blade, she could be found in Zendar's tavern along with Kradus and Dranton. She would tell the player of different types of damage."
"Yalen","Yalen Settlement Information Type Town Kingdom Kingdom of Rhodoks Villages ChelezEpesheGlunmarReveranVeidarEpesheGlunmarIlviaIstiniar Sieges with... Ladders Port No World Map Mount&BladeYalenChelezEpesheGlunmarReveranVeidarTemplate:World Map/Mount&BladeWarbandYalenEpesheGlunmarIlviaIstiniarTemplate:World Map/Warband Yalen is a town of the Kingdom of Rhodoks. Its initial lord is Count Gutlans. Given its similar name and location on the overland map, Yalen is likely to have a connection to, or possibly even be, the same settlement as the Vlandian town of Galend, featured 173 years earlier in Mount&Blade II: Bannerlord. Contents 1 Territory 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade Its villages are Chelez, Epeshe, Glunmar, Reveran, and Veidar. Warband Its villages are Epeshe, Glunmar, Ilvia, and Istiniar. Travellers bound for Yalen often encounter Mountain Bandits before reaching the city. Layout[] Guild Master location Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master is located to the player's left when 'Take a walk around the streets' is selected. The easiest means to reach him is to jump off the side of the bridge, walk along the stream, then speak to him over the fence. Siege[] Besieging Yalen requires the construction of a single ladder. Troops must cross a shallow moat before being able to climb the ladder. This makes the offending army more vulnerable to deadly Rhodok Crossbowmen. However, the player's spawn will be equipped with several archer screens that provide great cover. A talented player with a good bow should be able to pick off quite a few enemy archers with little risk to themselves. Additionally, the enemy spawn is positioned so that the player is often able to fire at the enemy over the heads of their allies. If the enemy has many units who are not using their shields, the player can kill large amounts of enemies by themselves. Tournaments[] If you take part in a Tournament in Yalen, you can be given any of the following sets of equipment: Heavy Sword Lance & Shield Crossbow & Bolts, Sword Bow & Arrows, Dagger Sword & Shield Not all participants are on horses. Economy[] Yalen buys Ale for a good price while it sells Fruit and Cabbages low. The city of Yalen mainly produces: Bread Smoked Fish Ale Wine Leatherwork Tools Wool Cloth Oil 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)"
"Yalibe","Yalibe Settlement Information Type Village Kingdom Swadia Fortification SunoDhirim World Map Mount&BladeYalibeSunoTemplate:World Map/Mount&BladeWarbandYalibeDhirimTemplate:World Map/Warband Yalibe is a village initially owned by the Kingdom of Swadia. Layout[] Player Elder Fugitive The Village Elder is located in front of the large building at the top of the hill, standing in front of a wooden bench. Yalibe is built on the side of a hill in very hilly terrain with many trees all around it. It has a total of five structures. There are three fields here, one growing squash, another wheat, and one has been cleared with only several stacks of straw remaining. Strings of garlic hang about the village and furs can be seen in storage. If sent here during a Hunt Down Fugitive quest, the target may be found standing behind the tall towering structure on the left side of the village from where the player starts. 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"
"Yaragar","Yaragar Settlement Information Type Village Kingdom Swadia Fortification PravenVyincourd Castle World Map Mount&BladeYaragarPravenTemplate:World Map/Mount&BladeWarbandYaragarVyincourd CastleTemplate:World Map/Warband Yaragar is a village initially owned by the Kingdom of Swadia. Layout[] Player Elder Fugitive The Village Elder is located almost directly straight forward from where the player enters, standing in front of a building under a wall torch. Yaragar is built on fairly level terrain with low rolling hills all around it and scattered clumps of trees. It has a total of ten structures, including a windmill and two storage sheds separate from the village proper. There are four fields here, three of which are growing cabbages and squash. The largest field is cleared, with only numerous stacks of straw remaining, but the presence of large sacks and the windmill indicate that it is most likely a wheat field. Training dummies may also be found set up in two of the fields, possibly serving as scarecrows. A water well can also be found down a slope, next to one of the storage sheds. If sent here during a Hunt Down Fugitive quest, the target may be found standing in front of the windmill next to several grain sacks propped up against the wall. 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"
