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Achievements (With Fire & Sword)
This article refers to the achievements you can gain by playing Mount&Blade: With Fire & Sword via Steam. The tasks you have to fulfill to earn these achievements range from defeating enemies with certain weapons, performing caravan trades, through to the starting and completing of the main storyline quests. Achievements[] Image Name Description First Steps Start one of the three main storyline quests: The Black Mace, The Deluge or The False Dmitry Dress Up Customise the equipment of a mercenary unit at the mercenary camp. Let's Take This Outside! Get into a bar fight by speaking with a pub visitor. Na zdorovie! Buy a drink for everyone at a bar by speaking with a tavern keeper. Hunker Down Construct a wagon fort through the camp menu. Wheeler Dealer Earn 3,000 thaler in profit from a single caravan trade by speaking with a town mayor. Trader Make 100,000 thaler through caravan trades by speaking with town mayors. Great Trader Make 1,000,000 thaler through caravan trades by speaking with town mayors. (on Steam progress is not shown - there is a progress bar but it is always stuck at 0 and does not update.) Knock Knock Successfully blow a hole in a castle or town in the siege menu (requires points in the engineering skill). Don't Die Of Dysentery Tend to your army's illnesses 5 times by resting or feeding them. Velvet Commander Have 10 velvets in your inventory. Summer Fest Complete the Summer Fest quest found in several villages during the summer. City Planner Build 3 upgrades in a single castle or town you own. Lock Stock And 3 Smoking Barrels Kill 100 enemies using firearms. Bomberman Kill 50 enemies using grenades. Black Mace Finish the Cossack Hetmanate's main storyline quest The Black Mace. Polish Drama Finish the Polish Commonwealth's main storyline quest The Deluge. Grand Tzar Finish the Muscovite Tsardom's main storyline quest The False Dmitry. Return Of The Horde Join the Crimean Khanate and eliminate all other factions. Swedish Scourge Join the Kingdom of Sweden and eliminate all other factions. Power Shift As any faction, conquer the map and eliminate all other factions.
Ahmed-pasha
This article is a stub. You can help out by expanding it. Ahmed-pasha Official Information Kingdom Crimean Khanate Monarch Khan Islam Giray Title Pasha Fiefs Kafa Personal Details Gender Male Ahmed-pasha is a vassal of the Crimean Khanate. He is the initial owner of Kafa. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Ahmed-pasha - Default Stats and Equipment Attributes Stat Points Level ? Strength ? Agility ? Intelligence ? Charisma ? Health ? Armor Head ? Body ? Hand ? Foot ? Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding ? Shooting from Horseback ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons ? Two Handed Weapons ? Polearms ? Archery ? Firearms ? Throwing ? Weapons Melee ? Ranged ? Shield ? Mount ? Crimean Khanate Monarch: Claimant: Khan Islam Giray Mehmed Giray Vassals: Ahmed-pasha Argun-bey Baesid-khan Baryn-bey Bukryn-bey Imad-pasha Mansur-bey Mirza Agish Mirza Appak Mirza Argyn Mirza Davletshi Mirza Divey Mirza Enikey Mirza Karach Mirza Yanmamed Mirza Yelchy Sedjet-bey Shirin-bey Uzyn-bey Yashlav-bey
Ak-Mechet
Ak-Mechet Settlement Information Type Village Kingdom Crimean Khanate Fortification Kafa World Map With Fire & SwordAk-MechetKafaTemplate:World Map/With Fire & Sword Ak-Mechet is a village initially owned by the Crimean Khanate, subordinate to Kafa. Layout[] Player Elder Fugitive Ak-Mechet is built on a flat surface, with little distinctive features. It is a Tatar-style village with a total of seventeen houses. Beside the central house there is a well. The Village Elder is located under the shelter of the central house. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be standing in front of one of the houses — from the Village Elder's perspective, it is the leftmost house beside the path. Wikipedia has an article on this subject at:Simferopol Territory of the Crimean Khanate TownsAkkerman Azaq-kale Bakhchisaray Kyzykermen FortressesIzmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun FortressKyzyl-yar Fortress Perekop VillagesAk-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash SinelnikovoSivash Tumnek
Akkerman
Akkerman Settlement Information Type Town Kingdom Crimean Khanate Villages None World Map With Fire & SwordAkkermanTemplate:World Map/With Fire & Sword Akkerman is a town of the Crimean Khanate. The initial ruler is Baesid-khan. Akkerman has no villages. Contents 1 Layout 2 Trade 2.1 Produces 2.2 Trades With 3 Trivia Layout[] At peace: Accessible area Player Lord's Hall Prison Tavern Merchants In a siege: Accessible area Player Siege Ladders The tavern and all merchants, except for the goods merchant, are on the side of the town that the player enters at first. The goods merchant is on the other side that is accessible through a gate inside the town. The lord's hall is at the far end of the town. The prison is inside a tower of the fortress. During a siege, only half of the town is accessible. Two ladders are placed around the gates, one on each side. Trade[] Produces[] Salt Bread, Cheese Oil Velvet Trades With[] Kiev Kyzykermen Lviv Sich Warsaw Trivia[] Akkerman is one of only two fortifications on the entire map that have no villages, the other being Lviv. During a siege, some buildings disappear from the inaccessible region. Wikipedia has an article on this subject at:Bilhorod-Dnistrovskyi Territory of the Crimean Khanate TownsAkkerman Azaq-kale Bakhchisaray Kyzykermen FortressesIzmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun FortressKyzyl-yar Fortress Perekop VillagesAk-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash SinelnikovoSivash Tumnek
Ale
Ale Classic/Warband Viking Conquest Games Base value 84 120 280 Weight 30.0 30.0 60.0 Item Quantity 50 Morale Bonus +0 Spoils No Goods Type House Made From... Grain Made Into... N/A Ale is not a food source and is mainly used as a trade good. It does have a use in feasts, where it can be served to noblemen alongside wine. The Productive Enterprise can be used in any town to buy a brewery that produces two barrels of ale per week from one sack of grain (both of which can be bought by the player and possibly gain a higher profit). The initial cost is 2,500 denars and the weekly cost is 50 denars. The average profit is 160 denars and thus has a profit margin of 6.4%. Ale can be cheaply purchased in Praven and sold for high amounts in Khudan. In With Fire & Sword, it is replaced with the consumable beer. In Viking Conquest[] if your party morale is low (generally under 50), an event will trigger in which you will lose one item which will however increase the party morale with 2. Economy[] In general, you can buy it in any town cheap (~130 for up to ~200) and sell it for sometimes double in villages. There are some exceptions where you can make a ~100 profit (e.g. Dorestad, Ribe) from it. Productive Enterprises can make Ale from wheat and barley. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth
Algirdas
Algirdas Appears in Official Information Culture Lithuanian Religion Catholicism Character Details Hire Cost 250 thalers Likes Ingri Liked by None Dislikes Fedot, Nogai, Retreating Disliked by Ingri, Karlsson and Sarabun Character Background Background NobleMercenary Algirdas is one of the Heroes in With Fire & Sword. He is similar to Alayen of the previous games. Contents 1 Biography 2 Personality 3 Gameplay 4 Dialogue 5 Trivia 6 Stats and equipment Biography[] Algirdas' ancestor was awarded the land near Bryansk for his military service by the end of the 14th century. The family owned the land and served under the Grand Duchy of Lithuania for 3 centuries. Algirdas is named after the Grand Duke of Lithuania who awarded his ancestor. However, their land is always a warzone between the Polish-Lithuanian Commonwealth and the Moscow Tsardom which led the decline of their house estates. The land was recently conquered by Moscow and given to another noble, revoking Algirdas from the land, making him a mercenary. Personality[] Gameplay[] Dialogue[] Main article: Algirdas/Interactions Trivia[] Algirdas is consider the most "hated" hero in With Fire & Sword as 3 companions dislike him and none like him. Algirdas and Fatima are the only heroes that are liked by no one. Stats and equipment[] Algirdas - Default Stats and Equipment Attributes Stat Points Level 4 Strength 7 Agility 8 Intelligence 10 Charisma 10 Health 44 Armor Head ? Body Kuntush Hand ? Foot Old Boots Skills Skill Points Ironflesh 1 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics 1 Riding 2 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics 2 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership 4 Trade ? Proficiencies Weapon Type Points One Handed Weapons 70 Two Handed Weapons 70 Polearms 70 Archery 70 Firearms 70 Throwing 70 Weapons Melee Simple Saber Ranged ? Shield ? Mount Saddle Horse Player's Companions Algirdas Bakhyt Colonel Zagloba Fatima Fedot Ingri Karlsson Mamai NogaiOksana Priest Spasokukotsky Sarabun Tepes Varvara Victor de la Buscador Yelisei
Algirdas/Interactions
This is a list of interactions with Algirdas. Contents 1 Introduction 2 Reencounter 3 Retirement 4 Rehire 5 Story: Vilna 6 Like Quotes 6.1 Ingri 7 Dislike Quotes 7.1 Fedot 7.2 Nogai 7.3 Retreating Introduction[] Greetings, sir. Would you by any chance hail from Lithuania? You must have me confused with someone else, friend. "My most humble apologies. Allow me to introduce myself -- I am Algirdas. My family name I would prefer to keep secret. My ancestor received his title from the Grand Prince Algirdas at the end of the XIV century. For military valor he were granted vast lands near the town of Bryansk. Since that day all the eldest sons in our family bear his name. Our house served the Grand Duchy of Lithuania faithfully for three centuries, while our borderlands were always an apple of discord between Lithuania and Moscow. Our estate slowly fell into decay, yet we still remained their masters. However, recently the Moscow Tsar gave it to one of his nobles. All I have left is my grandfather's sword and my knightly honor." Well, if so -- you're welcome to join me. Thank you. I have led squadrons into battle, and I can be your right arm during a fight. And I can wield the pike like nobody can! Just so long as our party does not fail to maintain knightly honor, I am content. Honor is the first thought of a Lithuanian noble, even a penniless one. I am glad we understand each other. It is a pleasure to deal with you, sir. But I have a small request. I need to raise 250 thaler urgently, to buy a family tree which was composed and sealed by the stamp of a King of Arms, whom I met along the wat by miraculous chance, nothing less. With such a parchment in my hands, I could quite well reclaim my lands... For a noble, one's family tree is everything. Take the money, you're welcome to it. I think you might not get along so well with my lads. So long! Every men determines for himself what is their just cause. I believe I am not the best companion for you. We'll talk later, friend. I am in a hurry. Reencounter[] I am ready to follow he who fights for the just cause. Retirement[] (player), it is time we part ways. I heard war has flamed up in Bryansk, and I wish to head there, to try to recover my stolen lands. Thank you for everything, and remember me kindly. Rehire[] (player)… It seems that acquiring new lands under your command would be easier than returning to my old estates! I hope you don't mind us fighting under the same banner once more? Story: Vilna[] I hear the bells of Vilna! The ancient capital of Lithuania! Oh how many memories they call up... Can you hear the wolves howling? It is a good sign. Old men say that the Lithuanian Prince Gediminas hunted in the lands and killed an auroch. As he lay sleeping after the hunt, he saw a giant iron wolf in his dream. The dream was prophetic -- soon the hill where the prince rested had become a mighty fortress. There were times when the Princes of Vilna ruled all the lands from the North Sea to the Black Sea... Like Quotes[] Ingri[] Blessed be the day when Ingri arrived in our company! Food, water and... other joys of army service. This means a lot for true military men. Our quartermaster is always up to the mark. God knows, were she not of simple folk, I would have offered her my hand and heart. A better housekeeper for my estate I could not find in the whole world. Dislike Quotes[] Fedot[] (player)! I would like to say that Fedot is not the best of company. He refers to my homeland of Bryansk as native Russian lands, while any man with a hint of education knows they have always been part of Lithuania! If he persists, this will end with a duel quite surely. Nogai[] Nogai! He took the best place right under my nose and did not even apologize! If that Tatar cannot learn to behave like a man of culture, I shall teach him a lesson! Worse yet, during battle he only thinks of taking prisoners, and not of the tasks before him. You only hear him saying "yesir, yesir". He shall turn our company into nothing more than a Horde. Retreating[] Oh, run from battle is a disgrace for me. I will not render such service..
Allenstein Castle
Allenstein Castle Settlement Information Type Fortress Kingdom Kingdom of Sweden Villages Elbing World Map With Fire & SwordAllenstein CastleTemplate:World Map/With Fire & Sword Allenstein Castle is a fortress of the Kingdom of Sweden. Black Reiters and German Pikemen can be hired here as regional mercenaries. It is initially ruled by King Carl Gustaf. It has the village Elbing. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders The Lord's Hall is directly in front of the player's position behind the gates, and the prison is to the left. During a siege, three ladders are placed on the side of the fortress. Trivia[] Allenstein Castle is one of two fortresses that serve as "capitals" where monarchs reside at the start of the game, the other being Pereyaslav of the Cossack Hetmanate, and the remaining three leaders residing in towns. Wikipedia has an article on this subject at:Olsztyn Territory of the Kingdom of Sweden TownsKoenigsberg Reval Riga FortressesAllenstein Castle Dorpat Fortress Dynaburg Fortress Dzvinsk Castle Narva Vyborg VillagesElbing Leal Nidritsa Panevezys Pilve Plunge Salis Siauliai Siegevold Tapiau TormaWeissenstein Wesenberg
Amere (With Fire & Sword)
Amere Settlement Information Type Village Kingdom Polish Commonwealth Fortification Krakov World Map With Fire & SwordAmereKrakovTemplate:World Map/With Fire & Sword Amere is a village of the Polish Commonwealth, subordinate to Krakov. Layout[] Player Elder Fugitive Amere is built on relatively flat terrain. It is a Cossack-style village with seventeen structures. There are a few trees inside the village but there are no distinct features. The Village Elder may be found among the group of houses in the center of the village, in front of the house with the wooden roof. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be hiding behind a large house with a brick roof and an empty horse stable attached to it. Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye
Angles
The Angles are a Christian culture in Viking Conquest. History[] Anglo-Saxon and Brittonic Kingdoms in England The first Anglo-Saxons in England were there because the King of the Britons, Vortigern, needed help against the Gaelic and Pictish invasions in his new lands. This was right after the Roman Empire's collapse, so he was not in a powerful position in the new Roman-free Britain. The leaders of the Anglo-Saxon mercenaries were Hengest and Horsa and, as a reward for their help against the Gaels and the Picts, they were given control of Kent, a small piece of land in Southern Britain. Seeing that Britain was in a weak spot with their King, the Anglo-Saxons invaded England and quickly conquered it for their people. In the centuries that followed, more and more Anglo-Saxons came to England, turning Britain into separate Kingdoms but a powerful land. Factions[] The Angles have much in common with the Saxons. There are two Angle kingdoms: East Engle and Mierce. Angle troops and lords can also be found in the Kingdom of Northhymbre, representing the Angles that submitted to the rule of the Viking invaders. Banner Name Color Ruler Claimant Capital Kingdom of East Engle #303da8 Cyning Eadmund Aethelberhting - Dunwic Kingdom of Mierce #96adff Cyning Brugred Beorhtwulfing - Tomtun Troops[] Angle Troops Peasant Priest Freeholder Bowman Spearman Companion Warrior Horseman Veteran Standard Bearer Noble Bodyguard Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed
Anno Domini 1257
Anno Domini 1257 is a total conversion mod for Mount&Blade: Warband set in 13th century Europe, the Middle East and North Africa during the Crusades and Mongol Invasions.[1] The game starts in March 1257 AD, and is historically accurate to that point, including all lords. From there, the player shapes the world with his/her actions, with the ability to let the Crusaders or Mongols succeed at invading all of Asia and Europe. The player may also begin their own faction, as in Native Warband, and fight on either side. Contents 1 Features 2 Gameplay 2.1 Alliances 2.2 Recognition 2.3 War 2.4 Starting a Kingdom 3 Factions 4 External links 5 Gallery Features[] Huge map consisting of all of Europe and parts of the Middle East and North Africa, featuring 42 factions. Hundreds of new historical, region based troops. More than a thousand new items, armors, weapons, all historically accurate for XIII century. Buildable castles with ability to improve its fortifications to three levels. Manor system with the ability to build custom settlements (buildings that you build appear in the scene!). Realistic engaging combat system with taunts, formations, improved horse archer skirmishing scripts and other features. Custom battle scenes, realistically depicting each region of Europe from barren desserts, palm filled oasis, european swamps, open steppe battlefields, mediterranean plains, snowy gorges, frozen lakes, thick german forests. Weather system, including desert storms, blizzards, rain storms. Play as one of your soldiers after your death, with the auxiliary player feature (can be turned off in the mod options in the Camp menu). Crusading system: Join a crusade or start one yourself! Join a crusader order as sergeant or a knight! New optional lance recruitment system, aiming to emulate medieval feudal recruitment system. New Companion system improved and remade with an easy interface for recruiting. New improved Tournament system with 1vs1 jousting tournaments and team based tournaments, which offer more gold than vanilla warband. Sea battles and sea travel. Speed while travelling in sea vary based on the weather. Custom region based scenes for castles, towns and villages. And many unique historically based reconstructions of real places! Diplomacy Mod has been integrated. Freelancer Mod has been integrated. Join a king's or lord's army as a soldier for weekly wages. Be loyal and earn promotions and new equipment based on your rank. Many other minor and major features! Gameplay[] Anno Domini 1257 gameplay differs significantly from Native due to its expansive map, integration of Diplomacy, the impact of religions, and an alliance system. Most notably, the player can seek recognition from the Pope, which will result in every other Catholic nation recognizing the player. Below are the major gameplay changes from Native. Alliances[] The player cannot attack certain factions without losing relations with others. Below are a list of alliances in the game, all of which are reciprocal: The Papal States: taking a lord from the Papal States prisoner (synonymous with attacking for the purposes of this section) results in a loss of relation and thus the start of war with almost every Catholic nation in the game if relation with that faction goes below 0. This means that the player will immediately be at war with roughly 20 factions. Exceptions are the Republic of Venice, Republic of Genoa, Republic of Pisa, and Ghibellines. It does however include the Latin Empire. Holy Roman Empire: attacking the Holy Roman Empire results in war with the Teutonic Order, Republic of Genoa, Ghibellines, and Kingdom of Bohemia. Kingdom of Lithuania: attacking the Kingdom of Lithuania results in war with the Curonians, Jotvingians, Prussians, and Samagotians. Other Catholic nations: attacking any Catholic nation results in the loss of relation with the Papal States, which can precipitate into war with every other Catholic nation. Likewise, the previous exceptions do not apply in this case. As a result of this alliance system, it is advisable for the player to curry favor with the Pope by sending gifts via Diplomacy's options or helping their lords in battle. This will allow the player to take enemy lords prisoner without causing relation with the Papal States to drop below 0. Alternatively, the player can join any Catholic nation not included in the previous exceptions (or the Latin Empire) as a vassal temporarily, which will immediately raise relation with The Papal States to 100, allowing significant relation to burn through in the event of war with another Catholic nation. Eastern Orthodox Christians hold no love for the Papal States and will not care if it is attacked. Another potential remedy is to begin a faction far from the Papal States and seek recognition (covered in the next section) with high right to rule and, after securing it, immediately destroying the Papal States without taking prisoners.[2] This ensures the alliance system cannot come into play. Recognition[] The player can still seek recognition as the rightful ruler of their faction as in Native, but the recognition system appears to either be bugged or intentionally difficult to parse, and the player will only receive it if they are too far to engage in diplomatic relations with another faction. As a result, if the player aims to start a Catholic nation, it is inadvisable to begin it in Italy or close to it, as they will have proximity to the Pope and he will not crown them. Native requirements do not apply, and the only determiner is high right to rule. However, upon recognition by the Papal States, almost every nation immediately recognizes the player, even if the player holds fiefs that once belonged to them. Factions that must still be individually written to include: Kingdom of Lithuania Golden Horde Novgorod Republic Kingdom of Halych-Volhynia Emirate of Granada Roman Empire of Nicaea Mamluk Sultanate Latin Empire Ilkhanate Kingdom of Serbia Kingdom of Bulgaria Marinid Dynasty Curonians Jotvingians Prussians Samagotians After receiving recognition, the player can enter into trade agreements, defensive pacts, and alliances with other kingdoms. Defensive pacts, however, do not function properly, and although the pact will be signed and border events shall cease for 60 days, the NPC kingdom will not declare war on any faction that declares war on the player. Alliances result in both kingdoms declaring war on every kingdom the other is at war with and last for 90 days. War[] War functions the same as it does in Native with a greater emphasis on differing religions. Factions with different religions have a higher chance to declare war on each other than neighboring factions of the same religion, and may even declare war without provocation due to religious differences. At the beginning of the game, certain rulers dislike each other personally. If these two factions enter into a war, they will almost certainly not make peace until one faction is destroyed. The factions where rulers dislike each other personally include: Teutonic Order and Kingdom of Lithuania Kingdom of Denmark and Golden Horde Golden Horde and Ilkhanate Kingdom of England and Kingdom of France (dislike not strong enough to make gameplay impact) Gaelic Kingdoms and Kingdom of England Roman Empire of Nicaea and Latin Empire (which are already at war) Crusader States and Mamluk Sultanate Due to the size of the map, defeating more than one faction almost immediately ensures that the player or their faction is the strongest faction in Europe. This will cause alarm in neighboring nations, who may declare war to curb their power if the player is already at war. This can quickly become obnoxious, thus it is advisable to raise relations with factions that the player does not intend to destroy in the near future and sign a trade agreement with them so that they cannot attacking the player. Starting a Kingdom[] Founding a kingdom in 1257 is similar to Native, however, due to the size of the map, the location where players begin their kingdom plays an important role to the progression of their campaign. Beginning in England, for example, and focusing on conquering it in its entirety provides a natural defenses by sea against invasion. However, it once it's conquered, the player is limited to expanding into France by necessity, as the closest faction otherwise is the Kingdom of Norway, which takes several days to sail to at default speed and any fiefs conquered can quickly become indefensible. As previously mentioned, if starting a Catholic faction, founding it near Italy is not recommended. If founding a faction with a different religion, where the player begins matters less, as recognition must be sought the same as in Native (albeit with the aforementioned limitations). However, changing the faction's religion to anything other than Roman Catholicism will make all 30 Catholic nations suspicious of the player due to religious differences. Factions[] These are all of the 42 in game factions (as of version 1.03) Crown of Aragon Crusader States Curonians Emirate of Granada Gaelic Kingdoms Ghibellines Golden Horde Guelphs Hafsid Dynasty Holy Roman Empire Il-khanate Jotvingians Kingdom of Bohemia Kingdom of Bulgaria Kingdom of Castille Kingdom of Denmark Kingdom of England Kingdom of France Kingdom of Halych-Volhynia Kingdom of Hungary Kingdom of Lithuania Kingdom of Navarra Kingdom of Norway Kingdom of Portugal Kingdom of Scotland Kingdom of Serbia Kingdom of Sicily Kingdom of Sweden Latin Empire Mamluk Sultanate Marinid Dynasty Novgorod Republic Polish Principalities Prussians Republic of Genoa Republic of Pisa Republic of Venice Roman Empire of Nicaea Samagotians Teutonic Order (Livonia and Prussia) The Papal States Welsh External links[] Official Forum Download Gallery[] Some screenshots of the map: Some screenshots of the game: Teutonic Campaign pic after a victory against Rus ↑ The mod takes place, as the name implies, in 1257 AD, which is shortly after the Mongols began withdrawing from Europe. As a result, they no longer occupy the Kingdom of Hungary, but the Kingdom of Hungary is still at war with the Golden Horde at the beginning of the game. ↑ If the player wishes to cheat, a save editor can be used to set the Papal States' relation with other Catholic nations to 0 and reciprocate it. This will prevent relation from dropping with the Papal States or other Catholic nations if either is attacked.
