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Elector Frederick William | Frederick William Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male Elector Frederick William is initially a vassal of the Kingdom of Sweden. Frederick William begins the game as the ruler of Koenigsberg. He is based on a real person, Frederick William (1620–1688), who was Elector of Brandenburg and Duke of Prussia. Wikipedia has an article on this subject at:Frederick William, Elector of Brandenburg Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet |
Enhancement Mod (With Fire & Sword) | Enhancement Mod: Rule Your Own Kingdom is a mod for Mount&Blade: With Fire & Sword. The major element is to have a fuller gameplay experience when having a "rebel" kingdom (with no lord), and the ability to appoint party Heroes as lords of fiefs where they can patrol around just like the nobles of other nations. In addition, there are many other balance fixes, a new faction (Prussia) with troops and a new map. There are hash marks (#) in front of some location names meaning that location is a fort or fortress. Strategy[] Taking land as a noble in a warzone and then declaring your independence after building up troops is a decent way to play. Bugs[] The mod is explicitly untested for the major story line quests (The False Dmitry, The Deluge, The Secret of the Black Mace). External Links[] Download Official Taleworlds Forum Thread |
Esaq | Esaq Settlement Information Type Village Kingdom Crimean Khanate Fortification Azaq-kale World Map With Fire & SwordEsaqAzaq-kaleTemplate:World Map/With Fire & Sword Esaq is a village initially owned by the Crimean Khanate, subordinate to Azaq-kale. Layout[] Player Elder Fugitive Esaq is built on a relatively flat surface. It is a Tatar-style village with seventeen houses and a mosque in the middle. The Village Elder stands in front of the third house from the left, from the perspective of the player's entrance. If sent here during a Hunt Down Fugitive quest, the Nervous Man will hide behind the first house from the right, from the player's entrance. Territory of the Crimean Khanate TownsAkkerman Azaq-kale Bakhchisaray Kyzykermen FortressesIzmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun FortressKyzyl-yar Fortress Perekop VillagesAk-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash SinelnikovoSivash Tumnek |
Escort Merchant Caravan to (town) | Escort Merchant Caravan Given by Guild Master Time limit None Refresh rate ? days Reward Denars (varies), Relation +1, Renown +2, Experience (varies) Escort merchant caravan is a quest that can be given by the Guild Masters in towns. In With Fire & Sword, it is given by mayors. Contents 1 Briefing 2 Walkthrough 3 Transcript 3.1 Quest Briefing 3.2 Meeting Caravan 3.3 Quest Completed Briefing[] Escort the merchant caravan to the town of (town). Walkthrough[] It consists of accompanying a caravan to a specified town. The caravan will follow you, but may be slower and can be left behind if you don't wait for them to catch up. This quest is fairly straightforward and easy to accomplish, but can take a long time depending on the distance, and the reward is somewhat meager. This quest has an indefinite time limit, which "ends" upon being completed or the caravan being defeated. Transcript[] Quest Briefing[] I am going to send a caravan of goods to (town). However with all those bandits and deserters on the roads. I don't want to send them out without an escort. If you can lead that caravan to (town) in (amount) days, you will earn (amount) denars. Of course your party needs to be at least (amount) strong to offer them any protection. Alright. I will escort the caravan. Excellent. I am counting on you then. Good luck. Sorry. I can't do that right now. Well the job will be available for few more days I guess. Tell me if you decide to take it. Meeting Caravan[] Caravan Master; "Greetings. You must be our escort, right?" Player: "Yes. My name is (player). I will lead you to (town)." Caravan Master: "Well, It is good to know we won't travel alone. What do you want us to do now? You follow my lead. I'll take you through a safe route. You stay here for a while. I'll go ahead and check the road. Quest Completed[] Well, we have almost reached (town). We can cover the rest of the way ourselves. Here's your pay... (amount) denars. Thanks for escorting us. Good luck. |
Estate Cavalryman (veteran) | Estate Cavalryman (veteran) Troop Information Culture Muscovite Tsardom Wages ? thalers/week Acquired from... Gentry Cavalryman Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Estate Cavalrymen (veterans) are veteran heavy horse archers of the Muscovite Tsardom. Contents 1 Tactics 2 Stats and Equipment 3 Gallery 4 Trivia Tactics[] Essentially ranged but lower-stats and less armored Noble Guards, their role in battle is that of a heavily armed horse archer, comparable to veteran Kalmyk. Armed with bows, clad in brigandine armor, wearing spiked helmets, and riding heavy horses, Estate Cavalrymen do less ranged damage than dragoons but are far better in close combat. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Estate Cavalryman (veteran) - Default Stats and Equipment Attributes Stat Points Level 20 Strength 12 Agility 8 Intelligence 0 Charisma 0 Health 53 Armor Head ConeIron CapMisiurka Body BehteretsKuyak Hand None Foot Good Cavalry Boots Skills Skill Points Ironflesh 3 Power Strike 2 Grenade Throwing 0 Power Draw 3 Weapon Master 5 Shield 0 Athletics 0 Riding 5 Shooting from Horseback 5 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 175 Two Handed Weapons 155 Polearms 165 Archery 110 Firearms 0 Throwing 0 Weapons Melee SovnyaGood ChekanGood CrowbillSaber Ranged Tatar BowBowBarbed Arrows Shield None Mount CourserHunterSaddle Horse Gallery[] In-game stats and equipmentEstate Cavalryman on watchEstate Cavalryman in battle Trivia[] Historicaly, a wealthy landed cavalryman was duty-bound to equip a certain number of armed serfs for battle. Wikipedia has an article on this subject at:Landed Army Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard |
European Mercenary Cavalryman | Camp Location[] European Mercenaries hail from a camp deep in Swedish territory, between Siegevold and Weissenstein. Troop Ranks[] European Mercenary Cavalryman (recruit) European Mercenary Cavalryman (experienced) European Mercenary Cavalryman (veteran) European Mercenary Cavalryman (elite) Tactics[] European Mercenary Cavalrymen can be customized to match your preferred tactics. They are basic cheap dragoons. Basic Equipment[] Weapons Old Thrusting SwordMatchlock Carbine Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) |
European Mercenary Cavalryman (elite) | European Mercenary Cavalryman (elite) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or European Mercenary Cavalryman (veteran) (upgrade) Upgrades to... No Further Upgrades Ransom Value thaler The European Mercenary Cavalryman (elite) is a mercenary cavalryman associated with the Kingdom of Sweden, though it can be hired by any faction. Tactics[] European Mercenary Cavalrymen can be customized to match your preferred tactics. They are basic cheap dragoons. Basic Equipment[] Weapons Old Thrusting SwordMatchlock Carbine Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) |
European Mercenary Cavalryman (experienced) | European Mercenary Cavalryman (experienced) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or European Mercenary Cavalryman (recruit) Upgrades to... European Mercenary Cavalryman (veteran) Ransom Value thaler The European Mercenary Cavalryman (experienced) is a mercenary cavalryman associated with the Kingdom of Sweden, though it can be hired by any faction. Tactics[] European Mercenary Cavalrymen can be customized to match your preferred tactics. They are basic cheap dragoons. Basic Equipment[] Weapons Old Thrusting SwordMatchlock Carbine Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) |
European Mercenary Cavalryman (recruit) | European Mercenary Cavalryman (recruit) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or Mercenary Camp Upgrades to... European Mercenary Cavalryman (experienced) Ransom Value thaler The European Mercenary Cavalryman (recruit) is a mercenary cavalryman associated with the Kingdom of Sweden. Tactics[] European Mercenary Cavalrymen can be customized to match your preferred tactics. They are basic cheap dragoons. Basic Equipment[] Weapons Old Thrusting SwordMatchlock Carbine Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) |
European Mercenary Cavalryman (veteran) | European Mercenary Cavalryman (veteran) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or European Mercenary Cavalryman (experienced) (upgrade) Upgrades to... European Mercenary Cavalryman (elite) Ransom Value thaler The European Mercenary Cavalryman (veteran) is a mercenary cavalryman associated with the Kingdom of Sweden, but it can be hired by any faction. Tactics[] European Mercenary Cavalrymen can be customized to match your preferred tactics. They are basic cheap dragoons. Basic Equipment[] Weapons Old Thrusting SwordMatchlock Carbine Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings Mount Sumpter Horse There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) |
European Mercenary Infantryman | Camp Location[] European Mercenaries hail from a camp deep in Swedish territory, between Siegevold and Weissenstein. Troop Ranks[] European Mercenary Infantryman (recruit) European Mercenary Infantryman (experienced) European Mercenary Infantryman (veteran) European Mercenary Infantryman (elite) Tactics[] European Mercenary Infantrymen can be customized to match your preferred tactics. They are basic cheap pikemen. Basic Equipment[] Weapons Simple Pike Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) |
European Mercenary Infantryman (elite) | European Mercenary Infantryman (elite) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or European Mercenary Infantryman (veteran) (upgrade) Upgrades to... No Further Upgrades Upgrade Cost Recruited for thaler Ransom Value thaler The European Mercenary Infantryman (elite) is a mercenary infantryman associated with the Kingdom of Sweden. While associated with the Kingdom of Sweden, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] European Mercenary Infantrymen can be customized to match your preferred tactics. They are basic cheap pikemen. Basic Equipment[] Weapons Simple Pike Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) |