"Ymira","Ymira Appears in Warrider Official Information Culture Rhodok Character Details Hire Cost Free Likes Alayen, Retreating Dislikes Matheld, Lezalit, Deshavi as Emissary, Robbing Villages, Returning Serfs, Kill Merchant Connections Yalen Noble No Character Background Home Yalen Background Merchant's Daughter Ymira is a Rhodok merchant's daughter and one of the companions in Warband. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Stats and equipment 7 Warrider Biography[] Ymira is a merchant's daughter, she lived in Yalen and went to Veluca for vacation with her relatives. One day, her father decided to marry her to a business partner who was 30 years her senior. This led her to leave home and decide to join a group for an adventure, that's where the player comes in. Personality[] Ymira is a rather naive and idealistic woman with a free spirit who heavily dislikes unnecessary violence and picking on the little guy. Relationships[] She's attracted to Alayen and the two have a courtly romance going on, but one stymied by her common birth and his noble status. She dislikes Matheld due to the Nord's offer of setting up an arranged marriage for her in the future and for taking a piece of loot from her without simply noting that Matheld was the one to make the kill. She also dislikes Lezalit, believing that he is far too fond and open about his talk of flogging and hanging his fellow soldiers. Gameplay[] She has good Trade and First Aid skills, making her useful for a player who lacks these skills. However, Jeremus also has these skills in addition to many more. On the other hand, Ymira is the one of two heroes to be recruited at level 1, allowing her to gain levels and acquire new skills very quickly by comparison. Ymira is not considered a noble, so promoting her to lordship will hurt your relations with most of the nobles of Calradia. If given lands, she will recruit whatever troops are available in her properties to fight for her. Dialogue[] Main article: Ymira/Interactions Stats and equipment[] Ymira - Default Stats and Equipment Attributes Stat Points Level 1 Strength 6 Agility 9 Intelligence 11 Charisma 6 Health 41 Armor Head ? Body Dress Hand ? Foot Woolen Hose Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 1 Riding 3 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 3 Wound Treatment 1 Surgery 1 First Aid 3 Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade 3 Proficiencies Weapon Type Points One Handed Weapons 20 Two Handed Weapons 20 Polearms 20 Archery 20 Crossbows 20 Throwing 20 Weapons Melee Knife Ranged ? Shield ? Mount ? Warrider[]
Ymira in Warrider In Warrider, Ymira can be randomly encountered while travelling the world map. She will ask the player for help, claiming to be chased by some unknown 'bad men'. She offers to feed horses, wash clothes, and do other menial tasks only to be accepted into the player's party. Should the player agree, she will become a companion. Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira"
"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"
"Yruma Castle","Yruma Castle Settlement Information Type Castle Kingdom Kingdom of Vaegirs Villages KarindiKarindi Sieges with... Ladders Port No World Map Mount&BladeYruma CastleKarindiTemplate:World Map/Mount&BladeWarbandYruma CastleKarindiTemplate:World Map/Warband Yruma Castle is a castle belonging to the Kingdom of Vaegirs. It is featured in both Mount&Blade and Warband. Its village is Karindi. Location[] Mount&Blade[] Yruma Castle lies northwest of Khudan on a long section of land encircled by rivers and mountains and accessible by five bridges. Its village is nearby to the northeast. Warband[] Yruma Castle lies at the focal point of Curaw, Khudan, and Reyvadin. It rests at the origin of the last tributary of the river dividing the Vaegir territory. Its village is nearby to the west on the bank of the river. Layout[] Player Keep Dungeon Breach Although the door to the keep can easily be reached, there is no loading zone, so the keep is only accessible through the menu. Siege[] Besieging Yruma Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. 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"