Archer
This article is a disambiguation page for Archer The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Archer may refer to: Khergit Horse Archer (multiplayer) Khergit Veteran Horse Archer Nord Archer (multiplayer) Nord Veteran Archer Vaegir Archer (multiplayer) Sarranid Archer (multiplayer) Sarranid Master Archer Mounted Archer Briton Archer (Saethydd) Norse Warrior Archer (Heimthegi) Finn Archer Aserai Light Archer Aserai Archer Aserai Master Archer Archer (Multiplayer) Khuzait Archer Khuzait Horse Archer Khuzait Heavy Horse Archer Mounted Archer (Multiplayer) Sturgian Archer Imperial Archer Imperial Trained Archer Imperial Veteran Archer Archer Militia (Multiplayer)
Arena equipment
Arena Equipment is temporarily provided to the player when fighting in Arenas, whether as a Melee Fight or Tournament. Players are restricted from using their usual gear, with the exception of their boots, and are provided specific arena equipment to use for the duration of each fight. Exactly what equipment you are supplied with is determined by the town you are in. After that, it is randomized. The class of weapon you are given is not influenced by your proficiencies. This means that if you intend to fight in a lot of tournaments, you need to familiarize yourself with all weapon classes rather than just the one you most prefer. Some skill investment is also advised since both the bow and javelins are quite weak without them. Nevertheless, you can always pick up weapons and shields from a fallen enemy or companion. Some equipment sets never change: Lances come with a horse and shield Bows come with a dagger Crossbows come with a sword Those who start with an axe, sword, or javelins will always get a shield Depending on the town and your luck, you may be supplied with a horse during tournament matches. If you were not granted a horse, or lost yours, you may still mount any empty horse within the arena. When not mounted, horses will become invulnerable within tournament arenas. Contents 1 Equipment 1.1 Horse 1.2 Armor 1.3 Melee 1.4 Ranged Equipment[] Horse[] Horse Armor Speed Maneuver Charge Hit Points Factions Practice Horse 10 40 37 14 100 KhergitsRhodoksSarranidsSwadiansVaegirs Armor[] Armor Weight Head Armor Body Armor Leg Armor Factions Arena Helmet 1.3 +26 - - Rhodoks Arena Turban 1.3 +26 - - Sarranids Steppe Helmet 1.3 +20 - - KhergitsVaegirs Tourney Helm 1.3 +20 - - Swadians Arena Armor 16.0 - +29 +13 NordsSwadiansVaegirs Arena Tunic 2.0 - +16 +6 KhergitsRhodoksSarranids Practice Boots 1.0 - - +10 All Shield Durability Weight Resistance Size Speed Factions Shield 360 2.0 1 119 100 All Melee[] Weapon Weight Swing Thrust Speed Reach Factions Practice Axe 2.0 24b - 95 75 NordsSwadiansVaegirs Practice Dagger 0.5 16b 14b 110 47 KhergitsSarranidsVaegirs Heavy Practice Sword 6.3 30b 24b 94 128 KhergitsNordsRhodoksSarranidsSwadians Practice Lance 4.3 - 15b 58 240 KhergitsRhodoksSarranidsSwadiansVaegirs Practice Sword 1.5 22b 20b 103 90 KhergitsNordsRhodoksSarranidsSwadians Practice Staff 2.5 18b 18b 103 118 Melee Only Ranged[] Weapon Weight Ranged Accuracy Speed Missile Speed Factions Practice Bow 1.5 21b 99 90 40 KhergitsSarranidsVaegirs Practice Crossbow 3.0 32b 99 42 68 Rhodoks Projectile Quantity Weight Ranged Swing Thrust Speed Missile Speed Factions Practice Arrows 80 1.5 +0 - - - - KhergitsSarranidsVaegirs Practice Bolts 49 2.3 +0 - - - - Rhodoks Practice Javelins 50 5.0 27b 12b 14b 91 28 KhergitsSarranidsVaegirs Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment
Argun-bey
Argun-bey Official Information Kingdom Crimean Khanate Monarch Khan Islam Giray Title Vassal Personal Details Gender Male Argun-bey is initially a vassal of the Crimean Khanate. He begins the game as ruler of Kilburun Fortress. This article is a stub. You can help out by expanding it. Crimean Khanate Monarch: Claimant: Khan Islam Giray Mehmed Giray Vassals: Ahmed-pasha Argun-bey Baesid-khan Baryn-bey Bukryn-bey Imad-pasha Mansur-bey Mirza Agish Mirza Appak Mirza Argyn Mirza Davletshi Mirza Divey Mirza Enikey Mirza Karach Mirza Yanmamed Mirza Yelchy Sedjet-bey Shirin-bey Uzyn-bey Yashlav-bey
Armed Serf
Armed Serf Troop Information Culture Muscovite Tsardom Wages 4 thalers Acquired from... Commander or Prisoners Upgrades to... Battle Serf (veteran) Armed Serfs are low-level light cavalry fielded by the Muscovite Tsardom. As their name suggests, these cavalrymen are probably serfs from a boyar's land, encouraged to take up arms for their lord and their Tsar. Given a Sumpter Horse and a reasonable assortment of arms and armor, these Serfs should not be too relied upon in battle. Battle Serfs, upgrades of the Armed Serfs, are armed with somewhat better bows and arrows, and are somewhat better trained. Tactics[] Armed Serfs are very light and slow cavalrymen, armed with sovnyas and bows and arrows, and armored with tegilai, old boots, and paper caps or iron caps. Riding into battle with humble Sumpter Horses, they are rather poor cavalrymen. Nevertheless, they are useful as horse archers, peppering the enemy from afar, moving clear of infantry retaliation, and charging in for the kill with their sovnyas. Little more than mounted infantry, if and when they lose their mounts, they are formidable medium infantry. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Armed Serf - Default Stats and Equipment Attributes Stat Points Level 7 Strength 9 Agility 6 Intelligence 0 Charisma 0 Health 46 Armor Head Cap, Paper Cap, Iron Cap Body Tegilai Hand None Foot Bast Shoes, Village Boots Skills Skill Points Ironflesh 1 Power Strike 0 Grenade Throwing 0 Power Draw 1 Weapon Master 0 Shield 0 Athletics 0 Riding 3 Shooting from Horseback 3 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 95 Two Handed Weapons 75 Polearms 85 Archery 60 Firearms 0 Throwing 0 Weapons Melee Sovnya, Simple Saber Ranged Longbow, Arrows Shield None Mount Sumpter Horse Gallery[] An Armed Serf on watchArmed Serf stats and equipment Wikipedia has an article on this subject at:Kholop Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard
Armet
The hand-crafted Armet is superior to it's marketplace variant but a lot more costly. Found in the marketplace with a lot smaller price tag. The Armet is the most expensive and protective headgear available in Mount&Blade: With Fire & Sword. It costs 81000 thalers (45000 if the player is lord of the town) from armorers and can also be purchased in the marketplace with a base head armour rating of 55 with a potential for prefix modifiers. It is also considerably cheaper when bought through the marketplace (under 20000 thalers). The veteran Swedish Reiter wears this helmet. It is usually worn with Black Armor to give the highest armor rating possible. See also[] Hand-Crafted Helmets Black Armor (With Fire & Sword)
Armor
A full suit of Plate Armor, an example of Calradian armor. Armor is any item worn to protect the wearer from damage. In Mount&Blade, armor is worn on four areas, the pieces combine to protect three regions: head, body, and legs. Shields are technically a type of armor, but are sold alongside weapons in the marketplace. Contents 1 Body Armor 2 Gloves 3 Helmets 4 Boots 5 Shields 6 Horse Armor 7 Arena and Training 8 Encumbrance 9 Armor Modifiers Body Armor[] Body armor carries the largest armor rating per piece, it is important for archers as they are vulnerable to all attacks while attempting to shoot. Some body armors also have leg armor to help mounted units. ▼ Show/Hide Body Armor ▼ Armor Requirement Body Armor Leg Armor Weight Base Value Modifiers Aketon - 22 6 11.0 297 Tattered, Ragged, Sturdy, Thick, Hardened Archer's Padded Vest - 23 12 6.0 260 Tattered, Ragged, Sturdy, Thick, Hardened Banded Armor STR 8 49 14 23.0 2710 Rusty, Battered, Crude, Thick, Reinforced, Lordly Blue Dress - 6 2 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Blue Gambeson - 21 5 5.0 270 Tattered, Ragged, Sturdy, Thick, Hardened Blue Tunic - 7 1 1.0 10 Tattered, Ragged, Sturdy, Thick, Hardened Brigandine - 46 12 19.0 1830 Rusty, Battered, Crude, Thick, Reinforced, Lordly Byrnie STR 7 39 6 17.0 795 Rusty, Battered, Crude, Thick, Reinforced, Lordly Cavalry Robe - 36 8 15.0 990 Rusty, Battered, Crude, Thick, Reinforced, Lordly Coat of Plates (black) STR 8 52 16 25.0 3828 Rusty, Battered, Crude, Thick, Reinforced, Lordly Coat of Plates (red) STR 8 52 16 25.0 3828 Rusty, Battered, Crude, Thick, Reinforced, Lordly Cuir Bouilli STR 8 50 15 24.0 3100 Rusty, Battered, Crude, Thick, Reinforced, Lordly Dress (a) - 9 9 1.0 33 Tattered, Ragged, Sturdy, Thick, Hardened Dress (b) - 9 9 1.0 33 Tattered, Ragged, Sturdy, Thick, Hardened Dress - 6 2 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Fur Coat - 13 6 6.0 117 Rusty, Battered, Crude, Thick, Reinforced, Lordly Gambeson - 20 5 5.0 260 Tattered, Ragged, Sturdy, Thick, Hardened Green Tunic - 7 1 1.0 10 Tattered, Ragged, Sturdy, Thick, Hardened Haubergeon STR 6 41 6 18.0 863 Rusty, Battered, Crude, Thick, Reinforced, Lordly Heraldic Mail STR 7 50 16 22.0 3520 Rusty, Battered, Crude, Thick, Reinforced, Lordly Heraldic Mail STR 7 50 16 22.0 3610 Rusty, Battered, Crude, Thick, Reinforced, Lordly Heraldic Mail with Surcoat STR 7 49 17 22.0 3454 Rusty, Battered, Crude, Thick, Reinforced, Lordly Heraldic Mail with Tabard STR 7 51 15 21.0 3654 Rusty, Battered, Crude, Thick, Reinforced, Lordly Khergit Armor - 24 - 2.0 38 Tattered, Ragged, Sturdy, Thick, Hardened Khergit Elite Armor STR 8 52 16 25.0 3828 Rusty, Battered, Crude, Thick, Reinforced, Lordly Khergit Lamellar Vest STR 7 40 8 18.0 970 Tattered, Ragged, Sturdy, Thick, Hardened Lamellar Armor - 48 13 25.0 2410 Rusty, Battered, Crude, Thick, Reinforced, Lordly Lamellar Vest STR 7 40 8 18.0 970 Tattered, Ragged, Sturdy, Thick, Hardened Leather Apron - 12 7 3.0 61 Tattered, Ragged, Sturdy, Thick, Hardened Leather Armor - 18 - 7.0 65 Tattered, Ragged, Sturdy, Thick, Hardened Leather Jacket - 20 - 3.0 50 Tattered, Ragged, Sturdy, Thick, Hardened Leather Jerkin - 23 6 6.0 321 Tattered, Ragged, Sturdy, Thick, Hardened Leather Vest - 15 7 4.0 146 Tattered, Ragged, Sturdy, Thick, Hardened Light Leather - 26 7 5.0 352 Rusty, Battered, Crude, Thick, Reinforced, Lordly Linen Tunic - 6 1 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Mail Hauberk STR 7 40 12 19.0 1320 Rusty, Battered, Crude, Thick, Reinforced, Lordly Mail Shirt STR 7 37 12 19.0 1040 Rusty, Battered, Crude, Thick, Reinforced, Lordly Mail with Surcoat STR 7 42 14 22.0 1544 Rusty, Battered, Crude, Thick, Reinforced, Lordly Mamluke Mail STR 8 48 16 24.0 2900 Rusty, Battered, Crude, Thick, Reinforced, Lordly Nomad Armor - 24 - 2.0 25 Tattered, Ragged, Sturdy, Thick, Hardened Nomad Robe - 32 10 15.0 610 Tattered, Ragged, Sturdy, Thick, Hardened Nomad Vest - 23 9 7.0 390 Tattered, Ragged, Sturdy, Thick, Hardened Padded Cloth - 22 6 11.0 297 Tattered, Ragged, Sturdy, Thick, Hardened Padded Leather - 27 10 12.0 454 Tattered, Ragged, Sturdy, Thick, Hardened Peasant Dress - 6 2 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Pelt Coat - 9 1 2.0 14 Tattered, Ragged, Sturdy, Thick, Hardened Plate Armor STR 9 55 17 27.0 6553 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Ragged Outfit - 23 9 7.0 390 Tattered, Ragged, Sturdy, Thick, Hardened Rawhide Coat - 10 - 5.0 12 Tattered, Ragged, Sturdy, Thick, Hardened Red Gambeson - 21 5 5.0 275 Tattered, Ragged, Sturdy, Thick, Hardened Red Shirt - 7 1 1.0 10 Tattered, Ragged, Sturdy, Thick, Hardened Red Tunic - 7 1 1.0 10 Tattered, Ragged, Sturdy, Thick, Hardened Robe - 8 6 1.5 31 Tattered, Ragged, Sturdy, Thick, Hardened Sarranid Elite Armor STR 8 52 16 25.0 3828 Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Guard Armor - 38 8 19.0 1200 Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Leather Armor - 32 12 9.0 650 Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Mail Shirt STR 7 40 14 19.0 1400 Rusty, Battered, Crude, Thick, Reinforced, Lordly Scale Armor STR 8 52 13 25.0 2558 Rusty, Battered, Crude, Thick, Reinforced, Lordly Shirt - 5 - 1.0 3 Tattered, Ragged, Sturdy, Thick, Hardened Skirmisher Armor - 15 9 3.0 74 Tattered, Ragged, Sturdy, Thick, Hardened Steppe Armor - 16 8 5.0 195 Tattered, Ragged, Sturdy, Thick, Hardened Studded Leather Coat STR 7 36 10 14.0 690 Rusty, Battered, Crude, Thick, Reinforced, Lordly Surcoat over Mail STR 7 43 14 22.0 1720 Rusty, Battered, Crude, Thick, Reinforced, Lordly Tabard - 14 6 3.0 107 Tattered, Ragged, Sturdy, Thick, Hardened Tribal Warrior Outfit - 30 10 14.0 520 Tattered, Ragged, Sturdy, Thick, Hardened Tunic with Green Cape - 6 2 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Tunic with vest - 11 6 2.0 47 Tattered, Ragged, Sturdy, Thick, Hardened Vaegir Elite Armor STR 8 52 16 25.0 3828 Rusty, Battered, Crude, Thick, Reinforced, Lordly Woolen Dress - 8 2 1.75 10 Tattered, Ragged, Sturdy, Thick, Hardened Worn Robe - 9 9 1.0 33 Tattered, Ragged, Sturdy, Thick, Hardened Worn Robe - 9 9 1.0 33 Tattered, Ragged, Sturdy, Thick, Hardened ▲ Show/Hide Body Armor ▲ Gloves[] Gloves offer a small bonus to body armor. ▼ Show/Hide Gloves ▼ Gloves Body Armor Weight Base Value Modifiers Gauntlets 7 1.0 1040 Rusty, Battered, Crude, Thick, Reinforced, Lordly Lamellar Gauntlets 6 0.75 910 Rusty, Battered, Crude, Thick, Reinforced, Lordly Leather Gloves 2 0.25 90 Tattered, Ragged, Sturdy, Thick, Hardened Mail Mittens 4 0.5 350 Rusty, Battered, Crude, Thick, Reinforced, Lordly Scale Gauntlets 5 0.75 710 Rusty, Battered, Crude, Thick, Reinforced, Lordly ▲ Show/Hide Gloves ▲ Helmets[] Helmets are important for infantry to protect from overhead attacks that almost exclusively hit the target's head. With a good helm, lighter body armor can be worn granted a shield is used. ▼ Show/Hide Helmets ▼ Helmet Requirement Head Armor Weight Base Value Modifiers Arming Cap - 7 1.0 5 Tattered, Ragged, Sturdy, Thick, Hardened Bascinet STR 8 45 2.25 479 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Bascinet with Aventail STR 8 45 2.25 479 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Bascinet with Nose Guard STR 8 45 2.25 479 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Barbette - 6 0.5 70 Tattered, Ragged, Sturdy, Thick, Hardened Black Hood - 18 2.0 193 Tattered, Ragged, Sturdy, Thick, Hardened Cap with Fur STR 7 15 1.0 50 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Desert Turban STR 7 14 1.5 38 Tattered, Ragged, Sturdy, Thick, Hardened Felt Hat - 8 1.0 4 Tattered, Ragged, Sturdy, Thick, Hardened Felt Hat - 8 1.0 4 Tattered, Ragged, Sturdy, Thick, Hardened Flat Topped Helmet STR 7 33 1.75 203 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Footman's Helmet - 24 1.5 95 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Full Helm STR 10 51 2.5 811 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Fur Hat - 8 0.5 4 Tattered, Ragged, Sturdy, Thick, Hardened Great Helmet STR 10 53 2.75 980 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Guard Helmet STR 9 47 2.5 555 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Headcloth - 4 0.5 1 Tattered, Ragged, Sturdy, Thick, Hardened Helmet with Cap STR 7 28 1.25 147 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Helmet with Lamellar Guard STR 7 38 2.0 360 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Helmet with Neckguard STR 7 32 1.5 190 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Hood (a) - 10 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Hood (b) - 10 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Hood (c) - 10 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Hood (d) - 10 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Horseman Helmet STR 7 25 2.75 180 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Kettle Hat STR 7 35 1.75 240 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Khergit Cavalry Helmet - 36 2.0 333 Tattered, Ragged, Sturdy, Thick, Hardened Khergit Guard Helmet - 40 2.0 433 Tattered, Ragged, Sturdy, Thick, Hardened Khergit War Helmet - 31 2.0 200 Tattered, Ragged, Sturdy, Thick, Hardened Lady's Hood - 10 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Leather Cap - 18 1.0 8 Tattered, Ragged, Sturdy, Thick, Hardened Leather Warrior Cap - 18 1.0 14 Tattered, Ragged, Sturdy, Thick, Hardened Mail Coif STR 7 22 1.25 71 Rusty, Battered, Crude, Thick, Reinforced, Lordly Nasal Helmet STR 7 26 1.25 121 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nomad Cap - 13 0.75 6 Tattered, Ragged, Sturdy, Thick, Hardened Nomad Cap - 10 0.75 6 Tattered, Ragged, Sturdy, Thick, Hardened Nordic Fighter Helmet STR 7 34 2.0 240 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Footman Helmet STR 7 30 1.75 150 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Helmet STR 7 40 2.0 340 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Huscarl's Helmet STR 7 40 2.0 390 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Leather Helmet STR 7 14 1.25 40 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Leather Helmet (veteran) STR 7 20 1.5 70 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Warlord Helmet STR 7 48 2.25 880 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Padded Coif - 11 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Sarranid Felt Hat STR 7 5 2.0 16 Tattered, Ragged, Sturdy, Thick, Hardened Sarranid Keffiyeh Helmet STR 7 35 2.5 290 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Mail Coif STR 7 41 3.0 430 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Veiled Helmet STR 7 47 3.5 810 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Warrior Cap STR 7 19 2.0 90 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Segmented Helmet STR 7 31 1.25 174 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Skullcap - 20 1.0 60 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Spiked Cap STR 7 32 2.0 230 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Spiked Helmet STR 7 38 2.0 278 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Steppe Cap - 14 1.0 14 Tattered, Ragged, Sturdy, Thick, Hardened Steppe Cap (leather a) - 15 1.0 24 Tattered, Ragged, Sturdy, Thick, Hardened Steppe Cap (leather b) - 16 1.0 36 Tattered, Ragged, Sturdy, Thick, Hardened Steppe Cap (leather c) - 16 1.0 51 Tattered, Ragged, Sturdy, Thick, Hardened Straw Hat - 2 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Turban STR 7 11 1.0 28 Tattered, Ragged, Sturdy, Thick, Hardened Vaegir Helmet STR 7 21 2.0 110 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Vaegir Nobleman Helmet STR 7 45 2.75 710 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Vaegir War Helmet STR 7 47 3.0 820 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Vaegir War Mask STR 7 52 3.5 950 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Wimple - 4 0.5 10 Tattered, Ragged, Sturdy, Thick, Hardened Wimple with Veil - 4 0.5 10 Tattered, Ragged, Sturdy, Thick, Hardened Winged Great Helmet STR 10 55 2.75 1,240 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Woolen Cap - 6 1.0 2 Tattered, Ragged, Sturdy, Thick, Hardened Woolen Hood - 8 1.0 4 Tattered, Ragged, Sturdy, Thick, Hardened ▲ Show/Hide Helmets ▲ Boots[] Boots provide leg armor, which is important for horsemen as the majority of non-missile attacks will hit the horse or legs. ▼ Show/Hide Boots ▼ Boots Requirement Leg Armor Weight Base Value Modifiers Ankle Boots - 12 1.0 75 Tattered, Ragged, Sturdy, Thick, Hardened Blue Hose - 5 1.0 11 Tattered, Ragged, Sturdy, Thick, Hardened Hide Boots - 10 1.0 34 Tattered, Ragged, Sturdy, Thick, Hardened Hunter Boots - 9 1.25 19 Tattered, Ragged, Sturdy, Thick, Hardened Iron Greaves STR 9 33 3.5 1770 Rusty, Battered, Crude, Thick, Reinforced, Lordly Khergit Leather Boots - 18 1.0 120 Tattered, Ragged, Sturdy, Thick, Hardened Leather Boots - 16 1.25 174 Tattered, Ragged, Sturdy, Thick, Hardened Light Leather Boots - 15 1.0 91 Tattered, Ragged, Sturdy, Thick, Hardened Mail Boots STR 8 31 3.0 1250 Rusty, Battered, Crude, Thick, Reinforced, Lordly Mail Chausses - 24 3.0 530 Rusty, Battered, Crude, Thick, Reinforced, Lordly Nomad Boots - 14 1.25 90 Tattered, Ragged, Sturdy, Thick, Hardened Plate Boots STR 9 33 3.5 1770 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Plated Boots - 20 3.0 280 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Leather Boots - 16 2.0 120 Tattered, Ragged, Sturdy, Thick, Hardened Sarranid Mail Boots - 30 3.0 920 Rusty, Battered, Crude, Thick, Reinforced, Lordly Splinted Greaves STR 7 28 2.75 853 Rusty, Battered, Crude, Thick, Reinforced, Lordly Splinted Leather Greaves - 21 2.0 310 Rusty, Battered, Crude, Thick, Reinforced, Lordly Woolen Hose - 4 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Wrapping Boots - 3 1.0 3 Tattered, Ragged, Sturdy, Thick, Hardened ▲ Show/Hide Boots ▲ Shields[] Shields provide only damage reduction while blocking. When held in the hand or worn on the back, however, they can passively prevent a missile from inflicting damage if it hits the shield. ▼ Show/Hide Shields ▼ Shield Durability Weight Resistance Size Speed Base Value Other Wooden Shield 360 2.0 1 100 100 42 - Hide Covered Round Shield 260 2.0 3 79 100 40 - Leather Covered Round Shield 310 2.5 8 79 96 80 - Nordic Shield 440 2.0 1 100 100 95 - Old Round Shield 195 2.5 4 100 93 26 - Plain Round Shield 260 3.0 8 100 90 65 - Round Shield 310 3.5 12 100 87 105 - Heavy Round Shield 350 4.0 15 100 84 210 - Huscarl's Round Shield 410 4.5 19 100 81 430 - Plain Cavalry Shield 160 2.0 8 79 105 96 - Round Cavalry Shield 200 2.5 14 79 103 195 - Elite Cavalry Shield 250 3.0 22 79 100 370 - Old Heater Shield 160 2.0 6 72x105 96 36 - Plain Heater Shield 210 2.5 11 72x105 93 74 - Heater Shield 260 3.0 14 72x105 90 160 - Heavy Heater Shield 305 3.5 19 72x105 87 332 - Horseman's Heater Shield 160 2.0 16 59x79 103 229 - Knightly Heater Shield 220 2.5 23 59x79 100 390 - Heater Shield 410 3.5 2 100 80 227 - Fur Covered Shield 600 3.5 1 162 76 227 - Old Kite Shield 165 2.0 5 72x105 96 33 - Plain Kite Shield 215 2.5 10 72x105 93 70 - Kite Shield 265 3.0 13 72x105 90 156 - Heavy Kite Shield 310 3.5 18 72x105 87 320 - Horseman's Kite Shield 165 2.0 14 59x79 103 205 - Knightly Kite Shield 225 2.5 23 59x79 100 360 - Old Board Shield 280 3.5 4 85x143 89 60 Cannot be used on horseback Plain Board Shield 360 4.0 8 85x143 85 114 Cannot be used on horseback Board Shield 430 4.5 10 85x143 81 210 Cannot be used on horseback Heavy Board Shield 550 5.0 14 85x143 78 370 Cannot be used on horseback Plate Covered Round Shield 330 4.0 16 79 90 140 - Steel Shield 700 4.0 16 79 61 697 - ▲ Show/Hide Shields ▲ Horse Armor[] Horse armor is not sold separately from a horse. More heavily-armored horses are able to withstand a lot more damage. However, the trade off for more armor is less speed. For example, Coursers, the fastest horses available, are much less armored than Chargers, which move much more slowly. When taking damage, the Courser takes a lot more damage than the Charger, and consequently, Courser riders are more frequently unhorsed than Charger riders. Arena and Training[] Arena and Training equipment is special sets of armor that are only used during Tournaments and while training. Encumbrance[] The more a piece of armor weighs, the higher the player's encumbrance becomes, which in turn decreases movement speed for the party on the overland map and for the player in battle - the Athletics skill counters this issue by increasing the player's speed in both cases. Nord Huscarls are renowned for their high Athletics. Armor Modifiers[] <a href=" class="image"><img alt="Armour" src=" decoding="async" loading="lazy" width="400" height="120" class="thumbimage" data-image-name="Armour.png" data-image-key="Armour.png" data-relevant="1" data-src=" /></a> Demonstration of how modifiers have a huge effect on the same item. Each piece of armor has several possible modifiers. Not all modifiers are available for every item as they only apply for appropriate materials (you couldn't have a cracked shirt, for example). Modifiers either increase or decrease the item's stats. They also drastically change the value of the item, despite only making a maximum difference of 10 between the worst and best modified feature. Items obtained through the cheat menu cannot have modifiers. Equipment Modifiers One Handed Two Handed Two Handed / One Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Masterwork +4 +6 +5 +9 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Polearms Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Bent - -3 -3 -35% 100% Rusty - -3 - -45% 100% Cracked - -5 - -50% 100% Polearm / Two Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Bows Name Power Draw Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Strong +2 +3 -3 +360% 40% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Crossbows Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Thrown Name Power Throw Requirement Damage Missile Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Bent - -3 -3 -35% 100% Ammunition Name Stack Amount Damage Price Shop/Loot Chance Large Bag +13% - +90% 30% Bent - -3 -35% 100% Note: Thrown weapons can only carry the "bent weapon" modifier. Firearms Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Armor Name Protection Price Shop/Loot Chance Lordly +6 +1050% 25% Reinforced +4 +550% 25% Hardened +3 +290% 30% Thick +2 +160% 35% Sturdy +1 +70% 50% Crude -1 -17% 100% Battered -2 -25% 100% Ragged -2 -30% 100% Rusty -3 -45% 100% Tattered -3 -50% 100% Cracked -4 -50% 100% Shields Name Durability Resistance Price Shop/Loot Chance Reinforced +83 +4 +550% 25% Thick +47 +2 +160% 35% Battered -26 -2 -25% 100% Cracked -56 -4 -50% 100% Horses Name Riding Requirement Armor Speed Maneuver Charge Damage Hit Points Price Shop/Loot Chance Champion +2 - +4 +2 +2 - +1350% 20% Spirited - - +2 +1 +1 - +550% 60% Heavy - +3 - - +4 +10 +90% 70% Stubborn +1 - - - - +5 -10% 100% Swaybacked - - -4 -2 - - -40% 100% Lame - - -10 -5 - - -60% 100% Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment
Armor-clad Zupan
Armor-clad Zupan is a light armor worn in Eastern Europe. It consists of a leather vest with vertical strips of chain-mail sewn on it, worn over a long coat. It is commonly worn by high-tier Cossack troops. This article is a stub. You can help out by expanding it. "Give us images or taste steel" This article does not have any images.Please help the M&B Wiki by uploading one!