European Mercenary Infantryman (experienced) | European Mercenary Infantryman (experienced) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or European Mercenary Infantryman (recruit) (upgrade) Upgrades to... European Mercenary Infantryman (veteran) Upgrade Cost Recruited for thaler Ransom Value thaler The European Mercenary Infantryman (experienced) is a mercenary infantryman associated with the Kingdom of Sweden. While associated with the Kindgom of Sweden, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] European Mercenary Infantrymen can be customized to match your preferred tactics. They are basic cheap pikemen. Basic Equipment[] Weapons Simple Pike Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) |
European Mercenary Infantryman (recruit) | European Mercenary Infantryman (recruit) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or Mercenary Camp Upgrades to... European Mercenary Infantryman (experienced) Upgrade Cost Recruited for thaler Ransom Value thaler The European Mercenary Infantryman (recruit) is a mercenary infantryman associated with the Kingdom of Sweden. While associated with the Kindgom of Sweden, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] European Mercenary Infantrymen can be customized to match your preferred tactics. They are basic cheap pikemen. Basic Equipment[] Weapons Simple Pike Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) |
European Mercenary Infantryman (veteran) | European Mercenary Infantryman (veteran) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or European Mercenary Infantryman (experienced) (upgrade) Upgrades to... European Mercenary Infantryman (elite) Upgrade Cost Recruited for thaler Ransom Value thaler The European Mercenary Infantryman (veteran) is a mercenary infantryman associated with the Kingdom of Sweden. While associated with the Kingdom of Sweden, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] European Mercenary Infantrymen can be customized to match your preferred tactics. They are basic cheap pikemen. Basic Equipment[] Weapons Simple Pike Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) |
European Mercenary Rifleman | Camp Location[] European Mercenaries hail from a camp deep in Swedish territory, between Siegevold and Weissenstein. Troop Ranks[] European Mercenary Rifleman (recruit) European Mercenary Rifleman (experienced) European Mercenary Rifleman (veteran) European Mercenary Rifleman (elite) Tactics[] European Mercenary Riflemen can be customized to match your preferred tactics. They are basic cheap musketeers. Basic Equipment[] Weapons Old Short BroadswordMatchlock Musket Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) |
European Mercenary Rifleman (elite) | European Mercenary Rifleman (elite) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or European Mercenary Rifleman (veteran) (upgrade) Upgrades to... No Further Upgrades Upgrade Cost Recruited for thaler Ransom Value thaler The European Mercenary Rifleman (elite) is a mercenary Rifleman associated with the Kingdom of Sweden. While associated with the Kingdom of Sweden, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] European Mercenary Riflemen can be customized to match your preferred tactics. They are basic cheap musketeers. Basic Equipment[] Weapons Old Short BroadswordMatchlock Musket Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) |
European Mercenary Rifleman (experienced) | European Mercenary Rifleman (experienced) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or European Mercenary Rifleman (recruit) (upgrade) Upgrades to... European Mercenary Rifleman (veteran) Upgrade Cost thaler Ransom Value thaler The European Mercenary Rifleman (experienced) is a mercenary Rifleman associated with the Kingdom of Sweden. While associated with the Kingdom of Sweden, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] European Mercenary Riflemen can be customized to match your preferred tactics. They are basic cheap musketeers. Basic Equipment[] Weapons Old Short BroadswordMatchlock Musket Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) |
European Mercenary Rifleman (recruit) | European Mercenary Rifleman (recruit) Troop Information Culture Kingdom of Sweden Wages 5 thaler Acquired from... Prisoners or Mercenary Camp Upgrades to... European Mercenary Rifleman (experienced) Upgrade Cost Recruited for 14 thaler Ransom Value thaler The European Mercenary Rifleman (recruit) is a mercenary Rifleman associated with the Kingdom of Sweden. While associated with the Kingdom of Sweden, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. Tactics[] European Mercenary Riflemen can be customized to match your preferred tactics. They are basic cheap musketeers. Basic Equipment[] Weapons Old Short BroadswordMatchlock Musket Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) |
European Mercenary Rifleman (veteran) | European Mercenary Rifleman (veteran) Troop Information Culture Kingdom of Sweden Wages thaler Acquired from... Prisoners or European Mercenary Rifleman (experienced) (upgrade) Upgrades to... European Mercenary Rifleman (elite) Upgrade Cost Recruited for thaler Ransom Value thaler The European Mercenary Rifleman (veteran) is a mercenary Rifleman associated with the Kingdom of Sweden. While associated with the Kingdom of Sweden, mercenaries know no master but their paymaster. Mercenary troops may be recruited at any time by any faction. However, most faction leaders do not normally choose them, possibly for expense reasons. Tactics[] European Mercenary Riflemen can be customized to match your preferred tactics. They are basic cheap musketeers. Basic Equipment[] Weapons Old Short BroadswordMatchlock Musket Head Armor Hat Body Armor Village Dress Foot Armor Shoes With Stockings There are several equipment options available from the Mercenary Captain: European mercenaries Type Base Price Name Stats Helmet (Infantry, Marksmen, Cavalry) 10 Hat Weight 1, +5 to head armor 100 Simple Morion Weight 2.5, +31 to head armor, Requires Strength 9 140 Cabasset Weight 2.25, +33 to head armor, Requires Strength 9 205 Morion Weight 3, +38 to head armor, Requires Strength 9 274 Reiter Helmet Weight 3.5, +45 to head armor, Requires Strength 10 Body Armor (Infantry, Marksmen, Cavalry) 50 Bodyguard Camisole Weight 5, +20 to body armor, +4 to leg armor 151 Breastplate Weight 8, +30 to body armor, +3 to leg armor, Requires Strength 7 378 Cuirass On Leather Coat Weight 11, +42 to body armor, +4 to leg armor, Requires Strength 9 560 Pikeman Uniform Weight 14, +33 to body armor, +29 to leg armor, Requires Strength 9 760 Half-Armor Weight 18, +58 to body armor, +10 to leg armor, Requires Strength 12 Boots (Infantry, Marksmen, Cavalry) 5 Village Boots Weight 1, +2 to leg armor 16 Infantry Boots Weight 3, +5 to leg armor 30 Old Jackboots Weight 3, +8 to leg armor 45 Jackboots Weight 3, +9 to leg armor 70 Good Jackboots Weight 3, +10 to leg armor Gloves (Infantry, Marksmen, Cavalry) 10 Infantry Gloves Weight 0.25, +1 to body armor 21 Kojanie perchatki Weight 0.25, +2 to body armor 80 Cavalry Gloves Weight 0.25, +3 to body armor 225 Armor Gauntlets Weight 1, +5 to body armor 350 Armor Gauntlets Weight 1.25, +6 to body armor Horse (Marksmen, Cavalry) 0 Dismount 100 Saddle Horse Armor 6, Speed 40, Maneuver 40, Charge 7, Hit Points 100, Requires Riding 1 120 Saddle Horse Armor 6, Speed 44, Maneuver 40, Charge 7, Hit Points 110, Requires Riding 2 240 Hunter Armor 10, Speed 42, Maneuver 43, Charge 12, Hit Points 140, Requires Riding 4 420 Thoroughbred Horse Armor 10, Speed 46, Maneuver 47, Charge 16, Hit Points 150, Requires Riding 5 Ranged Weapon (Marksmen, Cavalry) 55 Old Pistol Weight 2.5, Ranged 42p, Accuracy 60, Speed rating 43, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 360 Good Pistol Weight 2.5, Ranged 71p, Accuracy 75, Speed rating 59, One-handed, Swing 7b, Thrust 3b, Speed rating 95, Requires Strength 6 480 Miquelet Carbine Weight 4.25, Ranged 81p, Accuracy 80, Speed rating 43, Polearm (two-handed), Swing 10b, Thrust 5b, Speed rating 85, Requires Strength 8 360 Wheellock Musket Weight 6.25, Ranged 85p, Accuracy 86, Speed rating 31, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback 600 Miquelet Musket Weight 5.75, Ranged 90p, Accuracy 89, Speed rating 35, Polearm (two-handed), Swing 12b, Thrust 7b, Speed rating 75, Requires Strength 9, Cannot be used on horseback Ammunition (with Ranged Weapon) 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Bullets Bullets 15, Weight 2.5, Piercing, +4 to damage 0 Heavy bullets Bullets 14, Weight 3, Piercing, +5 to damage Melee Weapon (Infantry, Marksmen, Cavalry) 260 Good Sword One-handed, Weight 1, Thrust 30p, Speed rating 108, Weapon reach 100 100 Pike Polearm (two-handed), Weight 2, Thrust 28p, Speed rating 75, Weapon reach 325, Requires Strength 8, Cannot be used on horseback, Can crush through blocks 350 Good Broadsword One-handed, Weight 1.5, Swing 26c, Thrust 21p, Speed rating 88, Weapon reach 110, Requires Strength 10 190 Chekan One-handed, Weight 1.5, Swing 25p, Speed rating 93, Weapon reach 70, Requires Strength 11 450 Halberd Polearm (two-handed), Weight 3, Swing 24c, Thrust 26p, Speed rating 77, Weapon reach 160, Requires Strength 12, Cannot be used on horseback, Can crush through blocks Shield no equipment This article is a stub. You can help out by expanding it. Camp Mercenary Troops Cossack HetmanateCossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Crimean KhanateTatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Muscovite TsardomMuscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Polish CommonwealthPolish Mercenary Infantryman (recruit) (experienced) (veteran) (elite)Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite)Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Kingdom of SwedenEuropean Mercenary Infantryman (recruit) (experienced) (veteran) (elite)European Mercenary Rifleman (recruit) (experienced) (veteran) (elite)European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) |