"Zagush","Zagush Settlement Information Type Village Kingdom KhergitKhergit Fortification HalmarNarra World Map Mount&BladeZagushHalmarTemplate:World Map/Mount&BladeWarbandZagushNarraTemplate:World Map/Warband Zagush is a village initially owned by the Khergit Khanate. Layout[] Player Elder Fugitive The Village Elder is seen in the center of the village next to a campfire. Zagush is a very hilly village. It has a total of nine structures, including a windmill at the peak of a steep hill. There are a couple of cabbage crops and a horse pen here. The middle of the village has several piles of wood with large stakes in them, like those used to burn the condemned, and a sizable graveyard - possibly implying that the residents are not particularly friendly. Behind the Village Elder hangs a large number of garlic strings. If sent here during a Hunt Down Fugitive quest, the target may be found standing relatively out in the open on the side of a hill behind the building the Village Elder stands before. 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"
"Zendar","Zendar Settlement Information Type Town Kingdom Zendar (neutral city-state) Fortification None Villages None Zendar was a location found in early versions of Mount&Blade up to version 0.950. Contents 1 Overview 2 Lore 3 Trivia 4 Gallery 5 References Overview[] Zendar was neutral town introduced in version .202 (Warrider). It was originally located between the Kingdom of Swadia and the Kingdom of Vaegirs; in later versions — between the Kingdom of Nords and the Vaegirs. The player would begin the game in Zendar. The town included the main square where most of the town's characters could be found, including the tutorial characters from whom the player could learn about capturing and selling prisoners, damage types, and of other locations like Four Ways Inn, Dhorak's Keep and Salt Mines. Aditionally, the town featured the only playable arena (in Warrider), 'the Happy Boar' tavern, a training dungeon accessible via dialogue with the combat trainer, and a goods store in later versions. The player could recruit farmers from the tavern and could join tournaments and receive training from the local trainer. Zendar, being an independent statelet, had issues maintaining its independence from less diplomatic third parties such as the River Pirates and Sea Raiders. The townsmen often put bounties on the heads of the River Pirates, which the player could use as a source of experience and loot for themselves and company, as the weak player would not be able to fight higher tier armies with the basic trooper, the Farmer. Lore[] Calradian lore states that the town was razed to the ground by an army of Sea Raiders and the population dispersed. Famous Zendarians include: Stavros, Constable Hareck, the merchants Dunga and Rabugti, Quick Jimmy, Xerina, Dranton, Kradus, Count Arrasies, Ramun the slave trader, and the player in the early versions. “ Hear me people of Zendar, for this is the message of our town's lord and protector, Count Arrasies. As you know, river pirates have infested the vicinity of our town. These lawless villains devastate our realm, committing many crimes no short of pillage, robbery and murder. The mischief and suffering cause by these scums has become intolerable. Thus, our good count has found it necessary to call to arms his honest and law-abiding subjects against these murderous villains. People of Zendar, our count invites you to serve him in this cause. Those of you that volunteer now will be equipped with arms and armor at the count's expense and shall be granted the right to hunt down river pirates, ending their miserable lives if you will, and keeping their ill-gotten belongings to yourselves without tax or tribute. ” — Constable Hareck in Warrider[1] Trivia[] While the actual town was removed, the spawn code for it still exists, even in latest version of Warband. If you use a party_template editor and check out the marker ""disabled"", Zendar will spawn like it was intended. However, this does not restore any of the location's functionality due to lack of coding, maps, and strings for actions. Dialog text will state, ""You have entered the town of Zendar"" but the player won't be able to enter. It is possible to fix these locations, but requires a large amount of time and knowledge of coding. Zendar was not a normal town. Unlike other towns, you didn’t have to click any buttons to enter, just simply click the town. This was leftover from older versions' programming when all locations could be entered immediately instead of opening a menu. In early versions of Mount&Blade, the player character was a native of Zendar. Gallery[] Training RoomXerina, Kradus, and Dranton hang out in the tavern References[] ↑ Mount & Blade 0.202 - Conversations.txt"