Armored Cossack
Armored Cossack Troop Information Culture Polish Commonwealth Wages 24 thalers Acquired from... Prisoners or Commander Upgrades to... Armored Cossack (veteran) XP for Kill 96 Ransom Value 109 thalers The Armored Cossack is a Medium Cavalry unit of the Polish Commonwealth. As Medium Cavalry, the Armored Cossack is well equipped and well armed. Their chain headgear, the Misiurka, gives them good head protection, and their chain mail armor and cavalry boots give them good body and leg protection as well. This unit is armed with a Good Saber, a Cavalry Lance, a Tatar Shield, a Kalmyk Bow, and Arrows. While they spawn with either a saber or a lance, they always carry a shield and a bow and arrows. They also ride a Troop Horse, which is a strong, reliable horse for charging in enemy ranks. Tactics[] While originally an Archer Cavalry Unit, Armored Cossacks are versatile Cavalry units when engaged in close combat as Melee Cavalry with their sabers, and Shock Cavalry with their lances. Their good armor and shield also gives them great protection against attacks and even couched lances. Despite having a relatively good bow, Armored Cossacks are not as precise as the cheaper Crimean horse archers and tend to only hit their target if the enemy is close or static. Due to their versatility, they are excellent when combined with Winged Hussars and they can fight well on their own. They can beat practically any foot or mounted unit except if they become overwhelmed or if they engage against elite Cavalry units like the Swedish Reiter, the Noble Guard, the Winged Hussars, and any other Medium Archer Cavalry units armed with bows that have better archery skills than it at range. Therefore, when in the field, Armored Cossacks should be used to immediately charge at the enemy and should only occasionally be used as missile troops. Having a contingent of around 20 Armored Cossacks can make them unbeatable in melee combat, but make sure they supported by Dragoons, Winged Hussars, and Polish Reiters. When defending a fortification, Armored Cossacks are excellent for holding the defensive line as long as enemy missile troops do not have range to shoot them down. When besieging a fortification, it is best that the Armored Cossacks approach the enemy walls with their shields up rather than having it miss its shots with its bow and get shot in the face. When climbing the walls, make sure they stay close to Winged Hussars so that they can break the defenders' front line. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Armored Cossack - Default Stats and Equipment Attributes Stat Points Level 16 Strength 10 Agility 9 Intelligence 0 Charisma 0 Health 49 Armor Head Misiurka Body Chain Armor Hand ? Foot Cavalry Boots Skills Skill Points Ironflesh 2 Power Strike ? Grenade Throwing 0 Power Draw 2 Weapon Master 4 Shield 4 Athletics ? Riding 5 Shooting from Horseback 4 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 150 Two Handed Weapons 130 Polearms 140 Archery 90 Firearms 0 Throwing 0 Weapons Melee Saber, Chekan, Crowbill, Cavalry Lance Ranged Bow, Longbow, Arrows Shield Tatar Shield Mount Hunter Wikipedia has an article on this subject at:Armoured companion Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Armored Cossack (veteran)
Armored Cossack (veteran) Troop Information Culture Polish Commonwealth Wages 16 thalers Acquired from... Prisoners or Armored Cossack (Upgrade) Upgrades to... N/A Ransom Value ? thalers The Armored Cossack (veteran) is a cavalryman of the Polish Commonwealth. Tactics[] In battle, this troop is similar to the previous Armored Cossack, but with higher stats. Use them as you would use the normal unit; either as a harassing horse archer or as a line-breaking charger. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Armored Cossack (veteran) - Default Stats and Equipment Attributes Stat Points Level 21 Strength 11 Agility 10 Intelligence 0 Charisma 0 Health 52 Armor Head Misiurka Body Chain Armor Hand ? Foot Cavalry Boots Skills Skill Points Ironflesh 3 Power Strike 1 Grenade Throwing 0 Power Draw 3 Weapon Master 5 Shield 5 Athletics ? Riding 5 Shooting from Horseback 5 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 165 Two Handed Weapons 145 Polearms 155 Archery 105 Firearms 0 Throwing 0 Weapons Melee Saber, Good Chekan, Good Crowbill, Cavalry Lance, Koncerz Ranged Tatar Bow, Bow, Barbed Arrows Shield Tatar Shield Mount Hunter Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Army Chief Pavlo Gomon
Pavlo Gomon Official Information Kingdom Cossack Hetmanate Monarch Hetman Bogdan Hmelnitski Title Vassal Personal Details Gender Male Army Chief Pavlo Gomon is initially a vassal of the Cossack Hetmanate. At the start of the game Pavlo Gomon controls the town of Sich with average prosperity. Trivia[] The term "Army Chief" is used here to translate the Cossack term Kish otaman (Russian: Кошевой атаман Koshevoy ataman, Ukrainian: Кошовий отаман Koshovyy otaman, Polish: Ataman koszowy). The kish or kosh (Ukrainian: кіш, Russian: кош, Polish: kosz) was the central government of the Zaporozhian Host, under which jurisdiction were administrative, military and financial affairs. Otaman or ataman (Ukrainian: отаман, Russian: атаман, Polish: ataman) was a title for various Cossack leaders, comparable to the Polish hetman. In the game, Pavlo Gomon is referred to as Kosh Ataman during the quest "To the Sich with a Prisoner". This article is a stub. You can help out by expanding it. Cossack Hetmanate Monarch: Claimant: Hetman Bogdan Hmelnitski Ivan Barabash Vassals: Anton Zhdanovich Bogdan Popovich Filon Jalaliy Fyodor Loboda Ivan Bogun Ivan Fedorenko Ivan Hmara Ivan Sirko Ivan Vygovsky Lavrin Sinonos Les' Gritsenko Lukyan Mozyra Maksim Nesterenko Martyn Pushkarenko Matviy Gladkiy Pavlo Gomon Petro Doroshenko Prokop Shumeiko Timofiy Nosach Vasil Zolotarenko
Arrows/With Fire & Sword
Arrows Arrows (27 / 27)Base value: 100Weight: 2.0Piercing
Asak Bey
Asak Bey Troop Information Culture Crimean Khanate Wages 19 thalers Acquired from... Prisoners or Commander Upgrades to... Asak Bey (veteran) Ransom Value 69 thalers The Asak Bey is a heavy cavalryman of the Crimean Khanate. Armed with a saber and shield, they are a good balance between initial charging attack and versatility. After the first charge, the lance is obsolete and requires the sword for faster attacks. Recruitment[] Requires: Must join the Crimean Khanate Mercenary Captain to be appointed for Fortress/towns Cost: 114 Thaler Days Needed: 4 (Copper) Locations: Kezlev Fortress Azaq-Kale Tactics[] Asak Bey are expensive heavy cavalry, but not as expensive as the Nokhor. They are useful in back up Nokhor and/or Oglan charges directly towards the enemy, or they can flank by themselves and engage enemy marksmen. On their own, they can stand up to any light cavalry, but will fold to heavier or better armed horsemen. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Asak-bey - Default Stats and Equipment Attributes Stat Points Level 16 Strength 9 Agility 9 Intelligence 0 Charisma 0 Health 46 Armor Head Rich Misiurka, Tatar Helmet Body Chain Armor, Simple Behterets Hand None Foot Eastern Boots Skills Skill Points Ironflesh 1 Power Strike 0 Grenade Throwing 0 Power Draw 0 Weapon Master 4 Shield 5 Athletics 0 Riding 4 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 155 Two Handed Weapons 135 Polearms 145 Archery 0 Firearms 0 Throwing 0 Weapons Melee Saber, Tatar Saber Ranged None Shield Simple Shield, Kalkan Shield Mount Courser Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran)
Asak Bey (veteran)
Asak Bey (veteran) Troop Information Culture Crimean Khanate Wages 25 thalers Acquired from... Prisoners or Asak Bey (upgrade) Upgrades to... N/A Ransom Value ? thalers The Asak Bey (veteran) is a heavy cavalryman of the Crimean Khanate, and is the upgraded version of the Asak Bey. Tactics[] Armed with a sword and shield, they usually take two shots to kill. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Asak-bey (veteran) - Default Stats and Equipment Attributes Stat Points Level 21 Strength 10 Agility 10 Intelligence 0 Charisma 0 Health 49 Armor Head Rich Misiurka, Tatar Helmet Body Yushman, Simple Behterets Hand None Foot Eastern Boots Skills Skill Points Ironflesh 2 Power Strike 1 Grenade Throwing 0 Power Draw 0 Weapon Master 5 Shield 6 Athletics 0 Riding 5 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 170 Two Handed Weapons 150 Polearms 160 Archery 0 Firearms 0 Throwing 0 Weapons Melee Saber, Tatar Saber Ranged None Shield Steel Shield, Round Shield, Kalkan Shield Mount Courser Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran)
Aserai
Aserai Official Information Capital Sanala Ruler Sultan Unqid Claimant Aqir Ruling Clan Banu Hulyan Minor Factions GhilmanJawwalBeni Zilal Faction Location Aserai in yellow The Aserai Sultanate is a kingdom in Mount&Blade II: Bannerlord ruled by Sultan Unqid. It occupies the shores and the desert beyond the Perassic Sea to the south, below the continent of Calradia. Contents 1 Overview 2 Ruler 3 Vassals 4 Official Description 5 Lore 6 Tactics 6.1 Strengths 6.2 Weaknesses 6.3 Economy 6.4 Summary 7 Troop Tree 8 Clans 9 Territory 10 Trivia 11 Gallery 12 External Links 13 References Overview[] The Banu Asera, also known as Aserai, is a civilization that is comprised of numerous clans who all claim their descent from the legendary patriarch Asera. The clans have occupied the springs, oases, and coastline settlements of the Nahasa desert and its surrounding areas since ancient times. The Empire becoming weaker has presented an opportunity to the clans, who have formed a confederation in the interest of conquest. The Aserai pride themselves on flexibility and their armies are the closest thing to a generalized faction within Bannerlord, with a reasonably balanced mix of archers, infantry, and medium spear cavalry, although the focus is greatest on cavalry. With a strong merchant tradition, their caravans are 30% cheaper to build, with a 10% reduction to trade penalties. The Aserai are the ancestors of the Sarranid Sultanate from Mount&Blade: Warband. 173 years later, the Banu Sarran have supplanted the Banu Hulyan from within to rule the Sultanate. Ruler[] Sultan UnqidBanu Hulyan Vassals[] Emir AdramBanu Sarran Emir TaisBanu Qild Emir SuruqBanu Qaraz Emir IyalasBanu Arbas Emir TalasBanu Atij Emir AwdhanBanu Sarmal Emir HashanBanu Habbab Emir AqarBanu Ruwaid Official Description[] “ The Empire even at its heights preferred not to send its legions into the army-devouring wastes. Instead, it projected its power into the Nahasa by cultivating clients and allies among the clans, who competed in an endless dance of power. Those clans that could secure a hold on the oases won an imperial subsidy to protect passing caravans and grew rich. Those who could not were pushed into the desert, left to raise goats and camels and raid caravans until they could plot a comeback. Today, with the waning of the empire offering new opportunities and new risks, the Aserai have agreed to form a confederacy under a sultan chosen from richest of the clans, the Banu Hulyan. But everyone knows that the dance has only temporarily been stopped, and at the right moment it will begin again. ” Lore[] To the south of the imperial heartland lies the Nahasa, the Bronze Desert, ringed by mountains, hammered by the sun. A traveler coming over the passes from greener lands would first see fields of dunes broken by gravel plains and volcanic outcrops, shimmering under the heat haze. But there is water to be found underground, trapped in depressions or beneath the wadis where the occasional flash flood rumbles by. It is in these oases that people have settled. They are divided into dozens of clans and sub-clans, each with its elaborate genealogy, but are collectively known as the Banu Asera or the Aserai after the legendary patriarch Asera, whom they all claim as an ancestor. Tactics[] The Aserai usually depend on their archers and they try to swarm you with their infantry. Strengths[] Versatile troops: Infantry and lancers use throwing weapons, horse archers carry shields. Low tier troops possess polearms, making them more effective when fending against cavalry. Aserai Faris noble troops possess Jareeds, the most powerful throwing weapon in the game, making them deadly in sieges. Powerful archer units with top-tier weapons and arrows. Mamluke Regulars and their upgrades are very tanky, making them very useful in sieges. Weaknesses[] Situationally outmatched by more specialized units. Lack of reliable heavy infantry to hold the line - soldiers tend to have poor helmets. Mounted units require war horses to be made worthwhile - mounts are expensive in Aserai territory. Vast distances between castles make the Aserai struggle to recruit Faris, their noble troops. Economy[] Very High (only Quyaz and Husn Fulq feel the brunt of wars most of the time, making other Aserai Towns very prosporous and easily reaching 6k wealth in early game) 8 cities 9 castles 40 villages Main products: dates (only producer), grain, horses, salt. Summary[] Aserai recruits and tribesmen are more fragile than low tier infantry of other cultures, but once upgraded they become more flexible and solid all-rounders. Most Aserai units take full advantage of their loadout slots, carrying polearm, blade, shield and a throwing weapon. This allows them to pepper advancing enemy infantry with projectiles before engaging in close combat and to defend themselves against enemy cavalry at close range. Aserai forces are much weaker on defense, as their unreliable shields and outright terrible head protection of most troops makes defending against ranged attacks or enemy shock infantry very difficult. Aserai cavalry is well-rounded and balanced, but the player should take into account that access to war horses is essentially required to make best use of them. Mameluke Regulars and Aserai Youths can be considered light cavalry at best and until they can be trained and equipped with war horses, they are ill prepared against most mid tier threats. Eventually Mameluke Regulars transform completely when upgraded to Mameluke Cavalry as they equip bows and arrows and their default troop formation changes to horse archer. Once the Aserai Youths and Horsemen are upgraded to Aserai Faris, the player has access to a cavalry-exclusive playstyle if they wish so, similar to if not outmatching the Khuzait mounted forces. Geographically, Aserai face the same problem with Sturgia. The AI often Confused when being attacked by two side, an Aserai Army could take long time to respond attack from their west/east frontier, even with no dessert speed penalty. Troop Tree[] Troops of the Aserai Peasant Recruit Recruit Tribesman Bedouin Rover Mamluke Soldier Bedouin Rover Youth Footman Light Archer Mamluke Axeman Mamluke Regular Nomad Bandit Tribal Horseman Infantry Archer Mamluke Guard Mamluke Cavalry Harami Faris Veteran Infantry Master Archer Mamluke Palace Guard Mamluke Heavy Cavalry Veteran Faris Vanguard Faris Clans[] Clans of the Aserai Major Banu Hulyan Banu Sarran Banu Qild Banu Qaraz Banu ArbasBanu Atij Banu Sarmal Banu Habbab Banu Ruwaid Minor Beni Zilal Ghilman Jawwal Territory[] Territory of the Aserai TownsAskar Hubyar Husn Fulq Iyakis Qasira Quyaz Razih Sanala CastlesAin Baliq Castle Barihal Castle Jamayeh Castle Medeni Castle Sahel CastleShibal Zumr Castle Tamnuh Castle Tubilis Castle Uqba Castle VillagesAbba Abghan Abu Khih Ain Baliq Asmait Baq Barihal Bir Seif Bunqaz Deir Hawa Doqa Ezbet Nahul Fanab Hamoshawat Hiblet Hoqqa HunabJahasim Jamayeh Kafr Hatif Kuqa Lamesa Liwas Mabwaz Mahloul Medeni Mijayit Mussum Nahlan Qablab Qidnar Sahel Shibal Zumr Tamnuh Tasheba Tubilis Uqba Wadar Waltas Zalm Trivia[] The Aserai are based on the real life Arab tribes that existed before the Islamic conquests in the seventh century.[1][2] The Aserai clans all claim relation to Asera, a legendary patriarch. Similarly, early Arab tribes and families claimed a relation to Qahtan, a patriarch whose 24 sons would go on to begin many of the important Arab tribes. One of the clans, the Banu Sarran, will eventually supplant the Banu Hulyan ruling clan and form the Sarranid Sultanate 173 years later in Warband. Leaders of Aserai clans bear the title of Emir, a nobility title commonly used in Muslim countries. Gallery[] Aserai Recruit Troop TreeAserai Youth Troop TreeBedouin Rover Troop Tree External Links[] Bannerlord Dev Blog introducing the Aserai in depth References[] ↑ ↑ Wikipedia:Early Muslim conquests Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed
Austria
The banner of Austria. Austria, or Kaisertum Österreich, is a nation in the Mount&Blade: Warband downloadable content, Napoleonic Wars. Background[] The Revolutionary and Napoleonic wars were a disaster for the Holy Roman Empire. With numerous lands in Italy, the Balkans and the Low Countries lost to France, the empire that dominated central Europe for centuries no longer exists. Francis II, once Holy Roman Emperor, is now Francis I, Emperor of the newly formed Austrian Empire. Vienna, the city that held against huge Ottoman armies two centuries ago, was captured by the French, not only once, but twice. However, despite serious blows the Austrian prestige, the Austrian spirit is not broken. Instead, Austria is now more determined than ever to pay back for all shame suffered from Bonaparte. While it may have suffered defeats, the Austrian army is still the third largest in Europe and shall not be forgotten as the only army which have defeated Napoleon himself without any allied help, and was close to defeating him on two more occasions. As French power on the continent melts with the spring snow of 1813, the Austrian Empire stands ready to retake what once was hers. Units[] Infantry Infantrie Regiment Erzherzog Rudolf Nr. 14 - Line Infantry Infantrie Regiment Freiherr von Wacquant Nr. 62 - Line Infantry Grenz Regiment Oguliner Nr. 3 - Line/Light Infantry Grenadier Battalion Purcell - Foot Guard Jaeger Battalion 2 - Rifleman Cavalry Husar Regiment Graf von Hessen-Homburg Nr. 4 - Hussar Ulan Regiment Schwarzenberg Nr. 2 - Lancer Chevauleger Regiment Furst von Hohenzollern Nr. 2 - Light Horse Dragoner Regiment Erzherzog Ferdinand Nr. 5 - Dragoon Kurassier Regiment Kaiser Franz Nr. 1 - Cuirassier Specialists Artillerie Regiment Prinz zu Lothringen Nr. 7 - Artillery Pionier Battalion Nr. 1 - Engineer Karl Philipp, First zu Schwarzenberg - Commander Voice commands & Battle cries[] Austrian battle cries "Für den Kaiser!" - For the Kaiser! "Gott schütze den Kaiser!" - God save the Kaiser! Charge sound "Angriff!" - Attack! "Attacke!" - Attack! "In den Nahkampf!" - Into close melee! Surrender "Ich ergebe mich!" - I surrender! "Ich gebe auf!" - I give up! "Nicht schießen!" - Don't shoot! Officers "Bereit machen!" - Get ready! "Anlegen!" - Get ready! "Feuer!" - Fire! "Nahkampfangriff!" - Melee attack! "Kompanie, vorwärts marsch!" - Company, forwards march! "Kompanie, vorrücken!" -Company, Advance! "Vorrücken!" - Advance! "Die Position halten!" - Hold this position! "Haltet diese Position!" - Hold this position! "Verteidigt diese Position!" - Defend this position! "Feuer nach eigenem ermessen!" - Fire at will! "Feuer frei!" - Free fire! "Zu mir!" - on me! "Kompanie, zu mir!" - Company, on me! "Zurückfallen!" - Fall back! Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed
Azap
Azap Troop Information Culture Crimean Khanate Wages thaler Acquired from... Prisoners or Mercenary Captain Upgrades to... Azap (veteran) Ransom Value thaler Azaps are elite light infantry provided by the Ottoman Empire to help the Crimean Khanate. Armed with a Good Yataghan and protected by light armour but a large shield. Contents 1 Recruitment 2 Tactics 3 Stats and equipment 4 Trivia Recruitment[] Requires: Must join the Crimean Khanate Mercenary Captain to be appointed for Fortress/towns Cost: ??? Thalers Days Needed: 4 (Copper) Locations: Kezlev Fortress Azaq-kale Tactics[] Azaps are armed with fast blades and shields. Their light armour lets them run faster than most other infantry and their Yataghan is one of the fastest in the game, as well as dealing decent damage. However, it is very short, thus allowing an Azap to take out melee infantry easily but suffer against cavalry. They are good for sieges and especially good against pikemen/spearmen. As melee troops, it is critical to get them into contact with enemies quickly. Once in contact, you have to trust their shields to protect them when their fast strikes don't interrupt their targets' own strikes. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Azap - Default Stats and Equipment Attributes Stat Points Level 6 Strength 8 Agility 7 Intelligence 0 Charisma 0 Health 45 Armor Head Turban Body Turkish Attire Hand None Foot Janissary Shoes Skills Skill Points Ironflesh 1 Power Strike 1 Grenade Throwing 0 Power Draw 0 Weapon Master 2 Shield 3 Athletics 0 Riding 1 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 85 Two Handed Weapons 105 Polearms 95 Archery 0 Firearms 0 Throwing 0 Weapons Melee Simple Yataghan, Simple Saber Ranged None Shield Turkish Shield Mount None Trivia[] Historically, the Azaps were light infantry in the Ottoman Empire (the Crimean Khanate was an Ottoman vassal state), and used a wide variety of weapons, such as sabers, bows and arrows, and later on, firearms. Wikipedia has an article on this subject at:Azap Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran) National Mercenary Troops Tatar Infantryman Tatar Cavalryman Azap Cebelu Janissary Kalmyk Scottish Musketeer Scottish Pikeman Scottish Swordsman German Infantry Pikeman German Infantry Musketeer
Azap (veteran)
Azap (veteran) Troop Information Culture Crimean Khanate Wages thaler Acquired from... Prisoners or Azap (upgrade) Upgrades to... No Further Upgrades Ransom Value thaler The Azap (veteran) is a light infantryman of the Crimean Khanate. Tactics[] Armed with a fast blade and shield, strong versus pikemen and militia units. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Azap (veteran) - Default Stats and Equipment Attributes Stat Points Level 10 Strength 9 Agility 8 Intelligence 0 Charisma 0 Health 48 Armor Head Turban Body Turkish Attire Hand None Foot Janissary Shoes Skills Skill Points Ironflesh 2 Power Strike 2 Grenade Throwing 0 Power Draw 0 Weapon Master 3 Shield 4 Athletics 0 Riding 1 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 120 Two Handed Weapons 100 Polearms 110 Archery 0 Firearms 0 Throwing 0 Weapons Melee Saber, Yataghan Ranged None Shield Turkish Shield Mount None Wikipedia has an article on this subject at:Azap Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran) National Mercenary Troops Tatar Infantryman Tatar Cavalryman Azap Cebelu Janissary Kalmyk Scottish Musketeer Scottish Pikeman Scottish Swordsman German Infantry Pikeman German Infantry Musketeer
Azaq-kale
Azaq-kale Settlement Information Type Town Kingdom Crimean Khanate Villages Esaq, Tumnek World Map With Fire & SwordAzaq-kaleEsaqTumnekTemplate:World Map/With Fire & Sword Azaq-kale is a town of the Crimean Khanate, initially ruled by Imad-pasha. Contents 1 Layout 2 Trade 2.1 Produces 2.2 Trades With 3 Villages 4 Trivia Layout[] At peace: Accessible area Player Lord's Hall Prison Tavern Merchants In a siege: Accessible area Player Siege Ladders The accessible areas for the town are the same at peace and during a siege. However, the player starts further from the walls during a siege. Three ladders will be used, two on the left and one on the right. Trade[] Produces[] Hemp Iron, Wine Spice Velvet Trades With[] Cherkassk Riga Villages[] Esaq Tumnek Trivia[] The name Azaq comes from the Turkic word for "foot", compare modern Turkish ayak. The region was so named by the Kipchaks due to its low altitude. The name Azaq was then Russified, giving Azov. In the game, despite it having kale (Turkish word for "castle", borrowing from Arabic) in the name, it is not a fortress. In reality though, there is a fortress in Azov built by the Ottomans, which in Turkish is still called Azak Kalesi. Wikipedia has an article on this subject at:Azov Territory of the Crimean Khanate TownsAkkerman Azaq-kale Bakhchisaray Kyzykermen FortressesIzmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun FortressKyzyl-yar Fortress Perekop VillagesAk-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash SinelnikovoSivash Tumnek
Babice
Babice Settlement Information Type Village Kingdom Polish Commonwealth Fortification Krakov World Map With Fire & SwordBabiceKrakovTemplate:World Map/With Fire & Sword Babice is a village of the Polish Commonwealth, subordinate to Krakov. Layout[] Player Elder Fugitive Babice is built on a flat surface. There is a pine tree inside of the village, as well as surrounding it. It is a Polish-style village with fifteen structures. In the middle of the village is a water well. In front of one house there are some logs, and tree trunks are stacked beside another house. The Village Elder can be found by following the path from the entrance to the well, and then going straight ahead to the house with the brick roof. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be in front of a large house with a brick roof on the left of the player's entrance. Wikipedia has an article on this subject at:Babice, Łódź Voivodeship Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye
Baesid-khan
Baesid-khan Official Information Kingdom Crimean Khanate Monarch Khan Islam Giray Title Vassal Personal Details Gender Male Baesid-khan is initially a vassal of the Crimean Khanate. He begins the game as the ruler of Akkerman. This article is a stub. You can help out by expanding it. Crimean Khanate Monarch: Claimant: Khan Islam Giray Mehmed Giray Vassals: Ahmed-pasha Argun-bey Baesid-khan Baryn-bey Bukryn-bey Imad-pasha Mansur-bey Mirza Agish Mirza Appak Mirza Argyn Mirza Davletshi Mirza Divey Mirza Enikey Mirza Karach Mirza Yanmamed Mirza Yelchy Sedjet-bey Shirin-bey Uzyn-bey Yashlav-bey
Bajrak
Bajrak Troop Information Culture Crimean Khanate Wages 1 thaler Acquired from... Prisoners or Commander or Nomad Upgrades to... Bajrak (veteran) Upgrade Cost 10 Ransom Value 12 thalers The Bajrak is a light horseman of the Crimean Khanate. Like most Crimean Khanate units, they may use a bow, but often employ sabers or lances. Tactics[] The primary advantage of the Bajrak is it can be obtained by recruiting Nomads from Khanate villages and upgrading them. This allows Crimean Commanders to quickly accumulate sizable mounted forces relatively cheaply. Consequently, Bajraks can be be used to simply overrun enemy positions where their horses allow them to keep enemy infantry suppressed. Compared to their infantry counterparts, the Kapikulu, they feature approximately the same skill and Power Draw for the same price rendering the Bajrak a better deal for their mounts. In fortification defense, Bajrak make mediocre archers and poor melee combatants. However in a large firing line they can quickly decimate advancing troops. At longer ranges, their poor archery skill does inhibit accuracy. Kapikulus are slightly better in this role as they have slightly heavier armor. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Bajrak - Default Stats and Equipment Attributes Stat Points Level 4 Strength 6 Agility 7 Intelligence 0 Charisma 0 Health 41 Armor Head Nomad Hat, Tatar Cap Body Robe Hand None Foot Old Cavalry Boots, Old Boots Skills Skill Points Ironflesh 0 Power Strike 0 Grenade Throwing 0 Power Draw 1 Weapon Master 0 Shield 2 Athletics 0 Riding 3 Shooting from Horseback 4 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 75 Two Handed Weapons 55 Polearms 65 Archery 55 Firearms 0 Throwing 0 Weapons Melee Simple Tatar Saber, Simple Saber, Cavalry Lance Ranged (Possible): Longbow, Arrows Shield (Possible): Shield Mount Saddle Horse Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran)