Experience | Overflow glitch after level 62. Experience is the variable that depicts a character's knowledge of combat and the land of Calradia. You and your troops can gain experience by fighting battles, completing quests, or training. When defeating an enemy in battle, the amount of experience received depends on the level of the enemy. Higher-tier enemies are higher level, and thus give more experience than lower ones. Note that lords and monarchs are often on very high levels and give even more experience. Upon reaching a certain amount of Experience, you level up. Every time you level up, you gain a skill point and an attribute point that you can use to upgrade your character (or heroes, if they are the ones who level up). The required experience for any heroes or the player character to gain a level is displayed on the character's individual skills screen. Rather than automatically levelling up, standard troops will remain in their current form even after earning enough experience to gain a level. Troops that can be promoted gain a + symbol next to their name. This is free in the original Mount&Blade, but in Warband and With Fire & Sword, you have to pay a few denars/thalers. Higher-tier troops also have higher wages than lower-tier ones. The maximum level is 62 due to an overflow glitch that occurs at 63. However, the amount of experience needed per level escalates rapidly after level 59, which makes achieving this level without cheating extremely difficult. The troop experience formula is different from heroes: it uses the exp requirement from troop level + 3, then multiplies it by 0.6% and adds a flat 30. The result is then doubled for bandit troops. The best way to level up in Warband is to fight. Be at the forefront of every battle. Experience table[] Level Experience Difference 1 0 0 2 600 600 3 1,360 760 4 2,296 936 5 3,426 1,130 6 4,768 1,342 7 6,345 1,577 8 8,179 1,834 9 10,297 2,118 10 13,010 2,713 11 16,161 3,151 12 19,806 3,645 13 24,007 4,201 14 28,832 4,825 15 34,362 5,530 16 40,682 6,320 17 47,892 7,210 18 56,103 8,211 19 65,441 9,338 20 77,233 11,792 21 90,809 13,576 Level Experience Difference 22 106,425 15,616 23 124,371 17,946 24 144,981 20,610 25 168,636 23,655 26 195,769 27,133 27 226,879 31,110 28 262,533 35,654 29 303,381 40,848 30 350,164 46,783 31 412,091 61,927 32 484,440 72,349 33 568,947 84,507 34 667,638 98,691 35 782,877 115,239 36 917,424 134,547 37 1,074,494 157,070 38 1,257,843 183,349 39 1,471,851 214,008 40 1,721,626 249,775 41 2,070,551 348,925 42 2,489,361 418,810 Level Experience Difference 43 2,992,033 502,672 44 3,595,340 603,307 45 4,319,408 724,068 46 5,188,389 868,981 47 6,231,267 1,042,878 48 7,482,821 1,251,554 49 8,984,785 1,501,964 50 11,236,531 2,251,746 51 14,051,314 2,814,783 52 17,569,892 3,518,578 53 21,968,216 4,398,324 54 27,466,220 5,498,004 55 34,338,824 6,872,604 56 42,929,680 8,590,856 57 53,668,348 10,738,668 58 67,091,784 13,423,436 59 83,871,184 16,779,400 60 160,204,608 76,333,424 61 320,304,608 160,100,000 62 644,046,016 323,741,408 63 N/A |
Factions | This article is a disambiguation page for Factions The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Factions appear in every Mount&Blade game. See Factions (classic) for the factions in the original Mount&Blade and Warband. See Nations for the factions in With Fire & Sword. See Nations (Napoleonic Wars) for the factions in Napoleonic Wars. See Factions (Viking Conquest) for the factions in Viking Conquest. See Factions (Bannerlord) for the factions in Bannerlord. |
Factions (Bannerlord) | There are eight major factions or kingdoms, and several minor factions of each kingdom in Mount&Blade II: Bannerlord that comprise the powers of Calradia. List of Factions Banner Name Color Ruler Clans Ruling Clan Capital Minor Factions Aserai #b57a1e Sultan Unqid Banu Hulyan Banu Sarran Banu Qild Banu Qaraz Banu Arbas Banu Atij Banu Sarmal Banu Habbab Banu Ruwaid Banu Hulyan Quyaz Beni Zilal Jawwal Ghilman Battania #284e19 High King Caladog fen Gruffendoc fen Derngil fen Uvain fen Morcar fen Penraic fen Giall fen Eingal fen Caernacht fen Gruffendoc Marunath Wolfskins Khuzait #429081 Monchug Khan Urkhunait Khergit Arkit Tigrit Harfit Baltait Koltit Yanserit Oburit Urkhunait Makeb Karakhergit Sturgia #224277 Grand Prince Raganvad Gundaroving Kuloving Vagiroving Ormidoving Togaroving Isyaroving Vezhoving Ubroving Kostoroving Gundaroving Balgard Forest People Lake Rats Skolderbroda Vlandia #8d291a King Derthert dey Meroc dey Tihr dey Arromanc dey Cortain dey Gunric dey Valant dey Fortes dey Molarn dey Jelind dey Folcun dey Rothad dey Meroc Galend Brotherhood of the Woods Company of the Golden Boar Northern Empire #793191 Emperor Lucon Osticos Argoros Neretzes Impestores Dolentos Chonis Phalentes Vatatzes Serapides Osticos Diathma Eleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed Southern Empire #382188 Empress Rhagaea Pethros Leonipardes Mestricaros Hongeros Julios Vizartos Avlonos Prienicos Vetranis Pethros Lycaron Western Empire #591645 Emperor Garios Comnos Varros Dionicos Elaches Lonalion Sorados Corenios Maneolis Palladios Comnos Jalmarys Minor Factions[] <a href=" class="image"><img alt="AllMinorFactions" src=" decoding="async" loading="lazy" width="180" height="124" class="thumbimage" data-image-name="AllMinorFactions.png" data-image-key="AllMinorFactions.png" data-relevant="1" data-src=" /></a> Banners of all minor factions (v1.8.0 beta) Each minor faction is associated with a native culture and employ unique troops. They are clans and not kingdoms and, as such, are free to change faction allegiance like any other clan. They function as mercenary bands competing with the player's clan, unless or until the player establishes a kingdom or joins one as a noble. As a kingdom leader, the player may enlist these minor factions as mercenaries. Use the in-game encyclopedia ('N' by default) to determine which faction they currently associate with. Currently, a plausible unintended interaction may occur by recruiting minor factions to your own kingdom while doing so if their faction leader is your prisoner. This will make the game behave as if the minor faction is your vassal rather than a mercenary, and the mercenary company will be considered for votes for new fiefs. This will make it possible for mercenary companies to acquire their own fiefs. Should your contract with them expire, for example by an opposing faction hiring them, they will take their fiefs with them. Leaving an already established kingdom and not returning the fiefs you hold will anger any currently hired mercenary companies just as much as ordinary vassal clans, potentially reducing your reputation with them below what is required for the minor faction to consider taking on a contract with your kingdom in the future. <a href=" class="image"><img alt="Bannerlord Faction Map" src=" decoding="async" loading="lazy" width="500" height="346" class="thumbimage" data-image-name="Bannerlord Faction Map.png" data-image-key="Bannerlord_Faction_Map.png" data-relevant="1" data-src=" /></a> The Bannerlord map as of Gamescon 2018 Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed |
Factions (Viking Conquest) | There are twenty-one factions in Viking Conquest. List of Factions Banner Name Color Culture Religion Ruler Claimant Capital Kingdom of Alban #3333ff Pictish Christian Ruire Causantin mac Cinaeda Tanist Bili Scuin Kingdom of Alt Clut #88cc00 Briton Christian Ri Arthgal map Dumnagual - Dun Breatann Kingdom of Brycheiniog #ffff00 Briton Christian Ri Elisedd map Tewdr - Brycheiniog Kingdom of Connachta #66bbff Gaelic Christian Ruire Mugron mac Cothaid - Cruaghan Kingdom of Cornubia #3355ff Briton Christian Ri Dunyart map Eferferdyn - Bosvenegh Kingdom of Danmark #800000 Norse Pagan Konungr Horik Gottfredsson Jarl Thorgil Ribe Kingdom of East Engle #303da8 Angle Christian Cyning Eadmund Aethelberhting - Dunwic Kingdom of Friese #ff0088 Frisian Pagan Konungr Hrorek Hemmingsson - Dorestad Kingdom of Glywyssing #ff88dd Briton Christian Ri Hywel map Rhys - Caer Dyf Kingdom of Gwynedd #007a00 Briton Christian Ri Rhodri map Merfyn Mael Elisedd ap Cyngen Ynys Mon Kingdom of Laigin #e2007c Gaelic Christian Ruire Dunlaing mac Muiredaig - Maistiu Kingdom of Laithlind #e24e2b Norse Pagan Konungr Gudrod Ragnarson - Dubh Linn Kingdom of Mide #3b3eb4 Gaelic Christian Ruire Donnchad mac Eochocai - Temair Kingdom of Mierce #96adff Angle Christian Cyning Brugred Beorhtwulfing - Tomtun Kingdom of Mumain #ddffcc Gaelic Christian Ruire Cenn Faelad hua Mugthigirn - Caiseal Kingdom of Northhymbre #ff8899 Norse Pagan Jarl Halfdan Ragnarsson Aetheling Oswine Eidynburh Kingdom of Northvegr #999999 Norse Pagan Konungr Harald Halfdanarson - Tunsberg Kingdom of Uladh #dddd00 Gaelic Christian Ruire Lethlobar mac Loingsig - Rath Celtair Kingdom of West Seaxe #ff4f38 Saxon Christian Brytenwalda Aethelred Aethelwulfing Aetheling Ceorl Cippanhamm Tribe of Osraige #d7a554 Gaelic Christian Ruire Cerball mac Dunlainge - Ceall Cainnigh Ui Neill of Aileach #dd2244 Gaelic Christian Ard Ruire Aed mac Niall Ard Tiarna Dungal Aileach Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed |
Factions (classic) | For other uses, see Factions. There are five factions in Mount&Blade, while Warband added a sixth. They are constantly at war, trying to take over each other's territory and fiefs. They will never conquer a whole faction without the help of the player. Each faction is distinguished by a different style of army; some have excellent infantry, others excellent archers or cavalry, or a combination of these units. Each faction has a monarch and his vassals, as well as a claimant to the throne who waits for someone (the player) to champion their cause. The claimants can be found in random town keeps, and you can ask a Traveller for their location for 30 denars. Claimants will never be found in a town belonging to the faction for which they are the claimant. For example, Prince Valdym the Bastard will never be found in a keep belonging to Kingdom of Vaegirs. The player can join a faction, start a rebellion, or create their own faction. In Mount&Blade, a player who has created a faction cannot have lords at their service. A player-created faction is regarded as a rebel faction, and the player, as the sole lord, is forced to protect and expand the entire kingdom. This is not the case in Warband, as a player may assign heroes as vassals and convince rival lords to defect. A faction will be eliminated a few days after all of their territory has been conquered and all of their armies have been defeated. If a faction has had all of its territory conquered but then regains a fief, the time until elimination will be reset, and the vassals of that faction will be able to start recruiting again. The factions present at the start of the game are listed below. For more information on each, go to their respective pages. Mount&Blade[] List of Factions Banner Name Color Ruler Claimant Capital Khergit Khanate #cc99ff Sanjar Khan Dustum Khan Tulga Kingdom of Nords #dddd33 King Ragnar Lethwin Far-Seeker Sargoth Kingdom of Rhodoks #33dddd King Graveth Lord Kastor of Veluca Jelkala Kingdom of Swadia #ee7744 King Harlaus Lady Isolla of Suno Praven Kingdom of Vaegirs #33dd33 King Yaroglek Prince Valdym the Bastard Reyvadin Warband[] List of Factions Banner Name Color Ruler Claimant Capital Khergit Khanate #cc99ff Sanjar Khan Dustum Khan Tulga Kingdom of Nords #33dddd King Ragnar Lethwin Far-Seeker Sargoth Kingdom of Rhodoks #33dd33 King Graveth Lord Kastor of Veluca Jelkala Kingdom of Swadia #ee7744 King Harlaus Lady Isolla of Suno Praven Kingdom of Vaegirs #ccbb99 King Yaroglek Prince Valdym the Bastard Reyvadin Sarranid Sultanate #dddd33 Sultan Hakim Arwa the Pearled One Shariz Selected Player Faction #ff0000 Player/Selected Claimant None Anywhere Creating Own Kingdom[] Main article: Conquering Calradia Main article: King of Calradia Warband allows you to create your own faction (color will be red) and give land to your companions to make them your own vassals. Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed |
Fatima | Fatima Portrait Full Body Appears in Official Information Culture Crimean Khanate Religion Islam Character Details Found in Taverns Hire Cost 300 thalers Likes Karlsson Liked by None Dislikes NogaiOksanaRetreating Disliked by BakhytNogai Character Background Home Kafa Background Bodyguard (formerly) Gender Female Fatima is a companion in Mount&Blade: With Fire & Sword. Contents 1 Biography 2 Personality 3 Dialogue 4 Stats and Equipment 5 Trivia Biography[] Fatima was born in Kafa and was taken away from her parents at the age of 14. She was trained as a bodyguard and skilled in the blade and throwing weapons. At age 18, she was assigned as the Sultan's wife's bodyguard but earned the jealously of the eunuchs, who soon killed the wife. She was soon sold into slavery back to her hometown but she killed the slavers and managed to escape. She is now offering her services as a bodyguard and is hired by the player if met. She wishes to start her own business - possibly as a slaver - in her hometown. Personality[] Despite the difficult past that she experienced in life, she remains cold, ruthless, and even straightforward to the people she talks to. She never speaks too much unless necessary and is quite brutal to people who underestimate her strength, which often results in death for those who mess with her. She is quick on her feet and doesn't display any form of doubt or second thoughts, as she always deals with things by using violence. Despite the death and destruction she may cause to those who offend her, she is very loyal and values risking her life to protect the ones she must look after, like her master. She can display a bit of admiration for people who fought well in battle, using the right praises and rewards to show respect for their skill. Dialogue[] Main article: Fatima/Interactions Stats and Equipment[] Fatima - Default Stats and Equipment Attributes Stat Points Level 8 Strength 8 Agility 11 Intelligence 9 Charisma 9 Health 43 Armor Head None Body Female Dress Hand None Foot Janissary Shoes Skills Skill Points Ironflesh ? Power Strike 1 Grenade Throwing 4 Power Draw ? Weapon Master ? Shield 3 Athletics 4 Riding 3 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 90 Polearms 90 Archery 90 Firearms 90 Throwing 90 Weapons Melee Simple Yataghan Ranged Throwing Daggers Shield Shield Mount None Trivia[] Because grenades are the only throwing weapon normally available, hiring Fatima - who carries Throwing Daggers - is the only way to get another type. The player may appropriate her daggers so as to cheaply increase their Grenade Throwing skill without using expensive grenades. Player's Companions Algirdas Bakhyt Colonel Zagloba Fatima Fedot Ingri Karlsson Mamai NogaiOksana Priest Spasokukotsky Sarabun Tepes Varvara Victor de la Buscador Yelisei |
Fatima/Interactions | This is a list of interactions with Fatima. Contents 1 Introduction 2 Reencounter 3 Retirement 4 Rehire 5 Story: Kafa 6 Like Quotes 6.1 Karlsson 7 Dislike Quotes 7.1 Nogai 7.2 Oksana Introduction[] "You going to offer me ten thaler to enter your room? Be aware that I have a very sharp dagger in my hand." Oh, no... Quite the contrary, I just wanted to ask if there was anything I could do for you... "Offended? Me? Believe me, those who offend me no longer walk this earth. I was born in Kafa. When I reached the age of fourteen, I was taken from my parents, brought to Istanbul and trained as a guard. At eighteen, I became the bodyguard of the Sultan's beloved wife. Yet soon my charge must have somehow offended the master. The eunuchs strangled her. After that, I was returned to Kafa. Not to my home, though -- to the slave market, where I was sold. But they forgot who they were dealing with. On the second night I slaughtered all the guards and vanished into the night." You could be very useful in my party. "I am ready to follow you even into Shaitan's jaws. I am adept at using the knife -- and an excellent marksman." "One thing I can't stand is cowardice and dishonor." Well, gather yourself. We set out soon. "Thank you! But first, please give me 300 thaler. I have found an excellent undercloth chain armor. Without proper armor, what sort of a bodyguard would I be?" If you need it, then you need it. Here, 300 thaler. Excellent! Give me a few moments to get ready, and I'll be ready to move. Alas, I can't afford that at the moment. A bodyguard with a strong sense of decency? Sounds a bit silly, don't you think? It sounds like you might be more trouble than you're worth. Why assume something bad right away? Never mind, I am leaving. Reencounter[] Now I'm looking for a good man who is in need of a trusted guard. Retirement[] Forgive me, but I can no longer faithfully protect you. Your companions and your deeds are unacceptable for me. So long. -- Perhaps we shall meet again. Rehire[] Since we parted, you have changed quite a bit. I hope not for the worse, but we shall see. You are taking me back, right? Story: Kafa[] I can hear the roar of the surf. We shall soon see my town of Kafa. My home city is a great trade center. Our goods are very special. Slaves require fine treatment and provisions, for their price is determined by how well they look. Someday I shall return and open my own business. Slave trade is quite profitable, you know... Like Quotes[] Karlsson[] Karlsson -- now he's a true warrior. His jokes may be crude and his habits plain, but he can fight like no other! You should praise him highly, master, and reward him well for his deeds. That man never fails! Dislike Quotes[] Nogai[] Nogai is a parvenu with crazy ideas of an independent Nogai Khanate. Believe me, he will only bring trouble down on our heads. Turn your head, and I shall send his spirit to the Grey Steppe to meet his ancestors. My patience is at end. Oksana[] Oh, master! I can bear much, but not a witch in the party. The shaman tricks of that Oksana are not to my liking -- not at all. The other day she came and offered me a luck charm. To me -- a Muslim! When the Allah damns the infidels to death.. |
Feasts | Feasts are a new feature introduced with Warband. Feasts were not included in the next installment of the series, With Fire & Sword (though they make a comeback in Viking Conquest). Feasts are held by wealthy and powerful land-owning nobles all over Calradia, specifically those wealthy enough to lord over towns and castles. Feasts typically last for short periods of time, but can last longer if the host is not close to the venue at the time the feast is started. These being gathering points of the rich and powerful, it is often wise for players to seek entry into them (though early in the game, this may not be easy). Feasts can be freely entered in neutral or allied towns by players with more than 200 renown. If renown is less than 200 the player may still request entry, but unless they are of noble birth, they will be refused by the guards. However, the nobles will arrange tournaments outside of the usual tournament rotation in order to compete against friends and rivals. These tournaments, like all others, can be freely entered by the player and their party and have the usual benefits for winning: increased renown, improved relation with the town, etc. Winning a tournament held alongside a feast allows the player to enter the feast and talk to the nobility attending. It is advised to try your luck in the accompanying tournament, even if you are capable of entering freely, where you can dedicate your victory to ladies at the castle afterwards. During the feast, there will be an abundance of ladies, especially of the eligible kind, to which the dedication may be more beneficial. Later in the game, as the player's renown increases and their relationship with nobles and monarchs improves, they may find themselves being invited to feasts personally from time to time. Attending these has the usual benefits, and talking to the host may grant the player a +2 relation bonus with him (so long as there are no outstanding events the host wishes to talk about, such as victories in battle, successful sieges, etc.) If the feast takes more than one day, you could receive a +2 bonus for every day you speak to the host while attending the party. Not attending feasts to which you are invited will have no negative effect on your relation with the host. Hosting your own feast[] You can hold your own feast, and though it can be boring and costly, it is the best and fastest way to improve relationship with lords (except for already hostile lords, who won't come to your home). To hold a feast on your own, you should first marry a lord or lady. Then you should stock your household inventory with feast resources like: Food (4 of each for magnificent) Drink (Wine, Ale) (4 of each for magnificent) Spice (2 for magnificent) Oil (1 for magnificent) For foods, you'll need at least 4 of each kind of food in game, from fresh meats (chicken, pork, beef) to grain and bread. The amount and diversity of resource determines outcome of the feast, e.g. a feast with plentiful but unvaried food is bad, but so is a feast with a very small amount of everything. If the household is fully stocked and you are prepared to start the feast, tell your spouse that everything is ready. The feast will start 4-5 days later, and lords will come to your castle/town. Every greeting with a lord will give you +1 relationship (which may be repeated every day of the feast), and if you hold them until the end of the feast, +2 relationship with them is gained along with bit of renown. To end the feast, simply tell one of the nobles in attendance that you wish to begin a campaign. Remember: as you start the feast, the items in the inventory will start to run out, so check your inventory often. Also, a feast may be held at any time, but they are unlikely to succeed in wartime as lords must attend to military matters. A tournament is likely to take place whenever you hold a feast in a town. This kind of tournament can be participated in several times a day, providing a boost in the town's relationship as well as your personal wealth. However, like all tournaments, the odds against you will decrease your winnings for each successive tournament. |