Bajrak (veteran)
Bajrak (veteran) Troop Information Culture Crimean Khanate Wages 5 thalers Acquired from... Prisoners or Bajrak (upgrade) Upgrades to... N/A Ransom Value ? thalers The Bajrak (veteran) is a light horseman of the Crimean Khanate. Like most Crimean Khanate units, they may use a bow, but often employ sabers or lances. Tactics[] The primary advantage of the Bajrak is it can be obtained by recruiting Nomads from Khanate villages and upgrading them. This allows Crimean Commanders to quickly accumulate sizable mounted forces relatively cheaply. Consequently, Bajraks can be be used to simply overrun enemy positions where their horses allow them to keep enemy infantry suppressed. Compared to their infantry counterparts, the Kapikulu, they feature approximately the same skill and Power Draw for the same price rendering the Bajrak a better deal for their mounts. In fortification defense, Bajrak make mediocre archers and poor melee combatants. However in a large firing line they can quickly decimate advancing troops. At longer ranges, their poor archery skill does inhibit accuracy. Kapikulus are slightly better in this role as they have slightly heavier armor. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Bajrak (veteran) - Default Stats and Equipment Attributes Stat Points Level 7 Strength 7 Agility 8 Intelligence 0 Charisma 0 Health 42 Armor Head Tatar Cap, Nomad Hat Body Robe Hand None Foot Old Boots, Old Cavalry Boots Skills Skill Points Ironflesh 0 Power Strike 0 Grenade Throwing 0 Power Draw 2 Weapon Master 0 Shield 3 Athletics 0 Riding 5 Shooting from Horseback 5 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 70 Polearms 80 Archery 70 Firearms 0 Throwing 0 Weapons Melee Simple Tatar Saber, Simple Saber, Cavalry Lance Ranged (Possible): Longbow, Arrows Shield (Possible): Shield Mount Saddle Horse Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran)
Bakhchisaray
Bakhchisaray Settlement Information Type Town Kingdom Crimean Khanate Villages Sivash World Map With Fire & SwordBakhchisarayTemplate:World Map/With Fire & Sword Bakhchisaray is a town of the Crimean Khanate, initially ruled by Khan Islam Giray. It has the village Sivash. The hero Bakhyt was once an aide to the Khan's executioner in Bakhchisaray. Contents 1 Layout 2 Trade 2.1 Consumes 2.2 Produces Layout[] At peace: Accessible area Player Lord's Hall Prison Tavern Merchants In a siege: Accessible area Player Siege Ladders The accessible area is the same if the town is at peace or in a siege. The Lord's Hall is directly opposite the town's gates. On the street there are three merchants and the tavern. The weapon smith is on the edge of the accessible area. During a siege, two ladders are placed on the walls, one on either side of the gates. Trade[] Consumes[] Dried Meat Produces[] Linen Pottery Wikipedia has an article on this subject at:Bakhchysarai Territory of the Crimean Khanate TownsAkkerman Azaq-kale Bakhchisaray Kyzykermen FortressesIzmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun FortressKyzyl-yar Fortress Perekop VillagesAk-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash SinelnikovoSivash Tumnek
Bakhyt
Bakhyt Appears in Official Information Culture Crimean Tatar Religion Islam Character Details Hire Cost 300 thalers Likes Mamai Liked by Colonel Zagloba, Tepes Dislikes Fatima, Varvara, Hunger, Not Paid, Heavy Casualties Disliked by Fedot Character Background Home Azaq-kale Background ExecutionerButcher Bakhyt is one of the Heroes in With Fire & Sword. He strongly resembles Warband's Rolf. Contents 1 Biography 2 Personality 3 Relationships 4 Dialogue 5 Stats and equipment Biography[] Bakhyt was born in Azaq-kale. He was the Khan's personal executioner in Bakhchisaray and kill the Khan's personal enemies. After killing the old vizer, the new vizer was replaced and decided to fire Bakhyt as he believes his services are not needed. Bakhyt soon work in a slaughterhouse but earn very little, he also harassed by his victims' family for his job. He soon found by the player and hire to be part of the player's party. He ask for 300 thalers to replace his axe's handle which been worn off. Personality[] Relationships[] Fatima - Mamai - Varvara - Dialogue[] Main article: Bakhyt/Interactions Stats and equipment[] Bakhyt - Default Stats and Equipment Attributes Stat Points Level 7 Strength 11 Agility 5 Intelligence 6 Charisma 5 Health 46 Armor Head ? Body Robe Hand ? Foot Village Boots Skills Skill Points Ironflesh ? Power Strike 4 Grenade Throwing 0 Power Draw ? Weapon Master 1 Shield ? Athletics ? Riding ? Shooting from Horseback 0 Looting 3 Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 4 Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 50 Two Handed Weapons 118 Polearms 50 Archery 50 Firearms 50 Throwing 50 Weapons Melee Lumberman Axe Ranged ? Shield ? Mount ? Player's Companions Algirdas Bakhyt Colonel Zagloba Fatima Fedot Ingri Karlsson Mamai NogaiOksana Priest Spasokukotsky Sarabun Tepes Varvara Victor de la Buscador Yelisei
Bakhyt/Interactions
This is a list of interactions with Bakhyt. Contents 1 Introduction 2 Reencounter 3 Retirement 4 Rehire 5 Story: Azaq-kale 6 Like Quotes 6.1 Mamai 7 Dislike Quotes 7.1 Fatima 7.2 Varvara Introduction[] "Isanmesez!" Pardon, what did you say? "Ah, I beg your pardon, sir. Isanmesez means do you still live? It is a sort of greeting, like how do you do. I am Bakhyt. For fifteen years I was an aide to the Khan's executioner in Bakhchisaray. The work was busy, but I did not mind it... Until the new Khan installed a new Vizier, that is. The old vizier was retired. I cried as I strangled him with a silk thread. The new vizier was a miser, quite like your everyday Istanbul shroff! He decided that the executioner needs no assistant, so I was put out of the palace the very same day. Now I make my bread as I can. Working as an assistant in the butcher's row at the markets, chopping up the carcass at the slaughterhouse. I even went as low as accepting a job killing a pig at a Cossack homestead -- for ten thaler! Shaitan damn that beast, cursed by the Allah..." Well, I do need fine swordmen in my party... Allah is merciful, for he has sent a kind master to me. By the way, it would be nice to have a good lunch. Without pork, of course! Timely food is the best way to secure loyalty, yes. And I try to keep away from all these women... Ungodly creatures are they! Do your job and worry not about your meals. My axe shall serve you well, aye. Of course, if you give me 300 thaler to pay for a new handle. I have worked for a full month at the local slaughterhouse, and the axe has been worn out. Here, count it twice. Women-hater, executioner, and a glutton as well... I fear our ways must part. Sorry, but I have no need for an executioner. Ask someone else. Go, go out of here, you heaten. I don't know your gibberish tongue. Reencounter[] An executioner in retirement has many foes. I can hardly explain to the relatives of the deceased that it was merely my job. And with such a name as mine, try finding a new job, ha ha! But if you need a man who has mastered well both the axe and the noose, then I am at your service. Retirement[] Sorry, (player)-aga, but there is a situation... In a town nearby, a hangman retired of old age. Oh, if only you knew how I miss my job. At night I dream of the axe, the noose and the strangling silk wire. So I think I will head there and try to get the job I was meant for... Rehire[] I did not expect to see you here, (player)-aga. It turns out that only locals can work here as hangmen. So I wander about in search for odd jobs. Would you accept me back into your ranks? Story: Azaq-kale[] Here, where the Don enters the sea of Azov, is my homeland. This is Azaq-kale, ancient Tana, which the Cossacks call Azov. My grandfather told me that our ancestors came from the Greeks who held the town. Even in these ancient days, they proudly bore the title of executioners! Oh, how many men came here -- the Scythians, the Greeks, the Russians, the Pecheneg. And now this fortress remains the key to the Tauris. Like Quotes[] Mamai[] Whatever they say, Tatars and Cossacks are brothers indeed! Last night, me and Mamai were returning from the inn with arms round each other, singing songs. He sang the Cossack songs, while I sung the Tatar ones. A fine night it was! -- The villagers ran out in their nightclothes to listen to us. You mean to say Allah forbids drinking wine? That is so, but Mamai has well mastered the ways of religion. He explained that nothing in the Koran forbids the drinking vodka... Dislike Quotes[] Fatima[] And one more thing, (player)-aga! Your guard, Fatima, took a dislike to me from the first day. I always expecting some dirty trick from her. Certainly, my last job hardly earns me respect among my fellow countrymen, but she might cut me down like a sheep at any moment! Varvara[] Listen, (player)-aga! Varvara-hanum is a dreadful women, I swear by Allah. She killed her husband, and now I feel she put her evil eyes on me. What did I say, anyway? It was meant as a compliment. I merely remarked that in my harem she would be the third or even the second wife! What is wrong with these Russian women!?
Bandit Leader
Bandit Leader Troop Information Wages 84 - 97 Acquired from... Enlisting raid party, prisoner recruitment Upgrades to... N/A Bandit Leaders are bandit troops in Viking Conquest that can be found in raiding parties on land. You can instruct Bandit Leaders to perform a specific raiding mission if you have more then 50 prisoners (then they will become Masterless Men). Stats and Equipment[] Bandit Leader - Default Stats and Equipment Attributes Stat Points Level 29 Strength 20 Agility 8 Intelligence 12 Charisma 12 Health 73 Armor Head Complete Halm Body Common Halsberg Hand Leather Gloves Foot Quality Wrapping Boots Skills Skill Points Sea-King ? Navigation ? Ironflesh 9 Power Strike 6 Power Throw 2 Power Draw 1 Weapon Maintenance ? Weapon Master 9 Athletics ? Riding 6 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 6 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 275 Two Handed Weapons 140 Polearms 210 Archery 20 Crossbows 0 Throwing 225 Slings 170 Weapons Melee Broadseax, Rich Sword, Ulfberth Sword, False Ulfberth Sword Ranged Throwing Spears Shield Rawhide Shield, Svear Shield, Round Shield, NorthMathr Shield Mount ? Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Bandit (Viking Conquest)
For the classic version, see Bandit (classic). For the With Fire & Sword version, see Bandit (With Fire & Sword). Bandit Troop Information Culture Bandits Wages 24 peningas/week Acquired from... Ruffian Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? peningas Bandits are tier-two bandit archers in Viking Conquest. They can be found in raiding parties on land. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Bandit - Default Stats and Equipment Attributes Stat Points Level 18 Strength 16 Agility 8 Intelligence 12 Charisma 12 Health 63 Armor Head None Body Simple Tunic Hand None Foot Tattered Quality Wrapping Boots Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 6 Power Strike 2 Power Throw 4 Power Draw 4 Weapon Maintenance 0 Weapon Master 3 Athletics 5 Riding 3 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 4 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 120 Two Handed Weapons 90 Polearms 70 Archery 20 Crossbows 20 Throwing 140 Slings 140 Weapons Melee Hunting KnifeClub Ranged Sling Shield None Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Bandit (With Fire & Sword)
For the classic version, see Bandit (classic). For the Viking Conquest version, see Bandit (Viking Conquest). Bandit Troop Information Culture Bandits Wages ? thalers/week Acquired from... Looter Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Bandits are tier-two bandit infantry in Mount&Blade: With Fire & Sword. Tactics[] Compared to Warband, they are an upgrade from Looters and more common in With Fire & Sword, as they can be found on the overland map in addition to the specified quests. They are somewhat more dangerous than Warband bandits due to the fact they can carry handmade firearms. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Bandit - Default Stats and Equipment Attributes Stat Points Level 7 Strength 7 Agility 6 Intelligence 4 Charisma 4 Health ? Armor Head (Possible) Cap(Possible) Village Cap(Possible) Hat Body KuntushBroadcloth DressSvitkaCaftan Hand None Foot Village Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 90 Polearms 90 Archery 90 Firearms 90 Throwing 90 Weapons Melee Lumberman AxeSimple LanceCarpenter Axe Ranged (Possible) Handmade Firearm(Possible) Light Bullets Shield None Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Bandit (classic)
Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 For the With Fire & Sword version, see Bandit (With Fire & Sword). For the Viking Conquest version, see Bandit (Viking Conquest). Bandit Troop Information Culture Bandits Wages 4 denars/week Acquired from... Prisoners Upgrades to... Brigand- or -Mercenary Swordsman Upgrade Cost 20 denars XP for Kill 80 experience Ransom Value 66 denars Bandits are bandit infantry in Mount&Blade: Warband. Tactics[] They are a special type of outlaw only encountered during quests, such as Ransom Girl from Bandits and Hunt Down Troublesome Bandits, or when ambushed at night in a town, village, or castle. If captured and recruited, they can be upgraded to Brigands or Mercenary Swordsmen. Alternatively, they can be sold to a Ransom Broker for 66 denars each. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Bandit - Default Stats and Equipment Attributes Stat Points Level 10 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 44 Armor Head (Possible) Leather Cap Body Rawhide CoatLeather JerkinNomad Armor Hand None Foot (Possible) Nomad Boots(Possible) Wrapping Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw 1 Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 60 Two Handed Weapons 60 Polearms 60 Archery 60 Crossbows 60 Throwing 60 Weapons Melee Spiked MaceNordic SwordFalchion Ranged (Possible) Short Bow(Possible) Arrows Shield (Possible) Nordic Shield Mount (Possible) Saddle Horse Gallery[] Bandits in party screenAbout to fight Bandits during a quest Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Bandits
For the specific troops, see Bandit (classic). Bandits are neutral criminals that roam Calradia. Bandits engage everyone, including the player, small kingdom parties, caravans, village farmers, and any other parties smaller than their own. They usually demand money from the player character and will attack if not paid. If the player has slain multiple groups of bandits and is accosted by them, they will reject payment and simply attack the player. The many bandit types in Calradia can usually be found in or around their home areas. For instance, Steppe Bandits roam the steppes and Desert Bandits roam in the desert. Manhunters are law enforcers who patrol the northern parts of Calradia, hunting for bandits and taking them prisoner - for this purpose, they only use blunt weapons to knock enemies unconscious. In With Fire & Sword, Manhunters are replaced with Marksmen of the Secret Department while, in Viking Conquest, they are replaced by five different units (an entire troop tree starting from Young Warriors and ending with Slaver Chiefs) Contents 1 Bandit Types 1.1 Mount&Blade 1.2 With Fire & Sword 1.3 Viking Conquest 2 Gallery Bandit Types[] Mount&Blade[] Warrider These bandits were removed from the game before release and only exist in beta versions. Dark Knights - These soldiers belonged to the outlaw faction and were removed from Mount&Blade in version 0.95x. They were incredibly powerful and dangerous, possessing powerful weapons and the most powerful armor in the game. They were nearly impossible to beat, crushing both player and main faction parties. Black Khergit Raiders - These bandits were removed with the advent of the Khergit Khanate and generally had the same equipment as higher tier Khergit cavalry. They operated in the same way as Steppe Bandits; however, their equipment and stats were drastically better than most other bandits. They were the steppe equivalent of Sea Raiders in terms of strength and equipment but were dangerous because every bandit was mounted. Classic The following types of bandits were introduced in the original Mount&Blade. Looters, also called "River Pirates" in earlier versions, are the standard type of lawless scum. They are weak and exist all over Calradia. While mildly difficult to defeat at first, they become nearly powerless later in the game. All Looters are footmen, and their standard equipment is nothing more than knives and throwing rocks. Forest Bandits live close to forests and are often encountered in Rhodok or Swadian lands (only in Swadia lands in Warband). These bandits always carry a Hunting Bow or Short Bow, along with two-handed axes, hatchets, or quarter staffs. Mountain Bandits live in the mountains, especially in Vaegir territory (only in Rhodok lands in Warband). Their primary strength lies in their numbers, with an average group of Mountain Bandits consisting of approximately 17 men, although they can gather into packs as high as 60. They can be both footmen and cavalry in Mount&Blade, but they lose their mounts in Warband. Steppe Bandits primarily live in the Khergit steppes and always ride Steppe Horses. They are difficult to defeat at the beginning of the game, due to their maneuverability and speed. They are equipped with typical Khergit weapons like lances, small one-handed swords, and throwing weapons. Sea Raiders live on the shores of Calradia, mostly in the lands of the Kingdom of Nords or around Rivacheg in the Kingdom of Vaegirs. They are very strong, possessing very good armor, long bows, battle axes, and high stamina. Defeating these bandits can be a good, mid-game source of money and armor. Deserters consist of trained faction troops. They are soldiers who have abandoned their leaders and have taken to lives of crime. Deserters can be the most difficult bandits to defeat, depending on what tier of troops you encounter. More often, they are in the lower tiers of a faction's upgrade tree. Warband Warband added several new bandits not seen in Mount&Blade. Taiga Bandits are encountered on the snowy eastern side of the Kingdom of Vaegirs, replacing the Mountain Bandits from Classic. Desert Bandits primarily wander the Sarranid desert. While somewhat weaker than Steppe Bandits, they are mounted and still pose a threat to new players. There are also units simply called "Bandits". The only time you can encounter these is during certain quests. They can be upgraded to Brigands if you manage to recruit some. With Fire & Sword[] With Fire & Sword shares some of the same bandits as Warband but the new setting also introduces new ones. Rebels are a type of unit similar to Bandits. They possess nearly identical gear but different armor. They are relatively weak, but their possession of a Handmade Firearm can make them somewhat dangerous. Tatar Raiders are weak mounted units with low armor. They wield a saber and cavalry lance, so when facing them try to avoid being a couched lance target. They are mainly found around the Crimean Khanate. Viking Conquest[] Bandit parties in Viking Conquest can be separated in two main categories: ones that you find on land, and ones that you find at sea. Unlike other modules, land bandits will occasionally raid a specific village but will not attack towns even if lightly defended. Land bandits - and possibly sea ones as well - will occasionally join the player's army for a price if the proper dialogue option is used when meeting them and if renown is big enough. If having more than 60 prisoners and a Bandit Leader, you can instruct him to raid a specific village - after the mission is completed, the bandit party will turn into Masterless Men. You can see the generic bandit tree if you go to Camp -> Troop Tree -> Ruffian, though it does not include all possible bandit troops and bandit parties could potentially include almost any troop type either by default or though winning battles with parties holding prisoners who, in turn, will join the bandit party. Bandit Troop Types Ruffians are the basic and weakest bandit units. Low armor, no shield, a polearm, and a sling - basically weak archer units. Can be upgraded to Bandits or Footpads. Bandit units are only slightly better than Ruffians but not much more. Cannot be upgraded further. Footpads are the weakest true infantry bandit unit. Equipped with a shield. Can be upgraded to Brigands or Robbers. Brigands are also equipped with a helm but no better armor than Footpads. They however maintain the missile option (sling/javelin). Can be upgraded to Reavers. Robbers are pure melee units (one-handed + polearm). Equipped with a helm and medium armor. Can be upgraded to Highwaymen. Reavers are last tier units. Although still equipped with medium armor, they have the best stats from the shown bandit Troop Tree. Highwaymen are last tier units. Equipped with better armor - possibly mail - and otherwise better stats than Robbers. Bandit Leaders are the strongest non-viking bandit units. Often found in raiding parties on land and in small numbers - generally one per party - they have a dialogue option when captured that, if enough prisoners are present, will allow you to create a bandit unit with a specific one-time mission. Vikingarnir are the weakest viking troops but still quite strong - comparable to higher level troops of the factions. They have shields and medium armor. Danish Elite Vikingarnir are elite viking troops. One of the strongest melee units in the game and slightly stronger in one-handed. Will spawn in sea raiding parties or from longphorts. Northmathr Vikingarnir are elite viking troops on par with Danish and Svear ones. Slightly stronger in polearms and athletics than the rest. Will spawn in sea raiding parties or from longphorts. Svear Elite Vikingarnir are elite viking troops on par with Danish and Northmathr ones: Slightly weaker in melee but compensating on Health. Will spawn in sea raiding parties or from longphorts. Gallery[] LootersForest BanditsMountain BanditsSteppe BanditsSea RaidersDeserters Bandit Upgrade Tree Bandit Brigand Mercenary Swordsman Hired Blade Bandit Upgrade Tree Looter Brigand Rebel Tatar Raider Bandit Bandit Upgrade Tree Ruffian Bandit Footpad Brigand Robber Reaver Highwayman Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Banner
Banners are flags that represent specific Vassals or Monarchs. The owners themselves will fly their banner on the world map, but it will also be flown over their towns and castles. During character creation, if you choose to be the child of an impoverished noble, you will be given the option to carry a banner from the start of the game - otherwise, you don't receive a banner until you have become a vassal or monarch. In multiplayer you will be able to choose a banner right from character creation. You will also have the option to refrain from choosing a banner and use the faction's banner instead. Your own banner will also be planted in the ground during battles at your side of the battlefield right next to your inventory chest. This makes finding your chest if you need to swap equipment or reload arrows much easier. Your emblem will also be displayed on most shields and Heraldic Mail, whether you are wearing it or any of your troops. Since most banners are already in use, if you choose one that is, its original owner will receive a red and black 2 × 2 {\displaystyle 2 \times 2} checkered banner instead, which is not available to the player. However, if you do not choose a banner, this "default" banner will be seen in battles above your party's troops. Once you decide to choose a banner, your party will be labeled with your new banner, while the "default" banner will still be used by friendly forces that do not belong to any named character (e.g. Foragers or Caravan Guards). There are a few banners that are not already in use, however. If you use the cheatmenu to change your banner again, your old design does not return to its former owner, rather there will be multiple lords with the same checkered banner. Contents 1 Designs 1.1 Warband 1.2 With Fire & Sword 1.3 Viking Conquest Designs[] Warband[] Warband added a new faction with new vassals, and so expanded the number of options to choose from. The following displays all banners as seen in Warband, altogether there are 128 flags to choose from. The fifth banner on the top row is the only banner that is not used by another Lord, King or ClaimantThe last three banners on the bottom row are duplicates, allowing the player to share the same banner as the lords or claimant that already use themAll Warband banners in one simple imageBanners of the faction leaders With Fire & Sword[] In keeping with the historical nature of With Fire & Sword, many of the banners are based on flags and standards from history, such as the flag of Sweden, the banner bearing the knight and eagle of the Polish-Lithuanian Commonwealth, and the rifleman icon of the Cossack Hetmanate. Unlike in Warband, players have no option of starting the game as a noble, so they cannot carry a banner until becoming the vassal of a nation. <a href=" class="image"><img alt="WFaS MP Banner" src=" decoding="async" loading="lazy" width="180" height="101" class="thumbimage" data-image-name="WFaS MP Banner.png" data-image-key="WFaS_MP_Banner.png" data-relevant="1" data-src=" /></a> An example of a nation banner appearing in multiplayer: a Polish banner on a flag point in a Conquest game. Nations themselves also have banners, but these are only seen in Custom Battles and multiplayer above friendly troops. In multiplayer nation banners also appear on the field in some game modes. All banners in one image, including the missing oneBanners of Nations <a href=" class="image"><img alt="WFaS Missing banner" src=" decoding="async" loading="lazy" width="50" height="122" class="thumbimage" data-image-name="WFaS Missing banner.png" data-image-key="WFaS_Missing_banner.png" data-relevant="1" data-src=" /></a> The "debug banner". Excluding nation banners, a total of 7 × 16 + 8 = 120 {\displaystyle 7\times16+8=120} banners appear in the game, however the files include 6 × 21 = 126 {\displaystyle 6\times21=126} banners. Out of the 6 not included, 5 are actually repeats of ones that are included, so the only banner that is truly excluded is shown to the right. However, it is not true that it does not appear in the game at all; once you become a noble, if you choose a banner that happened to already be in use, then the original owner's party and fiefs will fly this banner on the map, but on the character screen it will show a banner similar to that of Hetman Bogdan Hmelnitski, without a triangle cut at the bottom. However, in battles, the character whose banner was "stolen" will have a plain white circle above. Occasionally a faction banner appears on the map if the player chooses a banner that is already in use. So if you see either a faction banner or one similar to the one on the right, it is likely you have encountered a bug. Even the game has only five nations, replacing the five classic factions, the banner of the Sarranid Sultanate from Warband still appears unchanged in the files of With Fire & Sword. Viking Conquest[] All the banners available in the Viking Conquest DLC. A total of 177 banners.
Bar Fortress
Bar Fortress Settlement Information Type Fortress Kingdom Polish Commonwealth Villages Ilyintsy World Map With Fire & SwordBar FortressStryiTemplate:World Map/With Fire & Sword Bar Fortress is a fortress of the Polish Commonwealth, initially ruled by Colonel Jan Zenowicz. It has the village Ilyintsy. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders The Lord's Hall is directly opposite the player's entrance inside the fortress. The prison is the first house on the left. During a siege, four ladders are placed on both sides of the gate: two on the left and two on the right. Wikipedia has an article on this subject at:Bar, Vinnytsia Oblast This article is a stub. You can help out by expanding it. Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye
Baranovichi
Baranovichi Settlement Information Type Village Kingdom Polish Commonwealth Fortification Lublin World Map With Fire & SwordBaranovichiTemplate:World Map/With Fire & Sword Baranovichi is a village of the Polish Commonwealth, subordinate to Lublin. Layout[] Player Elder Fugitive Baranovichi is built on flat terrain, surrounded by trees. It is a Polish-style village with a total of fifteen structures. There is a lone tree in the middle of the village, otherwise nothing is distinctive about this village. The Village Elder stands in front of the large house with a straw roof to the right of the player's entrance, beside the table. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be standing in front of the house with the brick roof directly opposite the player's entrance, beside the table. Wikipedia has an article on this subject at:Baranavichy Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye
Barbed Arrows/With Fire & Sword
Barbed Arrows Barbed Arrows (27 / 27)Base value: 800Weight: 2.5Piercing+2 to damage
Barley
Barley Goods Type Food Made From... N/A Made Into... N/A Barley is a food item exclusive to Viking Conquest. It is very cheap and easy to find, making it a fairly reliable basic food source. Games Base Value N/A N/A N/A 18 N/A Weight N/A N/A N/A 30.0 N/A Item Quantity N/A N/A N/A 150 N/A Morale Bonus N/A N/A N/A +3 N/A Spoils N/A N/A N/A No N/A Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth
Baron Christopher Bjolke
Christopher Bjolke Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male Baron Christopher Bjolke is initially a vassal of the Kingdom of Sweden. He has no fixed fiefs at the start.
Baron Gustaf Wrangel
Gustaf Wrangel Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male Baron Gustaf Wrangel is initially a vassal of the Kingdom of Sweden. He begins the game as the ruler of Dynaburg Fortress. He is based on a real Swedish military commander and statesmen, Carl Gustaf Wrangel, who was known to be good friends with King Carl Gustaf. Wrangel lived from 1613 - 1676. Wikipedia has an article on this subject at:Carl Gustaf Wrangel Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet
Baryn-bey
This article is a stub. You can help out by expanding it. Baryn-bey Official Information Kingdom Crimean Khanate Monarch Khan Islam Giray Title Bey Fiefs Kyzykermen Personal Details Gender Male Baryn-bey is a vassal of the Crimean Khanate. He is the initial owner of Kyzykermen. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Baryn-bey - Default Stats and Equipment Attributes Stat Points Level ? Strength ? Agility ? Intelligence ? Charisma ? Health ? Armor Head ? Body ? Hand ? Foot ? Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding ? Shooting from Horseback ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons ? Two Handed Weapons ? Polearms ? Archery ? Firearms ? Throwing ? Weapons Melee ? Ranged ? Shield ? Mount ? Crimean Khanate Monarch: Claimant: Khan Islam Giray Mehmed Giray Vassals: Ahmed-pasha Argun-bey Baesid-khan Baryn-bey Bukryn-bey Imad-pasha Mansur-bey Mirza Agish Mirza Appak Mirza Argyn Mirza Davletshi Mirza Divey Mirza Enikey Mirza Karach Mirza Yanmamed Mirza Yelchy Sedjet-bey Shirin-bey Uzyn-bey Yashlav-bey
Battania
Battania Official Information Capital Marunath Ruler High King Caladog Claimant Gwendian Ruling Clan fen Gruffendoc Minor Factions Wolfskins Faction Location Battania in green The Kingdom of Battania is a kingdom in Mount&Blade II: Bannerlord ruled by Caladog fen Gruffendoc. It occupies heavily forested lands in the northwest of the continent of Calradia. Contents 1 Overview 2 Ruler 3 Vassals 4 Official Description 5 Lore 6 Tactics 6.1 Strengths 6.2 Weaknesses 6.3 Economy 6.4 Summary 7 Troop Tree 8 Clans 9 Territory 10 Trivia 11 Gallery Overview[] Battanian civilization consists of loosely organized clans who originally populated most of the Calradian continent, but has been reduced to a small pocket of free territory after much of their land was conquered by the expansion of the Calradic Empire. Specialties of the Battanian warrior culture include forest warfare, longbowmen, and two-handed swordsmen. On the overworld map, Battanian armies will suffer 50% less speed penalty from moving through forests. By the time of Mount&Blade: Warband, 173 years later, Battania no longer exists as a united civilization, with all their territory conquered and its people assimilated into the Swadian and Rhodok cultures. Some of their descendants have been reduced to surviving off banditry in the forests and mountains of their ancestral lands. The Battanian nation's position in comparison to Warband is in and around Reyvadin, Knudarr, and Radoghir Castles. But the forests and ruins tell of a once proud forest nation. Ruler[] High King Caladogfen Gruffendoc Vassals[] Mormaer Ergeonfen Derngil Mormaer Melidirfen Uvain Mormaer Pryndorfen Morcar Mormaer Luichanfen Penraic Mormaer Aeronfen Giall Mormaer Aradwyrfen Eingal Mormaer Maireasfen Caernacht Official Description[] “ From time immemorial there has been a High King of Battania, crowned with great ceremony on the sacred hill of Dunthanach. Ask any Battanian chieftain, however, whose "kingdom" he lives in, and he will look around at his hall and in his fields and his pastures, his flock and his retainers, and answer "Mine, of course." Only lately, following the example of the Empire, have the High Kings made any effort to exert their authority. "Such unruly cattle as my people require a strong herdsman's hand to steer them from the ravine and protect them from the wolf," said one recent high king, just before he was betrayed by a jealous cousin and taken in chains to the nearest imperial outpost. ” Lore[] "The misty hills of north-western Calradia are dominated by the Battanian clans, the original inhabitants of much of the continent. Their hilltop fortresses have born witness to countless wars fought to resist outside invaders: first the Empire's legions, and more recently the rising Sturgian and Vlandian kingdoms. They are masters of the longbow, the night raid, the sudden wild charge out of the woods. They idolise valour, but especially like it when mixed with a bit of mischief - the cattle thief who can whisk an entire herd into the fog; the champion who dines with a rival tribe, and, regaling his hosts with an anecdote of battle, produces from his bag the skull of one of their kinsmen that he took as a souvenir." Battanian nobles mention the previous High King, Aeril fen Derngil, disappeared. Additionally, the Encyclopedia tells us a bit more about Battania. We learn of the existence of an "old Battanian tongue" - in the page for Cantrec, we learn that the village is one of the southernmost regions in Calradia that still speaks the language, highlighting the great amount of territory lost by the Battanians in the past. Since Cantrec lies south of most of Battania, it is likely that most Battanians still speak the Battanian language. Tactics[] Strengths[] Extremely powerful archers in the noble troop line Falxmen use powerful weapons with very long reach, making them effective against most infantry and mounted enemies Troops possess weapons of good quality and variety, as well as large shields Battanian territory is highly condensed and relatively defensible Weaknesses[] Cavalry options are inferior in comparison to all other nations; complete lack of heavy cavalry and horse archers Limited ranged options outside of the noble troop branch Some troops are less well armoured than their foreign counterparts Battanian territory is surrounded by four other factions, which may lead into a string of wars on multiple fronts Battania has the least Castles compared to other factions, making its Lords unable to amass Fian The weak and poor economy Economy[] Low 5 towns 8 castles 33 villages Main products: clay (main producer), grapes (quite a lot), wood (main producer) Summary[] Battanian troops are highly specialized in infantry-focused combat. They might struggle to deal with opposing heavy cavalry combined with horse archers, but they are stronger against slower enemies fighting on foot. Protecting their fian champions is important for Battanian forces, since these elite archers are capable of wiping out entire parties on their own if given the chance, but can still become overwhelmed when surrounded by hostile cavalry. They should be covered especially well against fast-moving Aserai Mamelukes, who can engage in close combat with sword and shield if necessary, and other fast-moving cavalry with potential for close combat or throwing weapons. The Oathsworn and Wildlings are pikemen capable of pike brace. This ability is crucial in Battanian battle strategy; setting up two-row formations of pike infantry to protect the Fians and ordering them to use melee weapons only will force them to brace pikes and provide much desired protection for your Fian troops. Supplement these pike schiltrons with Falxmen rows in the rear, who will deal with the remnants of enemy cavalry once it's stopped and decimated. Since Battanian infantry possesses a variety of throwing weapons, they are able to launch mixed volleys of projectiles against advancing infantry or cavalry while protecting their valuable longbowmen. In addition to avoiding being peppered with thrown spears and axes, players who go up against Battanians should take care to not become exposed to their falxmen, who can easily reach out and take down a mounted rider with their long blades. Battanian horsemen should also not be underestimated, as although they are much weaker than cavalry of other nations, their long lances and powerful javelins can hit hard in ideal conditions. Troop Tree[] Troops of Battania Peasant Volunteer Clan Warrior Wood Runner Bushwacker Highborn Youth Trained Warrior Skirmisher Raider Freebooter Highborn Warrior Picked Warrior Scout Veteran Skirmisher Falxman Forest Bandit Hero Oathsworn Horseman Wildling Mounted Skirmisher Veteran Falxman Fian Fian Champion Oathsworn: The Oathsworn can be okay, in its set, in can have one of two different helmets, one that provides standard tier 5 head armor at about 46, and the other one, strangely only has 26 armor, and can greatly impact their survivability and ability to charge archers. Veteran Falxman: A good unit, good against cavalry and infantry, but in the field, recomended to not use this unit as a garrison because of all the tight spaces, can be extremely vulnerable to archers if not protected by shield infantry. Falxman: Although only tier 4, it punches way above it's weight, but would recommend veteran falxman in the field, for wider reach, the Falxman can be very good in sieges as it's smaller two handed weapon can pack a serious punch with a smaller risk of it hitting the wall when doing side swings. Clans[] Clans of Battania Major fen Gruffendoc fen Derngil fen Uvain fen Morcarfen Penraic fen Giall fen Eingal fen Caernacht Minor Wolfskins Territory[] The Battanians are currently known to have at least these towns, castles and villages. Note that these might change during the game, as the Battanians either conquer or lose territory. Territory of Battania TownsCar Banseth Dunglanys Marunath Pen Cannoc Seonon CastlesAb Comer Castle Aster Castle Druimmor Castle Flintolg Castle Llanoc Hen CastlePendraic Castle Rhemtoil Castle Uthelaim Castle VillagesAb Comer Andurn Aster Ath Cafal Beglomuar Bog Beth Bryn Glas Cantrec Claig BanDalmengus Diantogmail Druimmor Durn Ebereth Fenon Etir Flintolg Gainseth Geunat NalGlenlithrig Glintor Imlagh Inveth Lindorn Llanoc Hen Mag Arba Morihig PendraicRhemtoil Seordas Swenryn Tor Leiad Tor Melina Uthelaim Trivia[] The Battanians are based on different Celtic peoples, in particular from the early medieval times. Their settlements have been described as a mixture of medieval and ancient Celtic. Some Battanian infantry, like the Battanian Falxmen, use Falxes, which were historically used by the Dacians, but from a design that originated with the Sica, a blade of Celtic origin often wrongly credited to the Thracians. This would be a plausible developement in Celtic weapons. It appears that by the time of Warband, the Battanians have been completely wiped out or, more likely, conquered and assimilated by the Vlandians and Sturgians, who would mix with the locals, eventually creating the Swadian, Rhodok, and Vaegir cultures. It is possible that the Vaegirs "inherited" their good light infantry and excellent archers from the Battanians. Leaders of Battanian clans bear the title of Mormaer, a nobility title of Pictish origin used in medieval Scotland. The Battanian city of Seonon is possibly connected to the city Suno, later a part of the Kingdom of Swadia in Warband. In the current map, Seonon seems much too far east to be the same city, but pre-release editions of the map[1] had Seonon on the western edge of Battania, far closer to Ocs Hall (Uxkhal) and Pravend (Praven). Gallery[] Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed ↑ <a href=" class="image"><img alt="Bannerlord Calradia Political map" src=" decoding="async" loading="lazy" width="180" height="120" class="thumbimage" data-image-name="Bannerlord Calradia Political map.png" data-image-key="Bannerlord_Calradia_Political_map.png" data-relevant="1" data-src=" /></a> The old political map of Calradia in Bannerlord from pre-Early Access. Notice that Seonon is much further west than in the current build, adjacent to Ocs Hall.
Battle
Battles are a large and frequent part of the Mount&Blade series. They help you progress through the game by generating experience, money, renown, loot, prisoners, and can directly increase weapon proficiencies. Battles can be conducted in either of two ways: One of your options is to allow your troops to attack without you, allowing the game to generate your losses and the enemies' losses until one side emerges the victor. This is highly unfavorable however, as the calculator the computer uses often inflicts 1:1 casualties on your troops no matter what their quality is. The second option involves directly leading your troops in combat. This is the best way to engage in any battle because your presence can easily beat staggering odds. To start a battle, you can attack the enemy or wait to be attacked. You can also join a battle already in progress between two other parties, but at least one of the parties must be either an ally or a neutral party and the other must be an enemy; you cannot join a battle between two enemies. There are some mods that allow you to join any battle, including one between two enemies. At the end of the battle, you will receive the after action report which will tell you the casualties, allow you to take prisoners, and collect loot. Contents 1 Terrain 2 Commands 2.1 Unit Type 2.2 Orders 2.3 Formations 3 Tactics 3.1 Morale 3.2 Ranged Combat 3.3 Infantry 3.4 Cavalry 3.5 Outnumbered 4 Autocombat (Simulated Battles) 4.1 Warband 5 Tips and Trivia 6 See Also Terrain[] The terrain of a battle varies, depending on where the battle takes place on the overland map. Different terrain requires different tactics and formations. Rivers: These slow movement, and are good ambush spots for shock troopers like Nord Huscarls. Hiding your troops in riverbeds make the enemy's archer/cavalry tactics useless, forcing them to come down and fight in close combat. Rivers can reduce the effectiveness of cavalry like Swadian Knights because it effectively stops charges. They can also be used as protection for archers because the river gives them more time to strike distant targets before they become a threat. When submerged in deep water, breathing is not needed. Horses are completely immobile in water that covers their heads, though water this deep is not common. Plains: Good for cavalry, bad for infantry. Even the best Rhodok spearmen will find their party swarmed by horsemen. Place your archers/crossbowmen on any hills you find. Desert: Terrain varies from completely flat, to medium rolling hills. Like the plains, there is barely any vegetation or obstructions. Gorges: Just plains with some hills and bumps. Light cavalry will have more chance of victory against their heavy counterparts. Mountains: Dismount everyone. There's no point trying to ride the cliff mounted. Get your troops in a good formation on high ground. Forest: Same as gorges, but trees will make cavalry operations difficult. It doesn't really matter for heavy cavalry. Archers can have trouble hitting targets due to obstructions. Commands[] A small army formation Using commands is another way to improve your chance of victory or to reduce your losses. Using the number keys (default setting) you can select a portion of your army (such as your infantry, cavalry, or archers) and give them an order with the Function keys (F1-F11 with default settings) to hold a position or follow the player etc. If you hold Shift, you can select more than one troop type at the same time. Hit the Backspace key during the battle to see a list of all the available commands. Unit Type[] 0 - Everyone 1 - Infantry 2 - Archers 3 - Cavalry 4 - The two unit types that were not previously selected (e.g. if Cavalry is selected, it will select Infantry and Archers) Orders[] F1 - Hold this position F2 - Follow me F3 - Charge F4 - Mount/Dismount F5 - Hold Fire/Fire at Will F6 - Advance ten paces F7 - Fall back ten paces F8 - Tighter formation F9 - Looser formation F11 - Use only blunt weapons/Use weapons at will Note: The above hotkeys are for classic Mount&Blade - Warband provides a different and broader set of options. Formations[] (With Fire & Sword only) Line Square Wedge Circle Staggered Tactics[] There are many things to consider when planning a battle, including your surroundings, your army composition, and your own style of play. These factors will determine your best course of action. Here are some basic tactics that can be very useful. Neutralizing enemies is not the only way to the victory. In Warband and With Fire & Sword, enemy units may flee the battle if their morale is reduced to a certain value. Morale[] Enemy units have their own morale value, which is determined by recent battle outcomes. Defeating lords and troops damages the entire army's morale. When their morale reaches a certain limit, they will run to the battlefield border and escape from the battle. Runaway enemies never fight back and destroying them damages the morale of the army too, causing further panic. Often a dramatic attack can damage the morale of the enemy greatly (e.g. a horse charge) - some soldiers will start to run away after getting a bit of damage. Runaway soldiers become Deserters (or Routed Enemies) later. Enemies will not start running from battle until at least 45 seconds have passed. Ranged Combat[] Archers and crossbowman are much more effective when positioned on hills. All approaching units will be slowed by the terrain, allowing your ranged units to fire more shots at them. Cavalry will also be unable to gain the momentum that they use to charge and deliver heavy blows. It is important to note that placing your ranged troops on elevated ground will also make them targets for enemy ranged units. Placing archers in a single line and waiting for the enemy to get close, but not too close, before firing can cause devastating effect. At a close range, many enemies will die at once from projectiles, causing enemy troops to retreat. Troops without ranged capability can avoid volleys of projectiles by being positioned behind hills. This is a very effective way of protecting your troops from archers and is especially useful if you don't like losing your poorly-shielded powerhouse units like Hired Blades. This may be a bad idea against cavalry as they will gain speed coming over the hill, increasing their damage when they meet your line. Infantry[] With heavily armored troops on foot, a slow advance can be best at times, such as against large numbers of ranged enemies. When using heavy infantry with large shields (most higher ranked Nordic troops for example), advancing slowly will cause them to march with shields raised. A charge when close will often doom the opposing archers/crossbowmen/skirmishers. If archers run out of ammunition, they will charge into your lines and be quickly killed. Foot soldiers of any kind can benefit from being in a compressed formation when fighting cavalry. Tightening troop formations will remove the gaps that cavalry use to escape after landing a blow on your forces. This will cause the horses to stop dead, spelling almost certain doom for their riders. Cavalry who use projectiles will not be beaten this way. However, they will eventually run out of ammunition and charge, and will quickly fall. Cavalry[] Cavalry can be used to distract an enemy army while your other troops relocate. This works very well at the beginning of a battle if you wish to move your troops onto elevated ground or any other part of the map, however there is a good chance your cavalry will be lost if used this way. On the other hand, cavalry can be used as the core of your army. A full army of knights is basically unstoppable by any troops and, being the strongest of cavalry, knights will not lose to other cavalry. Cavalry can also be utilized quite effectively in a pincer attack. Have your infantry and archers advance/charge towards the enemy while telling your cavalry to follow you. Then try to circle behind the enemy formation, moving constantly to reduce the chances of archers hitting your mounted units. Once your infantry engages in combat with the enemy, either lead or tell your cavalry to charge in. Enemy formations attacked on multiple sides will usually weaken their morale, and allow you to kill them faster than if you just charged headlong into them. If you order your infantry to hold position and keep formation, only their cavalry will charge and their infantry and archers will reach you much later. This will prevent your army from breaking up (when your advantage is similar/higher, this is always true). Pick off the soldiers on the flanks of the formation, and make them disorganized. When they are ordered to march slowly, they never swarm you and archers hold fire. Remember that the enemy cavalry will charge your troops anyway. Outnumbered[] If your advantage is miserable, any type of any troops of any kingdom will charge mindlessly against you. If this happens you're in trouble, but if you have a good army it is still possible to win. Enemies will be horribly disorganized and somewhat scattered, allowing an army of knights to run through them like paper. If you have a largely range-based army, you can tell your army to spread out and hold fire until the enemy gets close. When they do, begin firing and watch their scattered soldiers drop to the ground. Even Rhodok spear troops will run into you. Swadia always seems to have "prepare time" to line their cavalry before charge. This is the best chance to strike them without any resistance. Remember that once their cavalry successfully charge, your infantry casualties are inevitable. Some less obvious strategies can win you fights that are insanely in enemy favor. If you fight anyone in a village, all of their troops will spawn without their horses. This will make for a quick slaughter of Khergit horsemen or even Swadian Knights. When you are defending a castle (before they are actually in battle with your castle), wait for the enemies to enter the castle (you must be waiting outside). You can attack the last few groups that are on the way to your castle and essentially cut their entire army in half as the soldiers in your castle already will not join this fight. You can help your castle against the other half right after. When you are defending a castle, hold your archers' fire until they start climbing the ladders or siege tower. This can improve your archers' accuracy and helps your archers save their ammunition. If you can, try using your infantry and knights to seal off the entrance to the castle blocking the way to your archers. In some cases, if you are heavily armoured and can deal deadly blows (esp. with a bardiche), you can go ahead of your infantry to greatly reduce the enemy's numbers before they can get to your infantry, knights, and finally your archers. Try positioning your archers and infantry on a very high ground to reduce cavalry effectiveness. Try charging your enemies with knights at the start of a battle to stop their charge attacks. Also, try taking out their archers and infantry first before going for the cavalry. If you find you do not like the terrain you are currently fighting on, you can retreat (before they get too close; you will lose troops if you wait too long). There will be 3 different maps that will rotate as you retreat. Find your favorite one (perhaps one with a river if you have a lot of archers) and defeat your opponents on it. If you have a lot of archers (or perhaps a pure archer army), you can retreat before the enemies get too close and they will start far away again when the battle is re-engaged. You can do this repeatedly until you have killed thousands of troops if you desire, so long as they don't have many good archers in their army (this also reduces your renown reward if you hit and run; choose reward versus saving troops). Use obstacles to stop cavalry charges. Rocks on the field, trees, idle horses, and even your battle standard where you start will stop cavalry in their tracks. You can defeat Khergit armies on flat terrain with strategies like this - even when you only have archers and/or infantry. If you are skilled at horse archery, have a fast/maneuverable horse or can take hits, you can duck and weave, picking off enemy troops at the edges of their formations while their archers run out of ammo. This can take a lot of practice and is not recommended for any but the most desperate of times (such as caught by much larger army and you didn't retreat in time to save your own). Autocombat (Simulated Battles)[] Warband[] One way to fight battles is just ordering your troops to attack without you (more or less the same mechanics is also used for resolving battles between 2 NPC parties). In this case, the game simulates a battle. It's done in several repetitive rounds, each of which consists of the following steps: Calculating strength of both parties which is done by summing up strength of all non-wounded units. A unit's strength equals to ((unit_level + 4)^2)/50 but no less than 1. So a level 4 Peasant's strength equals 1 while a level 27 Sarranid Mamluke's strength equals 19. Using total strength numbers from both parties to respectively inflict damage (killed & wounded) on both parties. This part is done by game engine and the exact execution is unknown but generally at this step the game favors large parties (even if they consist of low-level units) over small parties (even if it's elite units) which resulted in a popular myth that autocombat doesn't take units' levels into account. It does, it just doesn't give them enough "credit". If neither of 2 parties is defeated after the 2nd step, their remaining strength is recalculated and the process is repeated until 1 of 2 parties runs out of battle-ready units. Tips and Trivia[] Your horse can double as a meat shield but will run away after being damaged. This tactic is of little use unless your horse is an arrow-proof Charger. Strong armor is very important if you play on normal settings. Angle your shield towards the direction of incoming fire when charging an archer line (up if above, down if below). Also, if enemy archers are firing at you from a distance, angle your shield up; there's no way for them to fire straight at you, only in an arc. Fighting in the front lines will give you quick access to fallen weapons that can replenish your ammunition or give you an edge versus certain opponents (piercing weapons against heavily armored foes). Whenever possible, fight on a horse. Mounted combat against infantry gives you the advantage of speed against them, allowing you to land a blow, escape, then rinse and repeat. In addition, a horse charging an infantryman will knock him out of guard and do a little blunt damage. Attacking an enemy's ranged troop line will make most of them switch to melee, possibly giving your troops a breather from their fire. Bring some mounted friends and step on some toes while chopping off heads. Remember not to get stuck though. If your troops are weak and you are fighting against superior forces, never forget to attack first yourself and kill as many enemies as you can before you order your troops into the battle. In the beginning of the game (but not just after you've started) get some recruits and attack a small (6-8 members) Sea Raider party. Most of your men may die, but this tactic will help you to gain good equipment (which will sell for a very good price) and a large amount of experience. If you are a horse archer fighting against troops with archers, try taking their dropped arrow bags. However if the enemy archers switch to melee weapons, they won't leave bags of arrows or crossbow bolts behind, so keep that in mind if you're trying this method. In sieges and similar battles, you can replenish your stocks from projectiles embedded in obstacles or in the ground (one at a time, however). This can help if fighting crossbowmen as an archer (Warband only). Often you can stall enemy charges or turn around enemies so that their shields are facing the wrong way by riding ahead of your army. This can make your cavalry charge deadly against Rhodoks because they are not paying attention to all of your cavalry. This also doubles as a way to make enemies stop at some distance from your archers (often with their shields the wrong way). However, be careful to not get hit (especially from projectiles). Be careful when ordering your troops to attack without you, as many units are less effective in the simulated battle versus the actual battle. See Also[] Strategy and tactics: General combat and faction specializations Player tactics: Specific combat tips and tricks
Battle Serf (veteran)
Battle Serf Troop Information Culture Muscovite Tsardom Acquired from... Armed Serf Upgrades to... N/A Battle Serf is an upgrade of the Armed Serf. Having better equipment and horses, they look almost like Gentry Cavalry, but their inferior skills separate a serf from a gentleman. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Battle Serf (veteran) - Default Stats and Equipment Attributes Stat Points Level 10 Strength 10 Agility 7 Intelligence 0 Charisma 0 Health 49 Armor Head Cap, Paper Cap, Iron Cap Body Tegilai Hand None Foot Bast Shoes, Village Boots Skills Skill Points Ironflesh 2 Power Strike 0 Grenade Throwing 0 Power Draw 2 Weapon Master 0 Shield 0 Athletics 0 Riding 3 Shooting from Horseback 4 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 110 Two Handed Weapons 90 Polearms 100 Archery 75 Firearms 0 Throwing 0 Weapons Melee Simple Saber, Sovnya Ranged Longbow, Arrows Shield None Mount Saddle Horse Gallery[] Battle Serf stats and equipment Wikipedia has an article on this subject at:Kholop Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard
Beef
Beef Classic/Warband Viking Conquest Games Base value 103 80 80 120 Weight 20.0 Item Quantity 70 50 50 150 Morale Bonus +7 +7 +2 +7 Spoils Yes Goods Type Food Made From... Cattle Made Into... N/A Beef is a food item that provides a good morale bonus, but it is one of the foods that spoils over time. This makes beef useful only when your army can consume it quickly, or in emergencies when there is nothing else to eat. Beef is normally for sale in the marketplace, 1-3 units at a time. It is also available when slaughtering cattle acquired by raiding villages, or by trading with the Village Elder. If cattle are received for free and profits are desired, herd the cows toward a town and kill some until your inventory is full. Then go into town, sell all the meat, and repeat this process until all cattle are dead. Spoilage[] Beef will go through several stages over the course of five days before it becomes completely rotten: Beef Fresh Beef Day-old Beef Two Days-old Beef Smelling Beef Rotten Beef Despite the degradation of the food, the morale bonus remains constant until the beef is fully rotten, at which point it is no longer edible and provides no bonus. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth
Beer
Beer Games Base value 120 Weight 30.0 Item Quantity 50 Morale Bonus +5 Spoils No Goods Type Food Made From... N/A Made Into... N/A Beer is a good exclusive to Mount&Blade: With Fire & Sword. Unlike the ale or wine of the previous games, which are consumable with no morale boost, beer does provide a bonus that makes it more akin to standard food items. Beer and wine provide the highest morale bonus of all foods in With Fire & Sword. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth
Berestye Fortress
Berestye Fortress Settlement Information Type Fortress Kingdom Polish Commonwealth Villages Solechniki World Map With Fire & SwordBerestye FortressTemplate:World Map/With Fire & Sword Berestye Fortress is a fortress of the Polish Commonwealth. It is initially ruled by Colonel Jerzy Halecki. It has the village Solechniki. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders The Lord's Hall is directly opposite the player's entrance behind the gates. The prison is the first house on the left. During a siege there will be a total of three ladders placed on either side of the gates: one on the left and two on the right. The player will start slightly to the right of the path leading to the gates. Trivia[] The modern name of this place is Brest. In Belarusian it is written Брэст, in Russian Брест, in Polish Brześć, in Lithuanian Brasta, but in Ukrainian it is still Берестя Berestia. It was also named "Lithuanian Brest" (Polish: Brześć Litewski, Russian: Брест-Литовск Brest-Litovsk) to contrast with Brześć Kujawski in Poland. Wikipedia has an article on this subject at:Brest, Belarus Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye
Black Armor
Black Armor Base Value 9,496 Weight 28 Armor 57 Body Armor, 18 Leg Armor Requirement 10 Strength Black Armor is the strongest body armor in the game, but it's not normally obtainable by the player without editing or using cheats. It also seems to have a somewhat buggy behavior in which the neckline does not always line up with the head. This is most likely a result of it never being completely finished due to being cut from the game. Black Armor was used by the early Dark Knights before they were removed from the game. Their possession of this extremely high quality armor was one of the reasons they were so difficult to defeat. The only Black Armor piece weaker than other armor pieces of the same type is the helm, which is outmatched by the Full Helm, Great Helmet, and the Winged Great Helmet. Additionally, a Black Armor piece for hands simply doesn't exist, leaving Gauntlets uncontested. Black Armor reappears in With Fire & Sword as 17th century style armor.