Fedot | Fedot Appears in Official Information Culture Russian Religion Orthodox Christianity Character Details Hire Cost 400 thalers Likes Sarabun Liked by None Dislikes Bakhyt, Oksana, Kill local merchant, Bring back runaway serfs, robbing or raiding villages Disliked by Algirdas Character Background Home Tula Background HunterMercenary Fedot is a Russian Marksman and one of the Heroes in With Fire & Sword. You can hire him for 400 thalers. Contents 1 Biography 2 Personality 3 Relationships 4 Dialogue 5 Trivia 6 Stats and equipment Biography[] Fedot was the best marksman and hunter as his father taught him in the Tula woods. He served in Moscow as a marksman and married. One day, his wife is targeted by a Secret Department clerk and wish to flirt with her, but she was faithful and the clerk uses his position to separate between Fedot and his wife. He told the hunting clerk that Fedot saw a unicorn in the woods, making the clerk to sent Fedot to hunt the creature or he will be jailed. Fedot knew he was caught in a trap, so he use a poleaxe to kill the scheming clerk and sent his wife to his distant relatives in Astrakhan before deserting his post. He now serve as a mercenary in Eastern Europe. Personality[] There is not much more information about Fedot as of now, but it is known that he is a family-oriented man who is faithful to his wife where he willingly choose a dark path in order for him to protect her despite that he will get himself to jail. He is willing to do everything to help his wife even if she is very far away from him. He is also confident in his skills as a hunter and would be pleased to follow men who are good yet rebellious at the law for the sake of the innocent and common folk. Relationships[] Dialogue[] Main article: Fedot/Interactions Trivia[] Fedot is the same model of Bunduk from the original game, the only difference is the addition of beard. Fedot is a reference to the titular character of Leonid Filatov's satirical play-in-verse The Tale of Fedot the Strelets. Said character was a game hunter for the Tsar, who decided to separate him from his beautiful magical wife and, with the help of the head of secret police, sent him repeatedly on impossible quests, threatening to execute him should he fail. Stats and equipment[] Fedot - Default Stats and Equipment Attributes Stat Points Level 6 Strength 8 Agility 10 Intelligence 8 Charisma 7 Health 43 Armor Head Marksman Cap Body Marksman Caftan Hand ? Foot Bast Shoes Skills Skill Points Ironflesh ? Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 1 Shield ? Athletics 2 Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking 2 Tactics ? Path-finding 3 Spotting 3 Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 70 Two Handed Weapons 50 Polearms 60 Archery 0 Firearms 100 Throwing 0 Weapons Melee Simple Saber Ranged Matchlock Musket, Bullets Shield ? Mount ? Player's Companions Algirdas Bakhyt Colonel Zagloba Fatima Fedot Ingri Karlsson Mamai NogaiOksana Priest Spasokukotsky Sarabun Tepes Varvara Victor de la Buscador Yelisei |
Fedot/Interactions | This is a list of interactions with Fedot. Contents 1 Introduction 2 Reencounter 3 Retirement 4 Rehire 5 Story: Tula 6 Like Quotes 6.1 Sarabun 7 Dislike Quotes 7.1 Bakhyt 7.2 Oksana Introduction[] Greetings, stranger! Are you the one seeking men to hire? I am a marksman, Fedot is my name... Perhaps I am looking for something. Why is your coat so worn out, and my, look at that pole axe... Deserted the service, eh? "You speak the truth. I fled -- and who wouldn't? I come from Tula, but in recent years I have served as a Moscow marksman. I was once a famed hunter, and brought game from the forests to the royal halls. My service went well, or would have, were it not for one Secret Department clerk. A skinny, wall-eyed fellow with a goatee, but he had set his sights on my wife. The foul creature knew that she was faithful to me, but he devised a dirty trick using the powers that came with his position. He whispered to the chief hunting clerk that I boasted in front of men that I saw a wondrous horse in the woods, that had a horn on its head. Our sire is quite keen on various rare animals, and so I was entrusted with the task of capturing this creature -- or get fired and thrown into the gaol for my idle talk. There was nothing I could do... My fate was to end up in a jail, and my wife would go straight into that clerk's bedroom. So I took my grandfather's pole-axe, went to the clerk's homestead and put him down like a pig. And my wife, Nastasia, I sent away in secret to Astrakhan, to distant relatives." Follow me. I cannot promise you a horse with horns, but we shall have plenty of other game. I had nowhere to go. Few would dare hire a runaway marksman. I would be glad to follow you. You know, I can hit a squirrel's eye with an arroe, and I can read trails like no one else. I hope you are an honest warrior, and some rogue. I have seen much in my days of service, and Is hall not suffer innocents to be harmed. Exactly the man I need. After dinner we shall set out. Yes, but there's a small problem. My wife remains penniless. If you could give me 400 thaler, that I could send to her for her needs, I would go with you straight away. Otherwise I shall have to become ab brigand to raise money. Family must go first. Here, take the money. In war, the line between robbery and feats of arms is often blurred. 'Tis better we should part ways now. A sad tale. But I have heard the likes of it before. Farewell! Looks can be deceiving Reencounter[] Now I am looking for companions on my way. Retirement[] Listen, (sir/my lady). My heart is aching, and I am always worried about my wife, who is alone in foreign lands. Do not take it amiss, please, but I shall have to leave you for a while. Rehire[] I have found you at last! My wife is well, and I am ready to stand under your banner once more. Story: Tula[] A covert, concealed place for a shelter, refuge -- or a prison. This is what the word Tula means. It is the name of my hometown. Half a century ago, Tula was captured by False Dmitry, who waited here for the fall of Moscow. Some three years later, another impostor arrived here, the Thief of Tushino. In these woods, my father taught me to be the master of the hounds. Later, after I mastered following hare trails and putting arrows through the squirrel's eye, I was sent to Moscow. Like Quotes[] Sarabun[] Sir, I feel myself healthy and fresh. Recently Sarabun applied his leeches to me. That doctor is worthy of respect and honor. The balm he applied to my wounds after the fight healed them in but a few days. I am glad we have this ma of wisdom in our company. Dislike Quotes[] Bakhyt[] Allow me to speak! I do not like that Bakhyt with his hangman's habits. The very thought that I might have landed in the hands of his ilk, had I not fled Moscow... It sends shivers through me. Walking side by side with this monster is more dreadful by the day. I am not the timid type, but it is a haunting thing to have a hangman behind one's back. Oksana[] You know what, sir?! I am a straightforward man and I shall be frank. We should not drag that witch around with us. We don't need Oksana with her potions, charms and magic. Yesterday she gave everyone a potion "against bullets". I did not drink it, but went to a nearby church and lit a candle. If this continues, I fear I shall run out of candles. |
Fiefs | Fiefs are the villages, towns, and castles scattered about the overland map. Each fief is owned by a vassal or, in the case of the capital city of a faction, the ruler of that faction. Fiefs can change hands in several ways, the most common way being during wartime. Villages, unlike castles and towns, cannot be captured directly. Instead, villages are associated with a nearby castle or town and when the castle or town is captured, so is the village. Contents 1 Initial Lords 2 Acquiring a Fief 2.1 Personal Fiefs 2.2 Becoming a Vassal 2.3 Faction Fiefs 3 Owning a Fief 3.1 Taxes 3.2 Reputation 3.3 Wealth 3.4 Interesting Facts 4 Bugs Initial Lords[] Every time you start a new game, the ownership of villages and castles is randomized with only a few exceptions. Towns are typically assigned to powerful lords and do not change unless the lord that owned it defects or is exiled. In With Fire & Sword, due to the game's historical setting, fortresses as well as towns are given to fixed lords, while villages are still randomly distributed. Acquiring a Fief[] Fiefs can be acquired in several ways, most of which involve capturing fiefs after a siege. Personal Fiefs[] Personal fiefs can be obtained by capturing a town or castle while not a vassal of any lord. This can be difficult as defenders of towns and castles are generally hundreds strong and if you are not a member of a faction, you will not have any allies to help you. A good strategy can be to wait until a castle or town has just been captured and then besiege it, as it will only have a small garrison of around 50-60 troops for castles and 80-90 troops for towns. Once captured, keeping a fief under your control can be difficult because you will most likely have insufficient numbers. Contrary to popular belief, right to rule does not affect the likelihood that others will declare war on and attack you (right to rule only affects the chances of other lords defecting to you). Factions may decide to declare war on you at any time, as your claim would be weaker than theirs, leading to an attack on your petty castle (or town, but it's unlikely you can capture one by yourself) with huge armies. In some cases, you may be faced with over a thousand men (in a cohesive realm), attacking villages one by one until they reach your capital castle/town, which is extremely difficult to stop. Unfortunately, the only way to decrease wars against you is to have a lot of power and land. This catch-22 is what makes starting your own faction exceedingly difficult for new players. But if you've spent enough time in Calradia as a mercenary for a faction, you can raise a large army and quit the faction at the end of your contract without penalty. If you have been sending companions to spread your claim (beware as some companions' claims for you conflict) then you will usually only have to deal with the kingdom you attacked. Becoming a Vassal[] When you become a vassal, you will be granted the poorest village in the faction you have joined, usually a village that has recently been looted. Sometimes, the lord who owns the castle associated with that village will dislike you and deny you entry to his castle. Once your relation with that lord improves, you will gain access to his castle. If you are playing a female character, the king of your chosen faction will say that giving a fief to a woman will cause other nobles to think he has been 'bewitched'. You can choose to fight fiefless for the king or reconsider taking your vows of allegiance. However, when a female character with high renown (over 700) becomes a