Black Armor (With Fire & Sword)
Reinforced Black Armor is worth 76000 with Trading skill 0 Black Armor is available in Mount&Blade: With Fire & Sword. It can either be crafted from an Armor-Master in a town or fortress or bought from an armor marketplace from towns or fortresses of the Kingdom of Sweden or the Polish Commonwealth. Black Armor is the strongest armor in the game. Base Black Armor found in the marketplace has ratings of 60 upper body and 32 leg, whereas crafted armor has 58 upper body and 36 leg. Armor found in the marketplace also has the potential for having prefix modifiers which could make the armor much stronger than crafted. Base Black Armor purchased in the marketplace also has the potential of being considerably cheaper than crafted depending on the player's relationship with the town and the party's trade rating. It is usually paired with an Armet (the strongest head armor in-game). This results in a greatly appealing hero. It costs a hefty 108,000 thaler from an armorer (60,000 if the player is lord of the town) and is very heavy, so it's only practical late-game, with plenty of athletic skill. See also[] Hand-Crafted Armors Armet
Black Mace
For the quest, see The Secret of the Black Mace. The Black Mace is a unique item available in Mount&Blade: With Fire & Sword, found only during the Cossack main story quest The Secret of the Black Mace. During the quest, in order to obtain the Black Mace, the player will need to install claimant Janusz Radziwill as ruler of the Polish Commonwealth, though once Radziwill takes the throne, the player will then need to kill him. The Black Mace is a unique weapon and only one can be found in the game - if lost, it is gone for good. Gameplay[] The Black Mace deals enough damage to generally knock enemies out in one hit, even if they have good armor. Having Hand-crafted Black Armor and the Black Mace makes a character almost invincible when fighting infantry. Its weapon reach is only 60 but it can still be used effectively on horseback. It is especially useful during siege battles. Gallery[] Player holding the black mace 3rd Person.Player holding the black mace 1st Person.
Black Reiter (veteran)
This article is a stub. You can help out by expanding it. For other uses, see Reiter (disambiguation). Black Reiter (veteran) Troop Information Culture Mercenaries Wages ? thalers Acquired from... Reiter Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Black Reiters (veterans) are veteran regional mercenary horse archers of the Kingdom of Sweden. Tactics[] While not as impressive as their veteran Swedish counterparts, Black Reiters are nevertheless formidable fighters wearing similar-but-weaker-than armor and wielding similar-to guns and swords, making them very dangerous - the player should not dismiss them so quickly. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Reiter - Default Stats and Equipment Attributes Stat Points Level ? Strength ? Agility ? Intelligence ? Charisma ? Health ? Armor Head ? Body ? Hand ? Foot ? Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding ? Shooting from Horseback ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons ? Two Handed Weapons ? Polearms ? Archery 0 Firearms ? Throwing 0 Weapons Melee ? Ranged ? Shield None Mount ? Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran)
Bludgeon/With Fire & Sword
Bludgeon BludgeonOne-handedBase value: 10 thalersWeight: 1.0Swing: 9bSpeed rating: 95Weapon reach: 65With Fire & Sword
Bodkin Arrows/With Fire & Sword
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Body armor
For body armor featured in Mount&Blade: With Fire & Sword, see Body armor (With Fire & Sword). Body Armor is any garment worn on the body to protect the wearer from damage. This ranges from ragged shirts to lordly plate armor. The following Item stats have been taken from Mount&Blade: Warband. Tables of Body Armor[] Merchandise[] These are "normal" body armors that can be purchased from Armor Merchants and can be found with random modifiers. ▼ Show/Hide Body Armor ▼ Armor Requirement Body Armor Leg Armor Weight Base Value Modifiers Aketon - 22 6 11.0 297 Tattered, Ragged, Sturdy, Thick, Hardened Archer's Padded Vest - 23 12 6.0 260 Tattered, Ragged, Sturdy, Thick, Hardened Banded Armor STR 8 49 14 23.0 2710 Rusty, Battered, Crude, Thick, Reinforced, Lordly Blue Dress - 6 2 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Blue Gambeson - 21 5 5.0 270 Tattered, Ragged, Sturdy, Thick, Hardened Blue Tunic - 7 1 1.0 10 Tattered, Ragged, Sturdy, Thick, Hardened Brigandine - 46 12 19.0 1830 Rusty, Battered, Crude, Thick, Reinforced, Lordly Byrnie STR 7 39 6 17.0 795 Rusty, Battered, Crude, Thick, Reinforced, Lordly Cavalry Robe - 36 8 15.0 990 Rusty, Battered, Crude, Thick, Reinforced, Lordly Coat of Plates (black) STR 8 52 16 25.0 3828 Rusty, Battered, Crude, Thick, Reinforced, Lordly Coat of Plates (red) STR 8 52 16 25.0 3828 Rusty, Battered, Crude, Thick, Reinforced, Lordly Cuir Bouilli STR 8 50 15 24.0 3100 Rusty, Battered, Crude, Thick, Reinforced, Lordly Dress (a) - 9 9 1.0 33 Tattered, Ragged, Sturdy, Thick, Hardened Dress (b) - 9 9 1.0 33 Tattered, Ragged, Sturdy, Thick, Hardened Dress - 6 2 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Fur Coat - 13 6 6.0 117 Rusty, Battered, Crude, Thick, Reinforced, Lordly Gambeson - 20 5 5.0 260 Tattered, Ragged, Sturdy, Thick, Hardened Green Tunic - 7 1 1.0 10 Tattered, Ragged, Sturdy, Thick, Hardened Haubergeon STR 6 41 6 18.0 863 Rusty, Battered, Crude, Thick, Reinforced, Lordly Heraldic Mail STR 7 50 16 22.0 3520 Rusty, Battered, Crude, Thick, Reinforced, Lordly Heraldic Mail STR 7 50 16 22.0 3610 Rusty, Battered, Crude, Thick, Reinforced, Lordly Heraldic Mail with Surcoat STR 7 49 17 22.0 3454 Rusty, Battered, Crude, Thick, Reinforced, Lordly Heraldic Mail with Tabard STR 7 51 15 21.0 3654 Rusty, Battered, Crude, Thick, Reinforced, Lordly Khergit Armor - 24 - 2.0 38 Tattered, Ragged, Sturdy, Thick, Hardened Khergit Elite Armor STR 8 52 16 25.0 3828 Rusty, Battered, Crude, Thick, Reinforced, Lordly Khergit Lamellar Vest STR 7 40 8 18.0 970 Tattered, Ragged, Sturdy, Thick, Hardened Lamellar Armor - 48 13 25.0 2410 Rusty, Battered, Crude, Thick, Reinforced, Lordly Lamellar Vest STR 7 40 8 18.0 970 Tattered, Ragged, Sturdy, Thick, Hardened Leather Apron - 12 7 3.0 61 Tattered, Ragged, Sturdy, Thick, Hardened Leather Armor - 18 - 7.0 65 Tattered, Ragged, Sturdy, Thick, Hardened Leather Jacket - 20 - 3.0 50 Tattered, Ragged, Sturdy, Thick, Hardened Leather Jerkin - 23 6 6.0 321 Tattered, Ragged, Sturdy, Thick, Hardened Leather Vest - 15 7 4.0 146 Tattered, Ragged, Sturdy, Thick, Hardened Light Leather - 26 7 5.0 352 Rusty, Battered, Crude, Thick, Reinforced, Lordly Linen Tunic - 6 1 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Mail Hauberk STR 7 40 12 19.0 1320 Rusty, Battered, Crude, Thick, Reinforced, Lordly Mail Shirt STR 7 37 12 19.0 1040 Rusty, Battered, Crude, Thick, Reinforced, Lordly Mail with Surcoat STR 7 42 14 22.0 1544 Rusty, Battered, Crude, Thick, Reinforced, Lordly Mamluke Mail STR 8 48 16 24.0 2900 Rusty, Battered, Crude, Thick, Reinforced, Lordly Nomad Armor - 24 - 2.0 25 Tattered, Ragged, Sturdy, Thick, Hardened Nomad Robe - 32 10 15.0 610 Tattered, Ragged, Sturdy, Thick, Hardened Nomad Vest - 23 9 7.0 390 Tattered, Ragged, Sturdy, Thick, Hardened Padded Cloth - 22 6 11.0 297 Tattered, Ragged, Sturdy, Thick, Hardened Padded Leather - 27 10 12.0 454 Tattered, Ragged, Sturdy, Thick, Hardened Peasant Dress - 6 2 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Pelt Coat - 9 1 2.0 14 Tattered, Ragged, Sturdy, Thick, Hardened Plate Armor STR 9 55 17 27.0 6553 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Ragged Outfit - 23 9 7.0 390 Tattered, Ragged, Sturdy, Thick, Hardened Rawhide Coat - 10 - 5.0 12 Tattered, Ragged, Sturdy, Thick, Hardened Red Gambeson - 21 5 5.0 275 Tattered, Ragged, Sturdy, Thick, Hardened Red Shirt - 7 1 1.0 10 Tattered, Ragged, Sturdy, Thick, Hardened Red Tunic - 7 1 1.0 10 Tattered, Ragged, Sturdy, Thick, Hardened Robe - 8 6 1.5 31 Tattered, Ragged, Sturdy, Thick, Hardened Sarranid Elite Armor STR 8 52 16 25.0 3828 Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Guard Armor - 38 8 19.0 1200 Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Leather Armor - 32 12 9.0 650 Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Mail Shirt STR 7 40 14 19.0 1400 Rusty, Battered, Crude, Thick, Reinforced, Lordly Scale Armor STR 8 52 13 25.0 2558 Rusty, Battered, Crude, Thick, Reinforced, Lordly Shirt - 5 - 1.0 3 Tattered, Ragged, Sturdy, Thick, Hardened Skirmisher Armor - 15 9 3.0 74 Tattered, Ragged, Sturdy, Thick, Hardened Steppe Armor - 16 8 5.0 195 Tattered, Ragged, Sturdy, Thick, Hardened Studded Leather Coat STR 7 36 10 14.0 690 Rusty, Battered, Crude, Thick, Reinforced, Lordly Surcoat over Mail STR 7 43 14 22.0 1720 Rusty, Battered, Crude, Thick, Reinforced, Lordly Tabard - 14 6 3.0 107 Tattered, Ragged, Sturdy, Thick, Hardened Tribal Warrior Outfit - 30 10 14.0 520 Tattered, Ragged, Sturdy, Thick, Hardened Tunic with Green Cape - 6 2 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Tunic with vest - 11 6 2.0 47 Tattered, Ragged, Sturdy, Thick, Hardened Vaegir Elite Armor STR 8 52 16 25.0 3828 Rusty, Battered, Crude, Thick, Reinforced, Lordly Woolen Dress - 8 2 1.75 10 Tattered, Ragged, Sturdy, Thick, Hardened Worn Robe - 9 9 1.0 33 Tattered, Ragged, Sturdy, Thick, Hardened Worn Robe - 9 9 1.0 33 Tattered, Ragged, Sturdy, Thick, Hardened ▲ Show/Hide Body Armor ▲ Non-merchandise[] These armors are not sold by merchants. They will usually never possess modifiers, even if they are coded to allow for them. However, some may rarely be obtained as loot from enemies wearing such items. Such looted non-merchandise armors may have modifiers. Many of these are also unobtainable to the player without using the cheat menu. ▼ Show/Hide Body Armor ▼ Armor Requirement Body Armor Leg Armor Weight Base Value Acquisition Arena Armor Blue - 29 13 16.0 650 Nord, Swadian, Vaegir tournaments Arena Armor Green - 29 13 16.0 650 Nord, Swadian, Vaegir tournaments Arena Armor Red - 29 13 16.0 650 Nord, Swadian, Vaegir tournaments Arena Armor White - 29 13 16.0 650 Cheats only Arena Armor Yellow - 29 13 16.0 650 Nord, Swadian, Vaegir tournaments Arena Tunic Blue - 16 6 2.0 47 Khergit, Rhodok, Sarranid tournaments Arena Tunic Green - 16 6 2.0 47 Khergit, Rhodok, Sarranid tournaments Drop from Rhodok Spearmen and Crossbowmen Arena Tunic Red - 16 6 2.0 47 Khergit, Rhodok, Sarranid tournaments Arena Tunic White - 16 6 2.0 47 Cheats only Arena Tunic Yellow - 16 6 2.0 47 Khergit, Rhodok, Sarranid tournaments Black Armor STR 10 57 18 28.0 9496 Cheats only Bride Dress - 10 10 3.0 500 Worn by female characters during their wedding Brown Dress - 10 10 3.0 500 Cheats only Burlap Tunic - 3 1 1.0 5 Cheats only Cloaked Tunic - 14 10 4.0 384 Cheats only Coat - 14 10 4.0 384 Cheats only Coat of Mail - 14 10 4.0 384 Cheats only Coat with Cape - 14 10 4.0 384 Cheats only Courtly Outfit - 14 10 4.0 384 Cheats only Green Dress - 10 10 3.0 500 Cheats only Hide Armor - 14 10 4.0 384 Cheats only Hide Coat - 14 10 4.0 384 Cheats only Homespun Dress - 14 10 4.0 384 Cheats only Khergit Guard Armor - 50 18 25.0 3048 Dustum Khan's default gear Khergit Lady Dress - 10 10 3.0 500 Cheats only Khergit Leather Lady Dress - 10 10 3.0 500 Cheats only Lady Dress (blue) - 10 10 3.0 500 Cheats only Lady Dress (green) - 10 10 3.0 500 Cheats only Lady Dress (ruby) - 10 10 3.0 500 Cheats only Leather Coat - 14 10 4.0 384 Cheats only Light Mail and Plate - 32 12 10.0 532 Cheats only Linen Shirt - 14 10 4.0 384 Cheats only Long Coat of Mail - 14 10 4.0 384 Cheats only Mail and Plate - 34 12 16.0 593 Cheats only Mail with Tunic (green) - 39 8 16.0 650 Drop from Rhodok Sharpshooters and Veteran Spearmen Mail with Tunic (red) - 39 8 16.0 650 Drop from Swadian Footmen Merchant Outfit - 14 10 4.0 384 Cheats only Nobleman Outfit - 15 12 4.0 348 Lezalit's default gear Nordic Armor - 14 10 4.0 384 Cheats only Nordic Outfit - 14 10 4.0 384 Cheats only Pilgrim Disguise - 19 8 2.0 25 Jeremus' default gear, also worn when sneaking into enemy towns Red Dress - 10 10 3.0 500 Cheats only Red Tunic - 7 1 1.0 10 Cheats only Rich Outfit - 16 4 4.0 348 Artimenner`s default gear Sarranid Dress (a) - 10 10 3.0 500 Cheats only Sarranid Dress (b) - 10 10 3.0 500 Cheats only Sarranid Lady Dress (a) - 10 10 3.0 500 Cheats only Sarranid Lady Dress (b) - 10 10 3.0 500 Cheats only Sleeveless Leather Tunic - 14 10 4.0 384 Cheats only Sleeveless Tunic - 14 10 4.0 384 Cheats only Steppe Outfit - 14 10 4.0 384 Cheats only Strange Armor STR 7 38 19 18.0 1259 Part of Strange Set Thick Coat - 14 10 4.0 384 Cheats only Wool Coat - 14 10 4.0 384 Cheats only ▲ Show/Hide Body Armor ▲ Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment
Body armor (With Fire & Sword)
For body armor featured in Mount&Blade: Warband, see Body armor. Body Armor is less prevalent in With Fire & Sword than in Warband, since most units carry a wide variety of civilian coats and robes. This fact is historically accurate, as in the XVII century heavy armor was reserved for pikemen and heavy cavalry units only, due to introduction of firearms. With such reduced armor capacity, the best defense is either firepower (for infantry units) or agility (for cavalry units). List of Body Armors[] The following is an incomplete table of body armors available in With Fire & Sword. Variations with same name and statistics are omitted. Note all might be available to the player without the use of modding or cheats. Click [Expand] to see the whole table. Tables can be sorted by clicking on one of the boxes on the top row. Armor Requirement Body Armor Leg Armor Weight Base Value Kuntush 0 1 1 1.00 50 Good Kuntush 0 2 2 1.50 100 Good Kuntush 0 4 2 1.50 100 Hajduk Uniform 0 4 2 1.50 130 Polish Dragoon Uniform 0 14 8 1.50 550 Broadcloth Dress 0 1 1 1.00 50 Cossack Zupan 0 6 4 1.50 170 Simple Zupan 0 1 1 1.50 60 Cossack Zupan 0 8 2 1.50 200 Marksman Caftan 0 1 1 1.00 60 Marksman Uniform 0 12 2 1.50 350 New Line Uniform 0 12 2 1.50 300 New Line Uniform 0 12 2 1.50 350 Rank Cossack Uniform 0 8 4 1.50 220 German Musketeer Line Uniform 0 13 4 1.50 400 Broadcloth <a href=" class="image"><img alt="Broadcloth2" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Broadcloth2.jpg" data-image-key="Broadcloth2.jpg" data-relevant="0" data-src=" /></a> 0 1 1 1.00 60 Caftan <a href=" class="image"><img alt="Caftan2" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Caftan2.jpg" data-image-key="Caftan2.jpg" data-relevant="0" data-src=" /></a> 0 1 1 1.00 50 Civil Dress 0 2 2 1.50 200 Village Dress 0 1 1 1.00 60 Civil Dress 0 3 1 1.50 200 Robe 0 1 1 1.00 60 Janissary Uniform 0 8 1 2.00 240 Musketeer Camisole 0 16 2 1.50 500 Svitka <a href=" class="image"><img alt="Svitka2" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Svitka2.jpg" data-image-key="Svitka2.jpg" data-relevant="0" data-src=" /></a> 0 1 1 1.00 50 Cossack Zupan 0 6 3 1.50 175 Simple Robe 0 1 1 1.00 60 Kuntush 0 1 1 1.00 60 Rich Kuntush 0 4 2 1.50 120 Turkish Attire 0 3 3 2.00 180 Scottish Musketeer Camisole 0 13 4 1.50 400 Swedish Musketeer Uniform 0 14 2 1.50 425 Swedish Dragoon Uniform 0 17 6 1.50 600 Bodyguard Camisole 0 20 4 5.00 840 Quilted Robe 0 20 8 3.50 1120 Robe 0 14 5 3.00 550 Rynda Caftan 0 16 10 1.50 1260 Leather-clad Zupan 0 23 3 5.00 1190 Serduk Zupan 0 24 12 4.00 2160 Tegilai 7 28 20 6.00 3960 Tegilai 7 30 15 6.00 3960 Tegilai 7 32 10 6.00 3960 Tsar Dress 0 35 15 3.50 20000 Armor-clad Zupan 0 25 6 6.00 1890 Armor-clad Kuntush 0 26 8 6.00 2070 Chain Armor 8 33 10 14.00 4200 Chain Mail Zupan 9 36 20 15.00 6750 Chain Armor 8 30 10 13.00 4000 Moscow Reiter Uniform 8 38 6 10.00 4440 Behterets 9 40 10 17.00 6900 Chain Armor 8 30 14 14.00 4200 Simple Behterets 8 35 8 13.00 4500 Chain Armor 8 26 18 11.00 3720 Behterets 7 29 11 10.00 3840 Kuyak 10 45 10 19.00 7350 Breastplate <a href=" class="image"><img alt="Breastplate" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Breastplate.jpg" data-image-key="Breastplate.jpg" data-relevant="0" data-src=" /></a> 7 30 3 8.00 2520 Half-Cuirass <a href=" class="image"><img alt="Half-Cuirass" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Half-Cuirass.jpg" data-image-key="Half-Cuirass.jpg" data-relevant="0" data-src=" /></a> 7 27 8 7.50 2430 Half-Cuirass <a href=" class="image"><img alt="Half-Cuirass2" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Half-Cuirass2.jpg" data-image-key="Half-Cuirass2.jpg" data-relevant="0" data-src=" /></a> 7 30 1 7.50 2430 Handmade Half-Cuirass 7 32 1 8.00 3720 Cuirass On Leather Coat <a href=" class="image"><img alt="CuirassOnLeather" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="CuirassOnLeather.jpg" data-image-key="CuirassOnLeather.jpg" data-relevant="0" data-src=" /></a> 9 42 4 11.00 6300 Boyar Militia Uniform <a href=" class="image"><img alt="BoyarMilitiaUniform2" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="BoyarMilitiaUniform2.jpg" data-image-key="BoyarMilitiaUniform2.jpg" data-relevant="0" data-src=" /></a> 12 50 10 22.00 9975 Swedish Pikeman Uniform <a href=" class="image"><img alt="Swedish Pikeman Uniform" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Swedish Pikeman Uniform.jpg" data-image-key="Swedish_Pikeman_Uniform.jpg" data-relevant="0" data-src=" /></a> 9 37 20 14.00 9450 Pikeman Uniform 9 35 26 14.00 9450 Pikeman Uniform 9 33 29 14.00 9450 Behterets <a href=" class="image"><img alt="Yushman3" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Yushman3.jpg" data-image-key="Yushman3.jpg" data-relevant="0" data-src=" /></a> 10 52 15 18.00 10150 Yushman <a href=" class="image"><img alt="Yushman2" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Yushman2.jpg" data-image-key="Yushman2.jpg" data-relevant="0" data-src=" /></a> 10 50 14 18.00 9625 Winged Hussar Coat of Mail <a href=" class="image"><img alt="WingedHussarCoatOfMail" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="WingedHussarCoatOfMail.jpg" data-image-key="WingedHussarCoatOfMail.jpg" data-relevant="0" data-src=" /></a> 10 50 6 15.00 8950 Hussar Coat of Mail <a href=" class="image"><img alt="HussarCoatOfMail" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="HussarCoatOfMail.jpg" data-image-key="HussarCoatOfMail.jpg" data-relevant="0" data-src=" /></a> 10 48 12 14.00 8950 German Infantry Line Uniform <a href=" class="image"><img alt="German Infantry Line Uniform" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="German Infantry Line Uniform.jpg" data-image-key="German_Infantry_Line_Uniform.jpg" data-relevant="0" data-src=" /></a> 9 34 28 14.00 9450 Scottish Uniform <a href=" class="image"><img alt="ScottishUniform" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="ScottishUniform.jpg" data-image-key="ScottishUniform.jpg" data-relevant="0" data-src=" /></a> 9 38 17 14.00 9450 Rich Mirror Armor <a href=" class="image"><img alt="MirrorArmor" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="MirrorArmor.jpg" data-image-key="MirrorArmor.jpg" data-relevant="0" data-src=" /></a> 13 60 15 24.00 12675 Hussar Mail with Skin <a href=" class="image"><img alt="HussarMailSkin" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="HussarMailSkin.jpg" data-image-key="HussarMailSkin.jpg" data-relevant="0" data-src=" /></a> 12 58 15 18.00 11600 Eastern Brigandine <a href=" class="image"><img alt="EasternBrigandine" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="EasternBrigandine.jpg" data-image-key="EasternBrigandine.jpg" data-relevant="0" data-src=" /></a> 13 52 28 23.00 12480 Reiter Half-Armor <a href=" class="image"><img alt="Reiter Half Armor" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Reiter Half Armor.jpg" data-image-key="Reiter_Half_Armor.jpg" data-relevant="0" data-src=" /></a> 12 60 15 19.00 14700 Half-Armor <a href=" class="image"><img alt="HalfArmor" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="HalfArmor.jpg" data-image-key="HalfArmor.jpg" data-relevant="0" data-src=" /></a> 12 58 10 18.00 12675 Black Armor 12 62 30 20.00 19000 Female Dress 0 2 2 2.00 200 Female Dress 0 2 2 2.00 100 Female Dress 0 2 2 2.00 300 Hand-crafted Hussar Armor 13 57 20 18.00 40000 Hand-crafted Armor 13 58 21 28.00 50000 Hand-crafted Black Armor 13 58 36 20.00 60000 Hand-crafted Mirror Armor 13 59 20 24.00 45000 Hand-crafted Yushman 11 51 21 18.00 40000 Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment
Bodyguard
This article is a disambiguation page for Bodyguard The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Bodyguard may refer to: Tsar Bodyguard (unrecruitable) Angle Bodyguard (Gedriht) Briton Bodyguard (Teulu) Irish Bodyguard (Riglach) Norse Bodyguard (Huskarl) Saxon Bodyguard (Gedriht)
Boguslav
Boguslav Settlement Information Type Village Kingdom Cossack Hetmanate Fortification Korsun World Map With Fire & SwordBoguslavKorsunTemplate:World Map/With Fire & Sword Boguslav is a village of the Cossack Hetmanate, subordinate to Korsun. Layout[] Player Elder Fugitive Boguslav is built on uneven terrain, surrounded on four corners by fields with haystacks on them. It is a Polish-style village with nineteen structures: eighteen houses and a church. In the middle of the village is a well. Some houses are grouped with others by means of fences, and there are several shelters for storage. Items being stored include barrels and hay, and there are also horse stables. The player's entrance is rather close to the village. The Village Elder can be found by first approaching the well, and then looking for a fence enclosing a straw-roof house and a storage shelter with hay under it. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be hiding to the right of the church, from the perspective of the center of the village. Wikipedia has an article on this subject at:Bohuslav Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha
Books
A Book Merchant in Warband. Books can be very useful in the Mount&Blade series. Their primary purpose is to give boosts to your skills or attributes without having to level up. You can purchase them from Book Merchants that are found in taverns. Reference books provide the bonus by simply being in your inventory. You do not have to read them, but losing the book will result in losing the bonus. Other books must be read, but the bonus is permanent. In order to read a book, go to the camp menu and choose "take an action". From there, there is an option to "select a book to read". Choosing that will allow you to pick one of the books in your inventory to read. From then on until you finish the book or switch books, you will slowly read the book while camping or staying in a town or village. Once the book is finished, you will receive a boost to a certain skill or attribute. These types of books require approximately 143 hours to read. Bonuses can't pass the 10 level limit of skills, so make sure you only level up to 9 in the skills for books you intend to read or keep as a reference. Bonuses of reference books don't stack and you can only read each book type once, although if you import a character who has read a book in a previous game, you can re-read the same book again in the new game. It is important to remember that books can be taken from you if you lose a battle and that they can never be replaced if this happens. The only way to get a book back is if more than one copy existed at the beginning of the game (by starting as a University Student), if more than one Book Merchant has a copy of that book, or you may fight the party that took your book. Contents 1 Book Merchant 2 Mount&Blade Books 3 With Fire & Sword 4 Viking Conquest Book Merchant[] Book Merchants are educated men peddling books for those who wish to better themselves. You can find them in taverns. Books are expensive, but often well worth the benefit. Their inventories never update and are persistent with each individual merchant. Mount&Blade Books[] Common between both Mount&Blade and Warband, the following books may be found. All books have a weight of 2.0. Book INT Bonus Bonus Type Base Value The Life of Alixenus the Great 7 +1 Leadership Permanent 4200 Rhetorica ad Herennium 8 +1 Persuasion Permanent 5000 On the Art of Fighting with Swords 9 +1 Weapon Master Permanent 4200 De Re Militari 9 +1 Tactics Permanent 4000 Essays on Logic 10 +1 Intelligence Permanent 2900 A Treatise on the Value of Things 11 +1 Trade Permanent 3100 Method of Mechanical Theorems 12 +1 Engineer Permanent 4000 Manual of Arms - +1 Trainer Inventory 3500 The Book of Healing - +1 Wound Treatment Inventory 3500 The Great Book of Surgery - +1 Surgery Inventory 3500 With Fire & Sword[] In With Fire & Sword, books are almost exactly the same, but most have different names. They increase the same skill sets and are sold from the same book merchants. The names of the authors, based on real people, were also added. Note that the authors listed in the table below are the ones given in the game and are accurate. While other books with similar names may have been written by other authors (such as The Art of War by Sun Tzu), their works are not featured in With Fire & Sword. Book Author INT Bonus Bonus Type Base Value Maxims of State Armand Jean du Plessis de Richelieu 7 +1 Leadership Permanent 4200 Rhetoric of Philipp Melanchthon Philipp Melanchthon 8 +1 Persuasion Permanent 5000 On the Art of Fighting with Swords Antonio Lovino 9 +1 Weapon Master Permanent 4200 De Re Militari Vegetius 9 +1 Tactics Permanent 4000 A Grammatical Outline of the Russian Language Juraj Krizanic 10 +1 Intelligence Permanent 2900 A Discourse of Trade from England unto the East Indies Thomas Mun 11 +1 Trade Permanent 3100 Geometry Rene Descartes 12 +1 Engineer Permanent 4000 Art of War Niccolo Machiavelli - +1 Trainer Inventory 3500 Healing Adam Olearius - +1 Wound Treatment Inventory 3500 On Surgery and Instruments Abu al-Kasim - +1 Surgery Inventory 3500 Viking Conquest[] In Viking Conquest, books have the same appearance in the inventory and level the same skills as in Warband, however all but one of the books have different names. Please note that in order to be able to use the books (apart from the Intelligence requirement that some have), you will also need to know how to read. The price for learning is 4000 penningas, and you can learn in a monastery (if character does not already know). You can verify this in the camp menu. Book INT Bonus Bonus Type Base Value The Life of Alexander the Great 7 +1 Leadership Permanent 4200 Rhetorica ad Herennium 8 +1 Persuasion Permanent 5000 Constitution of Sparta, of Xenophon 9 +1 Weapon Master Permanent 4200 History of the Peloponnesian War, of Thucydides 9 +1 Tactics Permanent 4000 Paedeia 10 +1 Intelligence Permanent 2900 Oeconomica, of Aristotle 11 +1 Trade Permanent 3100 De architectura, of Vitrivius 12 +1 Engineer Permanent 4000 Epitoma Rei Militaris - +1 Trainer Inventory 3500 De Materia Medica, of Dioscorides - +1 Wound Treatment Inventory 3500 Synopsis of Aelius Galenus - +1 Surgery Inventory 3500