vassal, she will have no trouble receiving a fief like a male character. Having lower renown is not a hindrance if you are on good terms with your liege. In Warband, a vote is cast to decide which lord gets the property every time a castle or town is captured by your faction. By telling a vassal that you support his choice, you will be rewarded with some points in relation towards them, unless for some reason they deny your support. This can be done once for each village, town, or castle your faction acquires, which should net you a lot of friends in the long run. Another way is to work as a mercenary against the faction you'd like to join, and any time you capture a lord (especially the king), you will usually gain a bonus to your relationship with that lord along with bonus honor when you release him from captivity. Once many of the lords in that faction like you (again, especially the king), you should have no trouble gaining fief after fief once you swear fealty. A king may ask you to become his vassal. This may occur after winning all tournaments, or after achieving a certain level of renown while having an overall positive standing with that faction. Faction Fiefs[] Capturing fiefs as a member (vassal) of a faction can only happen when your faction is at war with another faction (never provoke a war as a vassal). The marshall of your faction will summon lords of the same faction, then ride into enemy territory, possibly capturing castles and towns along the way. Keeping a captured fief for yourself (even if you captured it without the help of allies) is not guaranteed. The calculation to decide who gets a captured fief is based on renown, the current number of properties they own, and an element of luck: R = renown.t = number of towns.c = number of castles.V = number of villages.? = random number from 50-99.Bonus = 1.5 (for leader of party that took the fief).K = relationship with king (just for player). Take renown and add 500 as a base value. Divide by the 'ownership factor' which is 1+(owned towns*4)+(owned castles*2)+ owned villages. If you own two castles and three villages, the score would be 1+(0*4)+(2*2)+3=8 Multiply by a random integer number between 50 and 99 inclusive. The one who conquered the fief gets his score multiplied by 1.5. Add twice the relationship value with the king to the score, just for the player, this is not added for other vassals. In Warband, the effective relationship (K in the image) is capped to a minimum of -100 and a maximum of 100. In Warband, if the fief is a village, the score of vassals that don't have any fief is multiplied by 10. If you captured the fief yourself and did not request that the fief be awarded to you, your score is reduced. The player is only given the fief if they get the highest score of all lords in their faction. In Warband, you can try to persuade other vassals that you deserve the fief. If successful, their renown may be added to yours in the calculation. You can also recommend other vassals for fiefs, and this sometimes seems to have the odd reverse effect increasing the likelihood of the recommending player getting the fief, rather than the lord they recommended. Owning a Fief[] Once you have a fief, there are a few things to remember. Taxes[] Owning a fief generates taxes from the populace each week. In Warband, taxes from every fief you own add to your profits at the end of each week, so you do not have to visit your fiefs to collect them. Towns earn the most base taxes, villages second, and castles the least. The prosperity of each fief also affects the amount of taxes they produce, meaning a rich village will generate more in taxes than a very poor town will. The prosperity of a castle is affected by the prosperity of the villages that are geographically attached to that castle, even if the villages are not owned. Usually the player will not own a connected castle and village, unless they have large numbers of both villages and castles. You can raise the prosperity of a town by ensuring that its caravans reach their destinations and by completing quests from its Guild Master. You can raise village prosperity by stopping it from being raided, killing bandits if they invade, building improvements, and completing quests from its Village Elder. Also, when repeatedly purchasing imported goods from a town or village, the prosperity will eventually drop due to the lack of these goods, and they will no longer be available until trade has returned them, which can take a long time. For castles, the same methods can be employed on adjoining villages, but improvements cannot be built unless the adjoining village is owned. The profitability (net income) of a castle can be improved by reducing the size of the garrison. Reputation[] Once a village belongs to you or to your faction, you cannot loot and burn it, although you can still force the peasants to give you supplies. If you are already disliked by a village that becomes your fief, the villagers will remember and hate you, but you can still collect taxes. However, you will be unable to get recruits from this village. You can see your reputation in brackets in the description at the top along with a word describing how much they like or hate you, for example "acceptive", "resentful", "hate you with a passion", etc. If you intend to take part in sieges to earn further fiefs for yourself, you should avoid raiding nearby villages so that they will still like you when you own them. Burning villages also decreases their prosperity, which affects the taxes and recruits you can collect, so you should ensure any villages you may come to own remain in good condition. Wealth[] The taxes a fief generates are linked to its wealth, ranging from very poor to very rich. Improving a fief's wealth increases taxes and the amount of recruits you can obtain there. Improving a fief's wealth is difficult; once a fief is looted, the wealth will drop back to very poor for a long time. Improving the wealth is done by a range of actions. Increasing Reputation: This represents how happy the residents are with your rule. When your people hate you, they will leave first chance they get and the village will not grow beyond average, so you must improve the reputation to 0 or higher to gain any real wealth in your fiefs. Patrolling: Villagers need to go to a nearby town to obtain new resources and to sell their own surplus. Patrolling your territory to make sure your villagers are not attacked and taken prisoner along the route is needed if you wish to improve the fief's wealth, which can pose a problem to lords who have a wide range of fiefs. Trade: If the town the villagers trade in is poor, prices will be high, resulting in less affordable goods. Your villagers notice this too, as the wealth of the town influences the wealth of the villages and vice versa. A town with two poor villages and one average will tend to become poor after some time, due to the lack of production in the villages, and therefore lack of production in the town itself. The town will increase back to average if its villages are at average too, as this allows the town to produce more trade goods which will attract traders who will bring new goods. After some time, this will increase the town's wealth and give your village a chance to increase its own wealth, as it is directly linked to the town. A town will sometimes get besieged and conquered, which lowers its prosperity by -20. To prevent this, you can garrison rescued prisoners, no matter how weak (watchmen, camp followers, etc.) in the town so that enemies hesitate to attack it. To successfully improve the wealth of your fiefs, you should do all of the above, and for an extended amount of time. Depending on your goals, it might not be worth the effort to increase your fiefs' wealth as it takes a long time to do so. If you stop patrolling the region for a short amount of time, bandits will return and rob your villagers. A village requires 3000 denars to buy 1 unit of prosperity, but will only buy it when it has 3500 so that it still has a surplus should something happen, e.g. looting, change-of-hands, etc. Interesting Facts[] New goods appear in the emptied market of the village every 5 days Bugs[] Subject to a bug in 1.143 which shows troop names instead of fief names in dispute dialogs. |
Finnish Harquebusier | Finnish Harquebusier Troop Information Culture Mercenaries Wages ? thalers/week Acquired from... Mercenary Commander Upgrades to... Finnish Harquebusier (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Finnish Harquebusiers are regional mercenary archers of the Kingdom of Sweden. They can be hired in Koenigsberg and Riga. Tactics[] Armed with Matchlock Muskets, their firepower is no better than militia marksmen's and will easily get out-ranged by regular and elite ones - unlike them, however, Finnish Harquebusiers have superior training, armor, and melee weaponry, making them formidable melee combatants best used in sieges or in wagon forts, where they can support pikemen and musketeers in close-quarters combat. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Finnish Harquebusier - Default Stats and Equipment Attributes Stat Points Level 6 Strength 7 Agility 6 Intelligence 3 Charisma 5 Health 48 Armor Head Kabasset Body Half-Cuirass Hand None Foot Shoes with Stockings Skills Skill Points Ironflesh 2 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 1 Shield ? Athletics ? Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 55 Two Handed Weapons 55 Polearms 55 Archery 0 Firearms 85 Throwing 0 Weapons Melee Thrusting Sword Ranged Matchlock MusketHeavy Bullets Shield None Mount None Trivia[] The arquebus - sometimes spelled "harquebus" - was an early portable firearm of low velocity and fired using a matchlock mechanism, hence why Finnish Harquebusiers use Matchlock Muskets in-game. Due to their name, they most likely hail from Finland, which was part of the Swedish Empire during the game's setting. Wikipedia has an article on this subject at:Harquebusier Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) |