Boots
For With Fire & Sword Boots, see Boots (With Fire & Sword). The Leather Boots are an example of common Calradian boots. Boots are a type of Armor that offers bonuses to Leg Armor statistics, which is the armor value for the legs from the knees down. Leg armor is more important for mounted units than foot units. Some body armors offer extra bonuses to leg armor, but boots will generally be the main source of your lower-body protection. Because leg armor plays a smaller role to infantry, and can add additional weight which slows you down, you may want to balance out defense versus speed when you play as a foot soldier or are besieging a castle (though, in the latter case, you must be more careful not to take hits at the legs if you're elevated in a higher position than your enemy, e.g. on a staircase). List of Boots[] Merchandise[] These are "normal" boots that can be purchased from Armor Merchants and can be found with random modifiers. ▼ Show/Hide Boots ▼ Boots Requirement Leg Armor Weight Base Value Modifiers Ankle Boots - 12 1.0 75 Tattered, Ragged, Sturdy, Thick, Hardened Blue Hose - 5 1.0 11 Tattered, Ragged, Sturdy, Thick, Hardened Hide Boots - 10 1.0 34 Tattered, Ragged, Sturdy, Thick, Hardened Hunter Boots - 9 1.25 19 Tattered, Ragged, Sturdy, Thick, Hardened Iron Greaves STR 9 33 3.5 1770 Rusty, Battered, Crude, Thick, Reinforced, Lordly Khergit Leather Boots - 18 1.0 120 Tattered, Ragged, Sturdy, Thick, Hardened Leather Boots - 16 1.25 174 Tattered, Ragged, Sturdy, Thick, Hardened Light Leather Boots - 15 1.0 91 Tattered, Ragged, Sturdy, Thick, Hardened Mail Boots STR 8 31 3.0 1250 Rusty, Battered, Crude, Thick, Reinforced, Lordly Mail Chausses - 24 3.0 530 Rusty, Battered, Crude, Thick, Reinforced, Lordly Nomad Boots - 14 1.25 90 Tattered, Ragged, Sturdy, Thick, Hardened Plate Boots STR 9 33 3.5 1770 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Plated Boots - 20 3.0 280 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Leather Boots - 16 2.0 120 Tattered, Ragged, Sturdy, Thick, Hardened Sarranid Mail Boots - 30 3.0 920 Rusty, Battered, Crude, Thick, Reinforced, Lordly Splinted Greaves STR 7 28 2.75 853 Rusty, Battered, Crude, Thick, Reinforced, Lordly Splinted Leather Greaves - 21 2.0 310 Rusty, Battered, Crude, Thick, Reinforced, Lordly Woolen Hose - 4 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Wrapping Boots - 3 1.0 3 Tattered, Ragged, Sturdy, Thick, Hardened ▲ Show/Hide Boots ▲ Non-merchandise[] These boots are not sold by merchants. They will usually never possess modifiers, even if they are coded to allow for them. However, some may rarely be obtained as loot from enemies wearing such items. Such looted non-merchandise armors may have modifiers. Many of these are also unobtainable to the player without using the cheat menu. ▼ Show/Hide Boots ▼ Boots Requirement Leg Armor Weight Base Value Acquisition Black Greaves - 35 3.5 2361 Cheats only Bride Shoes - 8 1.0 30 Worn by female characters during their wedding Khergit Guard Boots - 20 1.0 254 Cheats only Practice Boots - 10 1.0 11 Tournaments Sarranid Shoes - 8 1.0 30 Drop from low-tier Sarranid troops, such as Sarranid Skirmishers Strange Boots - 21 1.0 465 Part of Strange set ▲ Show/Hide Boots ▲ Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment
Boots (With Fire & Sword)
For Mount & Blade Boots, see Boots. Boots are a type of Armor that offers bonuses to Leg Armor statistics. Leg armor is more important for mounted units than foot units, since it is usually difficult to effectively hit an infantryman's legs. In With Fire & Sword there are no plate or chainmail boots available to the player or regular troops, like those seen in Mount&Blade and Warband. Since so, horsemen can be more easily defeated when hit in the legs by footmen. Like many others items in With Fire & Sword, different boots can share the same name or appearance. List of Boots[] The following is a complete list of all boots available in With Fire & Sword. Note not all might be available to the player without the use of modding or cheats. Click [Expand] to see the whole table. Tables can be sorted by clicking on one of the boxes on the top row. Boots Leg Armor Weight Base Value Village Boots 2 1.00 100 Old Cavalry Boots 5 2.00 550 Infantry Boots 5 3.00 490 Cavalry Boots 6 2.00 660 Good Cavalry Boots 7 2.00 770 Cossack Boots 5 2.00 530 Bast Shoes 1 1.00 50 Bast Shoes 1 1.00 50 Old Boots 4 4.00 400 Good Boots 6 4.00 600 Boots with Stockings 1 1.00 60 Old Jackboots 8 3.00 800 Good Jackboots 10 3.00 1000 Jackboots 9 3.00 900 Shoes with Stockings 1 1.00 75 Janissary Shoes 1 1.00 100 Eastern Boots 5 1.50 550 Chainmail Boots* 1 3.00 1 Village Boots** 1 1.00 0 Bast Shoes** 1 1.00 0 Shoes** 1 1.00 0 Old Cavalry Boots 3 2.00 200 Cavalry Boots 6 2.00 300 Good Cavalry Boots 9 2.00 400 Old Boots 4 3.00 175 Boots 6 2.00 275 Good Boots 9 4.00 375 Old Jackboots 4 3.00 250 Jackboots 7 3.00 350 Good Jackboots 10 3.00 450 Good Boots 9 1.50 425 Janissary Shoes 2 1.00 100 *Unobtainable **Multiplayer only Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment
Borispol
Borispol Settlement Information Type Village Kingdom Cossack Hetmanate Fortification Chernigov World Map With Fire & SwordBorispolChernigovTemplate:World Map/With Fire & Sword Borispol is a village of the Cossack Hetmanate, subordinate to Chernigov. Layout[] Player Elder Fugitive Borispol is built on a hilly surface with a body of water in the distance. It is a Polish/Cossack-style village with sixteen houses and a chapel atop a hill. From the player's entrance there are two paths; one leading to a fenced house, and the other leading to a well. The Village Elder stands in front of the fenced house with storages of barrels and two horses under a stable. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be standing on the hill near the chapel. Wikipedia has an article on this subject at:Boryspil Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha
Bow/With Fire & Sword
Bow BowBase value: 1500Weight: 1.0Damage: 24Accuracy: 96Speed rating: 90Requires Power Draw: 2With Fire & Sword
Bows
Bows are the standard ranged weapon. They are cheaper and can have larger supplies of ammunition than other ranged alternatives but their accuracy and damage suffer with low proficiency - with high proficiency, however, bows surpass other types of ranged weaponry by providing rapid, long-range fire. Unlike crossbows or thrown weapons, a bow's aiming reticule will begin to enlarge shortly after it reaches optimal accuracy, simulating the effort required to hold its string back. All bows except the Longbow in Viking Conquest - the only type of bow in that module - can be used on horseback and may be fired in a roughly-200-degree-covering arc starting 20 degrees to the right of your horse's head and ending 180 degrees to your left or straight behind your horse. An archer on foot presents a narrower profile to incoming fire when drawing the bow back to fire. List of Bows[] ▼ Show/Hide Bows ▼ Weapon Power Draw Damage Accuracy Attack Speed Missile Speed Weight Price Modifiers Hunting Bow - 15(pierce) 99 100 52 1.0 17 MasterworkStrongBentCracked Short Bow 1 18(pierce) 99 97 55 1.0 58 MasterworkStrongBentCracked Nomad Bow 2 20(pierce) 99 94 56 1.3 164 MasterworkStrongBentCracked Long Bow 3 22(pierce) 99 79 56 1.8 145 MasterworkStrongBentCracked Khergit Bow 3 21(pierce) 99 90 57 1.3 269 MasterworkStrongBentCracked Strong Bow 3 23(pierce) 99 88 58 1.3 437 MasterworkBentCracked War Bow 4 25(pierce) 99 84 59 1.5 728 MasterworkStrongBentCracked ▲ Show/Hide Bows ▲ Arrows[] Bows require arrows in order to be used - the weapon can no longer fire any projectiles when all ammunition is gone but arrows automatically refill after battle. Larger bags with increased ammunition capacity (and price) are available to the player. Loose arrows are picked up by interacting with the the fletchings at the tail end of the arrow. ▼ Show/Hide Arrows ▼ Projectile Stack Amount Damage Weight Price Modifiers Arrows 30 1(pierce) 3.0 72 Large BagBent Barbed Arrows 30 2(pierce) 3.0 124 Large BagBent Bodkin Arrows 28 3(pierce) 3.0 350 Large BagBent Khergit Arrows 30 3(pierce) 3.5 410 Large BagBent ▲ Show/Hide Arrows ▲ Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment
Boyar
This article is about the Custom Battle character in With Fire & Sword. "Boyar" is also a title of certain vassals in Warband. Boyar The Boyar is a character playable in the Custom Battle mode of With Fire & Sword. In-game description[] In these perfectly trained and equipped Boyars, all the might of western cavalry is combined with the speed of the east. Certain Europeans may call the Boyars a relic of feudalism, but none would say this to their face! The Boyars were the hereditary feudal elite of Russia from the 10th all the way through the 17th century. The Boyar class was highest among service class people, entitled not only to sit in the Boyar duma, but to hold the highest status in it. However, the abolition of Mestnichestvo (the feudal hierarchical system of the time) in 1682 seriously undermined the power of the Boyars, and the Boyar title was eliminated by Peter the Great at the beginning of the 18th century. Stats[] Boyar - Default Stats and Equipment Attributes Stat Points Level 25 Strength 14 Agility 10 Intelligence 0 Charisma 0 Health Armor Head Cone Body Rich Mirror Armor Hand Cavalry Gloves Foot Cavalry Boots Skills Skill Points Ironflesh 6 Power Strike 4 Grenade Throwing 0 Power Draw 3 Weapon Master 5 Shield 4 Athletics 0 Riding 5 Shooting from Horseback 3 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 200 Two Handed Weapons 200 Polearms 200 Archery 200 Firearms 200 Throwing 200 Weapons Melee Club Ranged Bow, Eastern Arrows Shield Steel Shield Mount Thoroughbred Horse This article is a stub. You can help out by expanding it. With Fire & Sword Custom Battle Troops Reiter Hussar Boyar Cuirassier Mounted Archer Musketeer Netyag Swordsman Rondartschier Pikeman Halberdier
Bratslav
Bratslav Settlement Information Type Fortress Kingdom Cossack Hetmanate Villages Potoki World Map With Fire & SwordBratslavPotokiTemplate:World Map/With Fire & Sword Bratslav is a fortress of the Cossack Hetmanate, initially ruled by Colonel Ivan Bogun. It has the village Potoki. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders The Lord's Hall is the first house on the right after the player passes through the gates. The prison is accessed through a door under the staircase of the walls. During a siege, two ladders are placed on the left of the gates. Gallery[] Wikipedia has an article on this subject at:Bratslav Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha
Bread
Bread Classic/Warband Viking Conquest Games Base value 32 50 50 25 Weight 20.0 30.0 30.0 15.0 Item Quantity 50 50 50 150 Morale Bonus +4 +8 +3 +8 Spoils No Goods Type Food Made From... Grain Made Into... N/A Bread is produced to some extent in almost every town, making it readily available for reasonable prices. Given its high quantity, lack of spoilage, and the highest possible morale bonus in Warband, bread is one of the best food choices in the game. Even in classic Mount&Blade, where its bonus is moderate at best, bread is still a good choice. It does have a downside however, as it has high weight for food, which means an excess of bread can severely reduce the speed of your party. The Productive Enterprise option can be used to buy a mill and bakery to bake bread out of grain. A bakery's initial costs is 1,500 denars and the upkeep each week is 50 denars. It requires an input of 6 grain per week, producing 6 bread. However, it is generally better not to invest in bakeries as the competition from local bakeries (that exist in all cities) tends to raise grain prices and lower bread prices, effectively erasing your profit and pushing you into the red. In With Fire & Sword, the player starts with 2 bread and 2 Dried Meat. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth
Brigand
Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 For the With Fire & Sword version, see Brigand (With Fire & Sword). For the Viking Conquest version, see Brigand (Viking Conquest). For the Bannerlord version, see Brigand (Bannerlord). Brigand Troop Information Culture Bandits Wages 17 denars/week Acquired from... Bandit Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value 112 denars Brigands are bandit cavalry in Mount&Blade: Warband. Tactics[] Not naturally seen in-game at all, they can only be obtained by capturing Bandits - who only spawn during certain quests - recruiting them from your prisoners, and finally upgrading them into Brigands. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Brigand - Default Stats and Equipment Attributes Stat Points Level 16 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 44 Armor Head (Possible) Leather Cap Body Leather Jerkin Hand None Foot Nomad Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw 3 Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 90 Polearms 90 Archery 90 Crossbows 90 Throwing 90 Weapons Melee Spiked MaceNordic SwordFalchion Ranged (Possible) Long Bow(Possible) Arrows Shield (Possible) Wooden Shield(Possible) Hide Covered Round Shield Mount Saddle Horse Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Brigand (Viking Conquest)
For the classic version, see Brigand. For the With Fire & Sword version, see Brigand (With Fire & Sword). For the Bannerlord version, see Brigand (Bannerlord). Brigand Troop Information Culture Bandits Wages 30 peningas/week Acquired from... Footpad Upgrades to... Reaver Upgrade Cost 368 peningas XP for Kill ? experience Ransom Value ? peningas Brigands are tier-three bandit archers in Viking Conquest. They can be found in raiding parties on land or at sea. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Brigand - Default Stats and Equipment Attributes Stat Points Level 23 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 67 Armor Head Battered Old Complete Helm Body Crude Tunic Hand None Foot Ragged Leather Shoes Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 7 Power Strike 5 Power Throw 2 Power Draw 1 Weapon Maintenance 0 Weapon Master 7 Athletics 4 Riding 3 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 4 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 165 Two Handed Weapons 110 Polearms 100 Archery 20 Crossbows 20 Throwing 175 Slings 180 Weapons Melee Chipped Short Battle Axe Ranged Fustibalus Shield Battered Round Shield Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Brigand (With Fire & Sword)
For the classic version, see Brigand. For the Viking Conquest version, see Brigand (Viking Conquest). For the Bannerlord version, see Brigand (Bannerlord). Brigand Troop Information Culture Bandits Wages ? thalers/week Acquired from... Prisoners Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Brigands are bandit infantry in Mount&Blade: With Fire & Sword. Tactics[] Unlike in Warband, they are quite common but do not ride horses. Lightly armored and poorly armed, they do however carry broadswords and possibly firearms, making them dangerous in large numbers. They spawn in groups of 3-60. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Brigand - Default Stats and Equipment Attributes Stat Points Level 6 Strength 7 Agility 6 Intelligence 4 Charisma 4 Health ? Armor Head (Possible) Hat Body Village Dress Hand None Foot Village BootsBoots With Stockings Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Firearms 100 Throwing 100 Weapons Melee Old Short BroadswordOld SwordCarpenter Axe Ranged (Possible) Handmade Firearm(Possible) Light Bullets Shield None Mount None Trivia[] Brigands could, in a sense, be considered the With Fire & Sword equivalent of Sea Raiders, seeing as they typically roam northern Eastern Europe and speak in Sea Raider voice files. Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Bring Goods to Zamoshye
Bring Goods to Zamoshye Given by Mikhay Time limit None Reward 900 thaler+5 Relation (Village)+1 Relation (Faction)200 EXP Bring Good to Zamoshye is one of the quest given by Zamoshye Village Elder. Contents 1 Summary 2 Walkthrough 3 Quest Line 4 Transcript 4.1 Briefing 4.2 Quest Complete Summary[] Zamoshye Village Elder asked you to deliver him 3 bags of Salt. Walkthrough[] It is recommended to choose this quest as the last one since this is the hardest to achieve. Not only that, you can't abandon the quest. Salt is sellable in the Cossacks and Tatar regions, which is dangerous since there are more dangerous bandit group in the region. You will have to travel far and big to find a city that sell salt. Quest Line[] Talk to the Zamoshye Elder Zamoshye Bandits Peasant Taxes Bring Goods to Zamoshye Transcript[] Briefing[] As you well know, master, there is war in these lands... Traders no longer pass through the villages with their goods. We must go buy everything at the town market. But our people fear travelling to the town -- the road is too dangerous. If you bring us some goods, we would pay you well for it. Agree Player: "So be it. I shall deliver you the goods, and perhaps I shall learn a bit about trading myself! Refuse Player: "I have dedicated myself to the military arts. I have scarce little time to drive a merchant's cart. Mikhay: "'Tis a poor refusal you make, sir. 'Tis no disgrace for good warrior to learn the art of the merchant. -- And no merchant would last long in these lands, were he not a little skilled at holding a sword. Quest Complete[] Very well. Here is your money.
Britons
The Britons are a Christian culture in Viking Conquest. History[] Anglo-Saxon and Brittonic Kingdoms in England Britons inhabited Great Britain for thousands of years and they were dominant across modern day England and Wales. They were close relatives of the Picts of Scotland and the Gaels of Ireland. After the Anglo-Saxons settled in England in the early 5th century, the Britons were either assimilated by the Anglo-Saxons or remained in their own independent clans to the west, forming the kingdoms seen in-game. Factions[] There are five Brittonic kingdoms: the Cumbrian Kingdom of Alt Clut, centered in what is now the Scottish Lowlands; the Welsh Kingdoms of Brycheiniog, Gwynedd, and Glywyssing; and the Cornish Kingdom of Cornubia. While the player does not go into any of the Briton lands for the main storyline, the Kingdoms of the Britons are usually small and not strategic places, making them easy targets for stronger factions. Banner Name Color Ruler Claimant Capital Kingdom of Alt Clut #88cc00 Ri Arthgal map Dumnagual - Dun Breatann Kingdom of Brycheiniog #ffff00 Ri Elisedd map Tewdr - Brycheiniog Kingdom of Cornubia #3355ff Ri Dunyart map Eferferdyn - Bosvenegh Kingdom of Glywyssing #ff88dd Ri Hywel map Rhys - Caer Dyf Kingdom of Gwynedd #007a00 Ri Rhodri map Merfyn Mael Elisedd ap Cyngen Ynys Mon Troops[] Briton Troops Serf Priest Freeman Skirmisher Spearman Warrior Archer Horseman Elite Spearman Standard Bearer Champion Noble Bodyguard Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed
Broadsword/With Fire & Sword
Broadsword BroadswordOne-handedBase value: 600 thalersWeight: 1.5Swing: 23cThrust: 18pSpeed rating: 87Weapon reach: 110Requires strength: 10With Fire & Sword
Bryansk Fortress
Bryansk Fortress Settlement Information Type Fortress Kingdom Muscovite Tsardom Villages Yefremovo World Map With Fire & SwordBryansk FortressYefremovoTemplate:World Map/With Fire & Sword Bryansk Fortress is a fortress of the Muscovite Tsardom. The family of the hero Algirdas once ruled Bryansk Fortress and its surrounding lands. However, Algirdas' family has fallen into decline, and Tsar Alexei Mikhailovich has given Bryansk to another noble; Warlord Fyodor Volkonsky, the ruler of Bryansk Fortress at the start. Bryansk Fortress has the village Yefremovo. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders The Lord's Hall is the sheltered house on the left once the player passes through the gates. The prison is the first of the group of houses on the right. During a siege two ladders are placed on the left of the gates. Wikipedia has an article on this subject at:Bryansk Territory of the Muscovite Tsardom TownsCherkassk Moscow Pskov FortressesBryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' VillagesKlin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa TarusaValuiki Yefremovo
Budjak
Budjak Settlement Information Type Village Kingdom Crimean Khanate Fortification Izmail Fortress World Map With Fire & SwordBudjakIzmail FortressTemplate:World Map/With Fire & Sword Budjak is a village initially owned by the Crimean Khanate, subordinate to Izmail Fortress. Layout[] Player Elder Fugitive Budjak is built on a small, flat portion of an uneven terrain. It is a Crimean village with twelve houses, and a mosque in the middle. Beside one house there is an oven on the floor. In front of the mosque is a well. The Village Elder can be found standing in front of the largest house. Unusual for a Hunt Down Fugitive quest, the Nervous Man will stand right at the entrance of the mosque, in the middle of the village. Wikipedia has an article on this subject at:Bugeac, Gagauzia Territory of the Crimean Khanate TownsAkkerman Azaq-kale Bakhchisaray Kyzykermen FortressesIzmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun FortressKyzyl-yar Fortress Perekop VillagesAk-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash SinelnikovoSivash Tumnek
Bukryn-bey
Bukryn-bey Official Information Kingdom Crimean Khanate Monarch Khan Islam Giray Title Vassal Personal Details Gender Male Bukryn-bey is initially a vassal of the Crimean Khanate. He dislikes being let go after being defeated in battle. This article is a stub. You can help out by expanding it. Crimean Khanate Monarch: Claimant: Khan Islam Giray Mehmed Giray Vassals: Ahmed-pasha Argun-bey Baesid-khan Baryn-bey Bukryn-bey Imad-pasha Mansur-bey Mirza Agish Mirza Appak Mirza Argyn Mirza Davletshi Mirza Divey Mirza Enikey Mirza Karach Mirza Yanmamed Mirza Yelchy Sedjet-bey Shirin-bey Uzyn-bey Yashlav-bey
Bullets
Bullets are the gunpowder equivalent of crossbow bolts in With Fire & Sword. They are used by all firearms. If the player has more than one firearm in battle, the same set of bullets are shared among them. This article is a stub. You can help out by expanding it. "Give us images or taste steel" This article does not have any images.Please help the M&B Wiki by uploading one!