Finnish Harquebusier (veteran) | Finnish Harquebusier (veteran) Troop Information Culture Mercenaries Wages ? thalers/week Acquired from... Finnish Harquebusier Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Finnish Harquebusiers (veterans) are veteran regional mercenary archers of the Kingdom of Sweden. Tactics[] Carrying the same equipment as their predecessors - including Matchlock Muskets - but having much better stats, their firepower is no better than militia marksmen's and will easily get out-ranged by regular and elite ones - unlike them, however, veteran Finnish Harquebusiers have superior training, armor, and melee weaponry, making them formidable melee combatants best used in sieges or in wagon forts, where they can support pikemen and musketeers in close-quarters combat. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Finnish Harquebusier (veteran) - Default Stats and Equipment Attributes Stat Points Level ? Strength ? Agility ? Intelligence ? Charisma ? Health 51 Armor Head Kabasset Body Half-Cuirass Hand None Foot Shoes with Stockings Skills Skill Points Ironflesh 3 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 2 Shield ? Athletics ? Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 70 Two Handed Weapons 70 Polearms 70 Archery 0 Firearms 100 Throwing 0 Weapons Melee Thrusting Sword Ranged Matchlock MusketHeavy Bullets Shield None Mount None Trivia[] The arquebus - sometimes spelled "harquebus" - was an early portable firearm of low velocity and fired using a matchlock mechanism, hence why Finnish Harquebusiers use Matchlock Muskets in-game. Due to their name, they most likely hail from Finland, which was part of the Swedish Empire during the game's setting. Wikipedia has an article on this subject at:Harquebusier Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) |
Firearms | Firearms are gunpowder-based ranged weapons in Mount&Blade: With Fire & Sword and Napoleonic Wars. Contents 1 Gameplay 1.1 Advantages 1.2 Disadvantages 2 With Fire & Sword 2.1 Muskets 2.2 Carbines 2.3 Pistols 3 Napoleonic Wars 3.1 Muskets 3.2 Rifles 3.3 Pistols 3.4 Other 4 Trivia 5 Gallery Gameplay[] Gameplay-wise, firearms function very similarly to crossbows - they can inflict very high damage but have a slow reloading rate - which they replace in With Fire & Sword as the counterpart to bows. Advantages[] Fast projectile speed reduces target dodging. High striking power disables targets in fewer shots. Less physical fitness/training required to use (as opposed to bows or melee weapons). Disadvantages[] Slow loading speed limits overall damage and can be interrupted. Difficult to see projectile trajectory. Less ammunition can be carried compared to bows. With Fire & Sword[] During the mid-17th century, firearms have been mass produced in European armies and have thus been highly augmented in both numbers and varieties in With Fire & Sword. By this time, the outdated Matchlock variant is still used by some Ottoman armies and militias, the Wheelock variant is very common in European armies, and the Miquelet variant has started to become more prominent but is only used by elite soldiers. There are three types of firearms in With Fire & Sword: Muskets[] Slowest to reload but most accurate yet cannot be used on horseback due to its heavy weight, there exists three variations: Matchlock (worse stats), Wheellock (commonly used by all nations except the Crimean Khanate), and Miquelet (better stats). There are also the Simple (slightly worse stats) and Good (best stats) subvariants and Handmade Firearms (worst stats of all but can be used on horseback) yet no double-barreled variant. Muskets can carry the Balanced, Tempered, or Masterwork modifiers. All nations have musketeer-infantry troops: Countryman and Poor Cossack wield Handmade Firearms; Seymen, Posad Marksman, Musket Militiaman, Militia Musketeer wield Matchlocks; Marksman, New Order Marksman, Zolnier, Musketeer, Lithuanian Musketeer, German Infantry Musketeer and Scottish Musketeer wield Wheelocks; Serduk, Janissary, German Infantry Musketeer (veteran), Lifeguard, and Mercenary Marksman wield Miquelets. Muskets are recommended for infantry-type companions skilled with Firearms (e.g. Fedot). Carbines[] Faster to reload than a musket - but less accurate - and more accurate than a pistol - but slower to reload There exists the same three variations and two subvariants as muskets as well as Dutch and Double-barreled Wheelock varieties, which are strangely less accurate than their pistol counterparts. All nations except the Crimean Khanate - which only uses horse archers - have medium-cavalry troops armed with carbines: Djura wield Matchlocks while Moscow Reiter, Polish Dragoon, and Swedish Dragoon wield Wheelocks. Pistols[] Fastest to reload but least accurate due to its short barrel, there exists three variations: Old (worst stats), "Regular" (commonly used by some cavalry troops), and Good (best stats and commonly used by Reiters and Generals. Each variation, in turn, has two subvariants: a shorter-barreled, faster-reloading one and a longer-barreled, more-accurate one. There is also the Double-barreled Miquelet (Flintlock) and the Dutch (both "Regular" and Double-barreled) varieties, which are strangely more accurate than their carbine counterparts. Due to its inferior stats, pistols are wielded only by a few cavalry troops - Djura, Watchman, Zaporozhian Cavalryman, Volunteer, Polish Reiter, Swedish Reiter, and Moscow Reiter - as well as non-cavalry - Netyag and Generals. Napoleonic Wars[] Firearms make a return in the Napoleonic Wars DLC. Muskets with bayonets are very common and are typically used by most infantry, while pistols, cavalry muskets, and rifles are used by other units. Muskets[] Muskets are the primary weapon of the backbone of each Napoleonic nation; the line infantry. They're cheap to mass produce, which makes them great military firearms for the time. Muskets in Napoleonic Wars are reasonably inaccurate and take a fair amount of time to reload. There are two variants of muskets, the infantry musket and the cavalry musket. The infantry musket is the ultimate equilibrium weapon: providing a fair reload time, accuracy and melee capability. It takes approximately 12 seconds to reload and cannot be used on horseback whatsoever, only put on the user's back to use if they are dismounted. The cavalry musket is less accurate, but is faster to reload. Its lack of a bayonet may be seen as a large disadvantage to many, as the bayonet is a very deadly weapon in the hands of a good player, while using the stock of a cavalry musket can be daunting. Cavalry muskets can be fired on horseback but only reloaded while the horse is stationary. Rifles[] Rifles of the time had rifling technology. Grooves cut into the interior of the barrel meant that cartridges would spin, which would give the advantage of superior long range accuracy over their musket counterparts. In game, this does have its drawbacks. Rifles have a slower reload time than muskets, at 16 seconds, and rifles can only melee with its stock which has its aforementioned problems. France does not have a rifleman class, their closest to a skirmisher class being their light infantry, which can only spawn with muskets. Rifles can be fired, but not reloaded on horseback. Pistols[] Pistols are the sidearms of officers in Napoleonic Wars, packing a decent amount of punch in a small package. Pistols should never be relied upon however, as they will only kill a full health opponent in one hit if it's a headshot, not to mention they're frighteningly inaccurate. However pistols do have the fastest reload time, and are the only firearm in the game to allow the user to move while reloading. Other[] Other less conventional choices are available for use. These are carbines and musketoons. The musketoon is available to very few troops, and is useful in very few situations. Essentially acting as a shotgun, the musketoon spreads out many shots in a large area at closer ranges. It has no bayonet and a slow reload time, on par with the rifles. It should be used carefully around teammates. Carbines are another choice for cavalry troops, acting very similarly to cavalry muskets, but are better at closer ranges for quick strikes, fitting perfectly for dragoon regiments. Trivia[] Firearms have existed since classic Mount&Blade in the form of a hidden Flintlock Pistol powered by Cartridges, both only accessible via the cheat menu. Gallery[] The original Flintlock PistolThe original Cartridges Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment |
Flanged Mace | The Flanged Mace is surprisingly effective at knocking people over, as it is tied with the Spiked Mace as the heaviest one-handed weapons in the game. The weight of the Flanged Mace makes it more effective at blocking weapons capable of crushing through blocks as well as staggering enemies that successfully block attacks from it. In With Fire & Sword , the Flanged Mace is a lighter, slower weapon that possesses the ability to crush through blocks as well. With Fire & Sword Warband See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Flanged Mace/With Fire & Sword | Flanged Mace Flanged MaceOne-handedBase value: 1200 thalersWeight: 2.0Swing: 29bSpeed rating: 99Weapon reach: 55Requires strength: 12Can crush through blocksWith Fire & Sword |
Flax Bundle | Flax Bundle Games Base value 150 150 280 Weight 40.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Raw material Made From... N/A Made Into... Linen Flax Bundles are a trade good used in Mount&Blade: Warband as a raw material for a linen weavery to produce linen. Flax can be cheaply purchased in Sargoth and sold for high amounts in Durquba. A much faster, but less profitable endeavor, is to buy flax from Praven and sell it to Suno. If you own a linen weavery you can buy flax and give it to your master weaver to cut down on the weekly cost of the business. In With Fire and Sword, flax bundles can be bought for under 100 thalers at villages and sold at fortresses for upwards of 300 thalers. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth |
Flintlock Pistol | For firearms in With Fire & Sword, see Firearms. The Flintlock Pistol is a hidden weapon, inaccessible in a normal game without cheating or editing. It uses cartridges as ammunition, just like bows use arrows or crossbows use bolts. It is a very powerful weapon that uses the hidden Firearms proficiency and can shoot bullets at an incredible velocity, faster than any arrow. However, the Flintlock is wildly inaccurate and the bullet cannot be seen in order to adjust one's aim, making this weapon very difficult to use at range. Like other ranged weapons, the Pistol has reduced accuracy when on horseback, but the targeting reticule stays perfectly still while aiming. On the downside, this weapon is very slow to reload. Cleaning the barrel and loading a cartridge takes longer than reloading any crossbow. The Player or a Companion equipped with the Flintlock is able to use a shield and the Flintlock at the same time, since the user only needs one hand to operate it. Note that this weapon is not the same as the firearms featured in With Fire & Sword, which are actually crossbows under the hood. However, the Flintlock Pistol is a likely source of inspiration for them. Warband Mount&Blade See Also Firearms (List) Ranged Weapons (List) Weapons (List) |