Butter
Butter Classic/Warband Viking Conquest Games Base value 150 150 150 100 Weight 6.0 Item Quantity 30 30 30 90 Morale Bonus +8 +4 +2 +4 Spoils No Goods Type Food Made From... N/A Made Into... N/A Butter is a food item that provides a high morale bonus in classic Mount&Blade, however this bonus was reduced in Warband and then further reduced in With Fire & Sword. In Viking Conquest, you can purchase cows from farmsteads or randomly win them in tournaments. Each week, they'll produce butter, which will be added into your inventory. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth
Cabbages
Cabbages Games Base value 30 Weight 15.0 Item Quantity 50 Morale Bonus +4 +2 +3 Spoils No Goods Type Food Made From... N/A Made Into... N/A Cabbages are a food item that provides low to moderate morale bonus, based on the game in which they appear. While the rewards to morale may be lacking, cabbages are nonperishable and are generally quite cheap, making them a good choice if finances are more important than extra morale. In Viking Conquest, it is replaced with the consumable vegetables. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth
Calradic Empire
Calradic Empire Official Information Culture Imperial Calradian Capital Lycaron (possibly)Paravenos (formerly)Charasea (formerly) Ruler Disputed Claimant Lucon OsticosRhagaea PethrosGarios Comnos Minor Factions EleftheroiEmbers of the FlameHidden HandLegion of the Betrayed Faction Location Calradic Empire in purple The Calradic Empire (also known as the Calradian Empire or the Calrad Empire) is a formerly unified nation in Mount&Blade II: Bannerlord. Since the death of Emperor Arenicos, the Empire has fractured and been embroiled in a civil war between its northern, southern, and western splinter regions. Contents 1 History 1.1 Calradios the Great 1.2 End of the Monarchy 1.3 Expansion 1.4 Peak and Decline of the Empire 1.5 Prelude to the Civil War 1.6 Mount&Blade II: Bannerlord 1.7 Mount&Blade: Warband 2 Economy 3 Military 4 Strengths 5 Weaknesses 6 Troop Tree 7 Clans 8 Trivia 9 References History[] Calradios the Great[] The Calradic Empire can trace its beginnings to a warlord named Calradios the Great, who led a band of exiles northwards into the land that would eventually be named Calradia in order to make a new home for themselves through conquest. His descendants, the Calradoi, became one of the many tribes living in the hills bordering the Southern Sea and the Battanian woodlands. It is believed Calradios or one of his descendants founded the first Calradoi settlement of Charasea, which would later be known as Charas.[1] From this place of Calradios' landfall, the Calradoi began to form colonies in the lands around them, such as Pravend and Ortysia.[2] Eventually, the Calradoi moved their capital to Pravend. During this early wave of expansion, the Calradoi subjugated their neighbors and forced them to join a confederation of city-states. End of the Monarchy[] The Calradoi were governed by a monarch until its last ruler, the tyrant Cypegos, was slain by Echerion. After this event, the Calradoi were governed by two bodies: an assembly of free citizens, who would meet occasionally, and a permanent Senate of elders, mostly comprised of the largest landowners. Only when military necessity required it, would the Calradoi appoint an emperor to serve as their supreme commander.[3] Expansion[] The Calradic Empire at its greatest extent Calradios and his descendants conquered many of the natives and incorporated them into the burgeoning nation under the Dragon Banner, many ancient tribes such as the Palaic, Ialoic[4], Laconians, and Dryatic [5] and assimilated as imperial citizens. The Empire came to stretch all the way from the western coast of Calradia to the Great Grass Sea in the east, the single greatest power on the continent for hundreds of years. During the years of expansion, emperors were appointed more frequently until they simply remained in office even after the military need was gone. The imperial capital was moved out of Pravend and based where ever the emperor was typically in an army camp. When the free assembly of citizens met with the emperor, the army's veterans could shout down dissenters. The senators grew wealthy and corrupt, moving out into the conquered territories to stake their claim on new landholdings. Peak and Decline of the Empire[] The Empire had a policy of keeping the border tribes in a state of disarray: creating clients and allies in the Nahasa Desert and reducing the power of any ambitious Battanian king or nomadic khan through bribes and assassinations. Despite this, the Calradic Empire still experienced its share of conflict with these foreign states, sending imperial legions and hiring Vlandian mercenaries from overseas to continue its expansion and protect their borders. However, for sometime before the reign of Drosios Neretzes, the Calradic Empire was in a state of decline. Matters of imperial succession often caused a crisis which had to be resolved on the battlefield.[6] A great interregnum struck the Empire in which the most eastern and most western territories fell away and were only ruled by petty kings, governors and generals while the center fought over the crown of the Emperor. Nearly a century before the events of Bannerlord, the Vlandian mercenaries who had settled within the Empire's borders declared their independence under Osric Iron-Arm, seizing control of the capital city of Paravenos (which was later renamed to Pravend) and the rest of the Western Coast. Meanwhile, the steppe and desert tribes united into the Khuzait Khanate and the Aserai Sultanate, respectively, with the Khuzait pushing west into the Empire and taking its eastern provinces. During the year 1077, the Empire experienced one of its worst defeats in all its history. An alliance of Sturgians, Battanians, and Vlandians had declared war against the Empire and its Aserai and Khuzait allies. Under Emperor Neretzes, the army marched into Battanian lands, culminating in the Battle of Pendraic , wherein the imperials were slaughtered by falxmen, Vlandian horsemen, and Sturgian warriors. Neretzes fell in battle as the imperial camp was stormed by the enemy, with the Dragon Banner lost and only a handful of soldiers escaping to the safety of imperial territory. Prelude to the Civil War[] The leader of the Imperial rearguard, Arenicos Pethros, was declared the new emperor by the Senate. Arenicos fought in several engagements along the border and restored order to an empire in fear. A charismatic leader known for his opposition to corruption, Arenicos was able inspire the people while placating both populists and the Senate. He spoke widely of a restored empire but was not forthcoming on the details. During his reign, Arenicos established the Vaegir Guard, who were loyal only to him and turned a blind eye to cults which made him the object of their worship. In a controversial move, Arenicos disbanded the Imperial legions, relieving the strained Imperial treasury. Military duties fell to the imperial archons who were charged with maintaining their own retinues. Those legionaries who opposed this call established the Legion of the Betrayed. Following one successful campaign, he returned to his palace in southern Lycaron to spend time to rest. But as his guards came in to check on him, Arenicos was found dead in his personal chambers. With his death, the Empire collapsed into civil war. Mount&Blade II: Bannerlord[] By the year 1084, the Calradic Empire has descended into a three-way civil war: the Northern Empire, led by Senator Lucon Osticos, seeks to reestablish the primacy of the senate in electing an emperor, all the while being opposed by General Garios Comnos and Empress Rhagaea Pethros. The former seized the Western Empire, desiring to have the imperial military choose the new emperor, while the latter sought to have her daughter Ira succeed her father from the Southern Empire. Despite the disunity, the Empire's armies continue to be feared. They are masters of combined arms warfare with cataphracts, spear-formations, and archers. Mount&Blade: Warband[] By the time the Player arrives in Calradia on the 23rd of March in 1257, the Empire is long gone. The varying monarchs of Calradia all lay claim to the throne of the old emperors, based on forgotten dynastic marriages and the Empire's unwritten constitution. Companions often tell stories of the empire: Lezalit mentions how they ruled all of Calradia and beyond, while Jeremus talks of how there was no formal imperial line of succession. Bunduk will tell you about how the Empire had tribunes, who were the people's representatives under the emperor. Economy[] Different for each of the three factions due to their initial positions, availability and cost of resources (including expensive ones), opponents on their borders; their number of villages, castles, and cities, etc. Military[] A force consisting entirely of Imperial soldiers stands a cut above the Empire's neighbors in two things: troop variety and armor. Their troop selection has the most versatile composition, enabling the three different types of ranged support options, two variants of infantry, and having access to the most powerful lancer cavalry in the game from their noble troop line. Along with their heavy armour, their troops will have little trouble with contending against their rivals. Their only true weakness in evenly matched battles is being unprepared for the most specialized opponents, such as Sturgian shield and axe advance, extremely long range Battanian volley fire, or becoming encircled and scattered by a horde of Khuzait horsemen. They have somewhat late access to cavalry forces as well, but since imperial villages are numerous, it's still possible to recruit and field their light lancers early on, even if the Empire's heartland sees more than its fair share of incursions by both foreign cultures and the ongoing civil war. Strengths[] Extremely versatile composition of troop tree; one of the only two cultures (Vlandia) that have access to crossbow troops. Top-tier units possess excellent armor and survivability. Early access to archers. Imperial forces are recruited from the large central region of Calradia, enabling their availability to all factions. Weaknesses[] Units require more training and upgrades to specialize fully. Early infantry lacks polearms, increasing vulnerability to cavalry. Many troops do not possess full loadout; lack of throwing weapons or extra quiver reduces skirmishing ability. Melee Troops dont have a real helmet until reach tier 4, which greatly reduces survivabillity and, thus, less Legionaries (tier 5) appear on the battlefield. The imperial region is surrounded by opposing factions and its villages are often exploited, weakening recruit availability and economic potential. Troop Tree[] Troops of the Calradic Empire Peasant Looter Recruit Infantryman Archer Vigla Recruit Trained Infantryman Trained Archer Equite Veteran Infantryman Menavliaton Veteran Archer Crossbowman Heavy Horseman Legionary Elite Menavliaton Palatine Guard Bucellarii Sergeant Crossbowman Cataphract Elite Cataphract Clans[] Clans of the Calradic Empire Eleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed Clans of the Northern Empire Osticos Argoros Neretzes Impestores Dolentos Chonis Phalentes Vatatzes Serapides Clans of the Southern Empire Pethros Leonipardes Mestricaros Hongeros Julios Vizartos Avlonos Prienicos Vetranis Clans of the Western Empire Comnos Varros Dionicos Elaches Lonalion Sorados Corenios Maneolis Palladios Trivia[] Although there are three different imperial factions in Bannerlord, their cultural bonus stays the same. The Calradic Empire is heavily inspired by the Late Roman Empire/Byzantine Empire.[7] Like the Battanians, they are not visible on the overland map by the time of Warband, 173 years later. All their territory has been conquered in that area. However, as Warband's overworld map is smaller than Bannerlord's, the possibility exists that the Empire did manage to keep some of its territory further to the south and east in the non-playable area, as its inspiration (the Byzantines) did in the year 1200. Leaders of imperial clans from all three sub-factions bear the title of Archon, a nobility title of Greek origin also used in the Byzantine Empire. References[] ↑ settlements.xml game file, entry for "Charas" ↑ settlements.xml game file, entry for "Pravend" ↑ ↑ settlements.xml game file, entry for "Galend" ↑ settlements.xml game file, entries for "Diathma" and "Argoron" ↑ ↑ Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed
Camp
You can make camp at any time when on the map screen. Doing this allows you to perform the following actions: Camping on the beach Wait here for some time: You wait at the camp until you click on the screen. If you have selected a book to read, you will read it. Waiting will also recover health for all companions and the player if they are injured. This will speed up time (5x multiplier). You cannot camp for more than 7 consecutive days in classic Mount&Blade and With Fire & Sword, or 365 in Warband. Recruit some prisoners to join your party: Doing this will get you a few extra men, but will reduce morale (-3 to morale per troop that accepts). It is also likely that some, or all, of the recruited prisoners desert at night after being recruited if their morale is too low (the chance of some or all of them leaving is dependent on party morale, note that they will only try to escape the first night after being recruited, after that they are yours forever). Select a book to read: Reading will permanently increase your skill depending on the type of book. Retire from adventuring: You will stop your adventuring career. Game will show your game score and your corresponding retirement life. However, your game is not erased nor has it truly ended. The game saves and quits before showing you your score, allowing you to come back where you left off at any time. Change the name of your kingdom (Warband only): A function of the player's faction feature of Warband. Wagon Fort[] A Cossack fires from the shelter of his wagon fort. In With Fire & Sword, you also have the option to make a wagon fort. It is ideal when you have to fight a more powerful enemy on the plains. It decreases your map speed, but creates a defendable "D" shape with an entrance at the back made of carts. The size depends on the size of the army that it will contain. A very good tactic to use would be to make all the musketeers stand ground and use ranged weapons, and order your cavalry to dismount and have them and your infantry follow you to the wagon fort entrance. It is possible to jump over the wagon fort carts with horses, but the AI does not utilize this ability, so you can use this as an advantage as the enemy will only attack from one direction and it is very hard for your units to be routed or flanked.
Can crush through blocks
The Black Mace bearing the trait. Can crush through blocks is special effect only some kinds of Melee weapons can deal in Warband and With Fire & Sword. With this effect, a weapon can literally break through blocks, dealing damage and stuns over a shield or weapon block. It does not always happen, however. It depends on your speed bonus, the resistance of the shield, and some luck. It tends to occur against a shield in most cases, and very rarely against weapons. When on foot, only the overhead swing can result in a crushing blow. Against chamber blocking, if the attack made would have crushed through a normal block, it will also ignore chamber blocking but the slow speed of most crushing weapons can still result in the attack being interrupted by the enemy's own blow landing first. The chance of a block crush depends on the damage and crush angle. For example, a 90 degree full-speed hammer charge slam into the target will result in full damage and stun to the enemy, but a near-miss done standing still will fail for sure. Additionally, the effect's chances are based on the weight difference between the two weapons that clash. For example, it is possible to block a Sledgehammer with a Great Hammer, which weighs more, whereas a Maul can easily crush the block of an opponent that uses a one-handed sword. It is possible for an attack that breaks through a block to fail to do any damage by simply missing your opponent entirely, passing through the empty air between the shield and its wielder. This is particularly common when riding on a horse, as the weapons capable of breaking through blocks are often short and can have trouble dealing with elevation issues on even slightly uneven terrain. Weapons Affected[] Warband[] Iron Mace (two-handed) Great Hammer Maul Morningstar Sledgehammer With Fire & Sword[] Pikes Lances Black Mace Mace Flanged Mace Special Weapon Effects and Traits Bonus against shields Can crush through blocks Cannot be used on horsebackCan't be used to block Couched lance damage No shield UnbalancedModifiers — Modifiers (classic) Modifiers (Bannerlord)
Cannot be used on horseback
A weapon with the Cannot be used on horseback trait. Cannot be used on horseback is a trait given to various oversized melee weapons, Crossbows, as well as the Board Shields, which disallows them to be used from horseback. In the case of Crossbows, this designation indicates that they actually can be shot from horseback, but can only be reloaded while dismounted. However all weapons can still be equipped, meaning a horse could be used purely for mobility and then dismounted to use the full array of heavy weapons. Weapons with this trait[] Mount&Blade/Warband[] Board Shield Heavy Board Shield Old Board Shield Plain Board Shield Crossbow Heavy Crossbow Pike Siege Crossbow War Hammer (Warband only) With Fire & Sword[] Pike Halberd Some firearms Some two handed swords/polearms Special Weapon Effects and Traits Bonus against shields Can crush through blocks Cannot be used on horsebackCan't be used to block Couched lance damage No shield UnbalancedModifiers — Modifiers (classic) Modifiers (Bannerlord)
Capital city
Capital cities are the towns within each of the factions of Calradia that are the capitals of those factions. Though the cities themselves are not particularly distinguished from other towns, they are different in that they are the fiefdom of the factions' leaders and the court of the realm is located there. These cities are usually some of the wealthiest, but others, like Dhirim and Durquba, get more visits from caravans and may eventually prosper above the capitals. During gameplay, it is possible for capital cities to be changed. This can happen if they are lost into enemy hands, or occasionally the leader may just move their court on a whim. Mount&Blade and Warband[] The capital cities in Mount&Blade and Warband are the same, excluding the Sarranid Sultanate which wasn't added until Warband. The six capitals are: Jelkala, the capital city of the Kingdom of Rhodoks, ruled by King Graveth Praven, the capital city of the Kingdom of Swadia, ruled by King Harlaus Reyvadin, the capital city of the Kingdom of Vaegirs, ruled by King Yaroglek Sargoth, the capital city of the Kingdom of Nords, ruled by King Ragnar Shariz, the capital city of the Sarranid Sultanate, ruled by Sultan Hakim Tulga, the capital city of the Khergit Khanate, ruled by Sanjar Khan With Fire & Sword[] In With Fire & Sword, three towns and two fortresses serve as capital cities. They are: The Fortress of Pereyaslav (Hetman Bogdan Hmelnitski) The Town of Warsaw (King Jan Kasimir) The Town of Moscow (Tsar Alexei Mikhailovich) The Fortress of Allenstein Castle (King Carl Gustaf) The Town of Bakhchisaray (Khan Islam Giray) Bannerlord[] In Bannerlord, none of the kingdoms have a city considered a "capital". With the exception of the Fen Gruffendoc, the ruling clan of Battania, all the ruling clans have at least two cities under their control at the beginning of the game.
Caravans
Caravans keep the trade flow alive in the land of Calradia. There are caravans from every faction, and they travel to any and every town. If a caravan that you are escorting to a town gets attacked, you can help it fight off the attackers. Sometimes, if the caravan was fighting against overwhelming odds, you get an increase in relationship with the "Commoners" faction (this does not seem to have any impact on the game). This is only relevant to caravans that appear through a quest from the Guild Masters. Caravans usually have 25-40 mounted guards and one Caravan Master. They will employ several of their faction's low-mid tier footman and archer units, though the Khergit Khanate is an exception as they lack any infantry that qualify for the minimum tier requirements. Interactions[] "Tell me about your journey." - This option lets the Caravan Master tell you about his plans for trading. He'll tell you why he's going where, and what he's selling wherever he's going (this option is Warband only). "I demand something from you!" - This option gives you two choices: You can make him pay a toll for crossing the lands, making them give you a small amount of denars, depending on the player's level and troops in the party with a -1 penalty to the relation with the caravan's faction. You can also say "No, I want everything you have!" and attack the caravan. This option will give you -5 to your relation with the caravan's faction and -4 honor (unless your faction is at war with the faction). "I have an offer..." - If your relation with the caravan's faction is positive, this speech option appears. If you click it, the caravan will list an amount of denars that they will pay you for escorting them to their destination. Do not confuse this with the Guild Master's caravan escort quest. In this case, the caravan will not follow you, instead, you have to follow them. It's a relatively good form of income, considering that if you have enough troops, you can make easy denars by just chasing off intruders. Maximum Number Of Caravans[] The maximum number of caravans depends on the number of towns a faction has. Game 3+ Towns 2 Towns 1 Town 0 Towns 5 5 3 1 0 6
Carpenter Axe/With Fire & Sword
Carpenter Axe Carpenter AxeOne-handedBase value: 100 thalersWeight: 1.5Swing: 22cSpeed rating: 85Weapon reach: 60Requires strength: 7Bonus against shieldsWith Fire & Sword
Cartridges
Warband Mount&Blade See Also Flintlock Pistol Firearm Ammunitions (List) Ammunitions (List) Weapons (List)
Cattle
Cattle are small parties of neutral troops that can be driven or brought along with you. Cattle can be bought or stolen from villages, although stealing them will reduce your relationship with the village. The price in that village will rise each time you buy cattle, but the cost will reset after some time. Cattle must be bought personally from the Village Elder - you can't buy the cattle directly from the trade menu. The number stolen and the chance to successfully steal them is based on your Looting skill. Cattle appears on the overland map once acquired, rather than going into your inventory. Upon encountering a herd, there will be three options: Unit render Leave it. If you leave it, the cattle will eventually despawn. Slaughter a given amount of cattle, giving you two pieces of fresh beef for every one head you slaughter. Herd them, driving them toward the location you want to go to. The best method is usually to move behind them and press space bar in order to wait. When they are far, then get close again. In With Fire & Sword and Viking Conquest, the cattle will follow you. Obtaining and |delivering cattle is a quest that can be given by village elders and marshalls. Guild Masters may give you a quest to drive a herd to another town. There is a glitch encountered by many Warband players where the ocean and oases (all water textures) have a cow graphic on them. There is a way to make cattle follow you in classic Mount&Blade and Warband. It is a simple task: all you have to do is change a number in one of the game's text files.
Cavalry Lance/With Fire & Sword
The Cavalry Lance can crush through blocks with a chance to kill enemies instantly. Cavalry Lance Cavalry LancePolearmBase value: 500 thalersWeight: 1.0Thrust: 22pSpeed rating: 88Weapon reach: 160Requires strength: 6Can crush though blocks Cavalry Lance Cavalry LancePolearmBase value: 600 thalersWeight: 1.0Thrust: 24pSpeed rating: 84Weapon reach: 160Requires strength: 7Can crush though blocks Cavalry Lance Cavalry LancePolearmBase value: 900 thalersWeight: 1.25Thrust: 26pSpeed rating: 78Weapon reach: 180Requires strength: 9Can crush though blocks
Cebelu
Cebelu Troop Information Culture Crimean Khanate Wages ? thalers Acquired from... Prisoners or Mercenary Captain Upgrades to... Cebelu (veteran) Ransom Value ? thalers The Cebelu are elite light cavalrymen provided by the Ottoman Empire to help the Crimean Khanate. They are armed with a lance, shield, bow and arrows. The Cebulu also has light armour. Tactics[] These are versatile cavalry. They can perform as missile cavalry or lancers, but are generally weak in prolonged melee due to the lack of a sword or other short melee weapon. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Cebelu - Default Stats and Equipment Attributes Stat Points Level 10 Strength 8 Agility 8 Intelligence 0 Charisma 0 Health 43 Armor Head Turban Body Turkish Attire Hand None Foot Janissary Shoes Skills Skill Points Ironflesh 0 Power Strike 0 Grenade Throwing 0 Power Draw 2 Weapon Master 2 Shield 3 Athletics 0 Riding 5 Shooting from Horseback 4 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 115 Two Handed Weapons 95 Polearms 105 Archery 95 Firearms 0 Throwing 0 Weapons Melee Cavalry Lance Ranged Longbow, Tatar Arrows Shield Shield Mount Courser Wikipedia has an article on this subject at:Timariots Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran) National Mercenary Troops Tatar Infantryman Tatar Cavalryman Azap Cebelu Janissary Kalmyk Scottish Musketeer Scottish Pikeman Scottish Swordsman German Infantry Pikeman German Infantry Musketeer
Cebelu (veteran)
Cebelu (veteran) Troop Information Culture Crimean Khanate Wages ? thalers Acquired from... Prisoners or Mercenary Captain Upgrades to... No Further Upgrades Ransom Value thaler The Cebelu are elite light cavalrymen provided by the Ottoman Empire to help the Crimean Khanate. They are armed with a lance, shield, bow and arrows. The Cebulu also has light armour. Tactics[] These are versatile cavalry. They can perform as missile cavalry or lancers, but are generally weak in prolonged melee due to the lack of a sword or other short melee weapon. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Cebelu (veteran) - Default Stats and Equipment Attributes Stat Points Level 13 Strength 9 Agility 9 Intelligence 0 Charisma 0 Health 46 Armor Head Turban Body Turkish Attire Hand None Foot Janissary Shoes Skills Skill Points Ironflesh 1 Power Strike 1 Grenade Throwing 0 Power Draw 3 Weapon Master 3 Shield 4 Athletics 0 Riding 5 Shooting from Horseback 5 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 130 Two Handed Weapons 110 Polearms 120 Archery 110 Firearms 0 Throwing 0 Weapons Melee Cavalry Lance Ranged Bow, Eastern Arrows Shield Shield Mount Courser Wikipedia has an article on this subject at:Timariots Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran) National Mercenary Troops Tatar Infantryman Tatar Cavalryman Azap Cebelu Janissary Kalmyk Scottish Musketeer Scottish Pikeman Scottish Swordsman German Infantry Pikeman German Infantry Musketeer
Chain Armor
Chain Armor is an Eastern European form of Mail Hauberk. It is commonly worn by Cossacks, Tatars and Muscovites. "Give us images or taste steel" This article does not have any images.Please help the M&B Wiki by uploading one! This article is a stub. You can help out by expanding it.
Chain Mail Zupan
Chain Mail Zupan is a type of medium armor in With Fire & Sword. It consists of a mail shirt with arm protectors and rich purple coat over it. It is commonly worn by heaviest troops and commanders of the Cossack Hetmanate. "Give us images or taste steel" This article does not have any images.Please help the M&B Wiki by uploading one! This article is a stub. You can help out by expanding it.