Flintlock Pistol/Warband | Flintlock Pistol Flintlock PistolBase value: 230 denarsWeight: 1.5Damage: 45pAccuracy: 65Speed Rating: 38 |
Flour | Flour Games Base value 91 85 Weight 50.0 Item Quantity 50 Morale Bonus +0 +1 Spoils No Goods Type Trade / Food Made From... N/A Made Into... N/A Flour was a consumable trade good in the original Mount&Blade. It was removed from Warband and then re-added as a basic food source in With Fire & Sword. In With Fire & Sword, its high weight and higher-than-average price makes flour less desirable than other provision goods, such as bread or apples, which offer a better morale boost. However, flour won't spoil, so it still provides a good stand-in when no better option is available. It is readily available in many towns and villages, particularly within the Polish Commonwealth and Cossack Hetmanate and can be purchased cheaply in Krakov, Warsaw, and Chernigov. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth |
Flying Squirrel Entertainment | Flying Squirrel Entertainment logo. Flying Squirrel Entertainment is a small independent game development company based in Europe. They originally formed from the team behind the Mount & Musket modification for Mount&Blade: Warband and went on to make the official downloadable content expansion for the same game, Napoleonic Wars. Games[] Napoleonic Wars External links[] Flying Squirrel Entertainment website |
Food | Food is very important for your party. Each type of food which you have in your inventory gives your party morale, and consequently, if you run out of food, you will lose morale. Food can be bought at goods merchants in towns, or from the Village Elder at villages. Gradually, your party will eat the food, reducing its quantity. Food that is reduced in quantity also sells cheaper. Contents 1 Consumption 2 Quality 3 List of Food 3.1 Mount & Blade 3.2 Warband 3.3 With Fire & Sword 3.4 Viking Conquest 4 Unobtainable Food Consumption[] Your party will eat every 14 hours, with every unit of food quantity feeding 3 troops. In With Fire & Sword, these numbers have been adjusted slightly to every 6 hours and 10 troops per quantity. If you have multiple types of food in your inventory, your party will split the consumption between the available foods. So if you have 15 men (needing 5 quantities of food), and had one item of Bread and one item of Smoked Fish, then it will be split between the two items as evenly as possible. For example, consuming 2 quantities of bread and 3 of fish. Quality[] Certain foods are perishable. In classic Mount&Blade beef goes 'rotten' after five days, making it inedible. In Warband, pork and chicken are also affected by deterioration, though it takes a total of six days. The stages are: <Meat> (Warband only) Fresh <Meat> Day-old <Meat> Two Days-old <Meat> Smelling <Meat> Rotten <Meat> Despite the degradation of the food, the morale bonus does not decease until the meat is fully rotten, at which point it is no longer edible. Food that can rot is best used when traveling with a large army, where its large morale bonus is most useful and where it can be consumed before it spoils. Though it is possible to sell rotten food elsewhere, it returns little money and is best discarded if the player has just finished a battle in the field, in order to make space for captured items, which the player can use for himself, or get even more money by selling. List of Food[] The following is a list of foods that appear in each game. Mount & Blade[] List of Food Name Base Value Weight Quantity Morale Bonus Spoils? Apples 44 20.0 50 +5 No Beef 103 20.0 70 +7 Yes Bread 32 20.0 50 +4 No Butter 150 6.0 30 +8 No Cabbages 30 15.0 50 +4 No Cheese 95 6.0 30 +5 No Chicken 75 10.0 50 +6 No Dried Meat 72 15.0 50 +5 No Flour 91 50.0 50 - No Honey 136 5.0 30 +10 No Pork 85 15.0 50 +6 No Sausages 60 10.0 40 +5 No Smoked Fish 59 15.0 50 +5 No Wheat 77 50.0 50 - No Warband[] In Warband, some foods can be used as a raw ingredient to make other food or trade goods through a Productive Enterprise. List of Food Name Base Value Weight Quantity Morale Bonus Spoils? Made from... Made into... Beef 80 20.0 50 +7 Yes Cattle - Bread 50 30.0 50 +8 No Grain - Butter 150 6.0 30 +4 No - - Cabbages 30 15.0 50 +2 No - - Cheese 75 6.0 30 +5 No - - Chicken 95 10.0 50 +8 Yes - - Dried Meat 85 15.0 50 +5 No - - Fruit 44 20.0 50 +4 No - - Grain 30 30.0 50 +2 No - BreadAle Grapes 75 40.0 10 +3 No - Wine Honey 220 5.0 30 +6 No - - Olives 100 40.0 10 +1 No - Oil Pork 75 15.0 50 +6 Yes - - Sausages 85 10.0 40 +5 No - - Smoked Fish 65 15.0 50 +4 No - - With Fire & Sword[] List of Food Name Base Value Weight Quantity Morale Bonus Spoils? Apples 44 20.0 50 +3 No Beef 80 20.0 50 +2 Yes Beer 120 30.0 50 +5 No Bread 50 30.0 50 +3 No Butter 150 6.0 30 +2 No Cabbages 30 15.0 50 +3 No Cheese 75 6.0 30 +3 No Chicken 95 10.0 50 +3 Yes Dried Meat 85 15.0 50 +2 No Flour 85 50.0 50 +1 No Grapes 75 40.0 10 +2 No Honey 220 5.0 30 +3 No Olives 100 40.0 10 +1 No Pork 100 15.0 50 +3 Yes Sausages 85 10.0 40 +4 No Smoked Fish 65 15.0 50 +2 No Wheat 30 30.0 50 +1 No Wine 220 30.0 50 +5 No Viking Conquest[] List of Food Name Base Value Weight Quantity Morale Bonus Spoils? Barley 18 30.0 150 +3 No Beef 120 20.0 150 +7 Yes Boar Meat 110 20.0 120 +8 No Bread 25 15.0 150 +8 No Butter 100 6.0 90 +4 No Cheese 85 6.0 90 +5 No Chicken 65 10.0 150 +8 Yes Dried Meat 150 20.0 150 +5 No Fruit 40 20.0 150 +4 No Honey 220 5.0 90 +6 No Pork 89 15.0 150 +6 Yes Sausages 35 10.0 120 +5 No Smoked Fish 90 15.0 150 +4 No Vegetables 40 15.0 150 +2 No Wheat 20 30.0 150 +2 No Unobtainable Food[] Some foods exist as objects in the environment and cannot be obtained or eaten. These are most often seen in taverns, but may also decorate keeps and villages. A field of beansStrings of garlicA basket of marrowsA field of squash Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth |
Footpad | Footpad Troop Information Culture Bandits Wages 22 peningas/week Acquired from... Ruffian Upgrades to... Brigand- or -Robber Upgrade Cost 368 peningas XP for Kill ? experience Ransom Value ? peningas Footpads are tier-two bandit infantry in Viking Conquest. They can be found in raiding parties on land. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Footpad - Default Stats and Equipment Attributes Stat Points Level 18 Strength 16 Agility 8 Intelligence 12 Charisma 12 Health 61 Armor Head Phrygian Body Tunic Hand None Foot Ragged Leather Shoes Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 5 Power Strike 3 Power Throw 2 Power Draw 2 Weapon Maintenance 0 Weapon Master 6 Athletics 4 Riding 2 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 4 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 140 Two Handed Weapons 90 Polearms 70 Archery 20 Crossbows 20 Throwing 110 Slings 100 Weapons Melee Short Axe Ranged None Shield Cracked Rawhide Shield Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr |
Foragers | "Give us images or taste steel" This article does not have any images.Please help the M&B Wiki by uploading one! Foragers and patrols are the reconnaissance of all With Fire & Sword nations. They spawn as parties of between 10 - 16. One can find several medium class units of their nation and a few more of lower tier units of their nation seemingly in the respective ratio of 2:3. They make it easy for someone to make enemies with other nations without tediously locating caravans. Realistically, they are more viable than large armies as they would be more likely to perform raids on villages than armies would. They are lenient in the fact that they do not chase very far, instead preferring to stick to some kind of patrolling area which most of these parties seem to follow. Tactics[] Lacking a leader, their only tactic is to charge into battle mindlessly. Cavalry will overtake infantry and pepper one's forces until the infantry arrive. For example, Cossack patrols with Zaporozhian Cavalrymen will charge first, and the Poor Cossacks will follow up behind. Regardless of size and composition, all patrols have near enough no tactics at all. |
Forest Bandit (classic) | Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Forest Bandit Troop Information Culture Bandits Wages 6-3 denars/week Acquired from... Looters- or -Prisoners Upgrades to... Swadian Recruit Upgrade Cost 40 denars XP for Kill 88 experience Ransom Value 73 denars Forest Bandits are bandit archers in Mount&Blade and Warband. Contents 1 Tactics 2 Quotes 3 Stats and Equipment 4 Trivia Tactics[] Inhabiting and roaming the dense forests of Calradia - mainly around the Kingdom of Swadia - they spawn in groups of 4-52. Forest Bandits are lightly armored and carry ranged weapons. They can be quite effective when attacking, as the large number of archers enables them to destroy most enemies at range. Even with their strength in numbers, Forest Bandits are ineffective against heavily armored soldiers, as their attacks are absorbed by their targets' armor. In close quarters, Forest Bandits have no chance versus most foot troops due to their poor melee skills, weak weapons, and lack of decent armor. Despite this, avoid fighting them with tier-one-or-two troops. You should kill Looters to level up your party members before trying to defeat Forest Bandits. Heavy cavalry is suggested against bigger groups of Forest Bandits, and Mercenary Cavalry, Swadian Knights, or Sarranid Mamlukes work well. Other highly effective units are heavy but fast infantry, such as Nord Huscarls. They can be upgraded to Swadian Recruits for 40 denars. This is recommended as it is the beginning of their journey to becoming Swadian Knights, some of the most powerful cavalry in the game. However, avoid upgrading if you need Forest Bandits as expendable skirmishers while on a prolonged campaign. Quotes[] Forest Bandits will say things like: "Everything has a price... even your life!" Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Forest Bandit - Default Stats and Equipment Attributes Stat Points Level 11 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible) Black Hood(Possible) Hood (a) Body Padded LeatherLeather JerkinRagged OutfitShirt Hand None Foot Leather BootsHide Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw 3 Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 90 Polearms 90 Archery 90 Crossbows 90 Throwing 90 Weapons Melee Quarter StaffAxeHatchet Ranged Short BowHunting BowArrows Shield None Mount None Trivia[] Being of Swadian origin, their usage of bows can be considered somewhat odd since their parent faction's troops employ only crossbows - yet it may be intentional, though, as crossbows were historically employed by professional soldiers only, meaning Forest Bandits would have to be Swadian deserters to get them. While they carried Longbows in classic Mount&Blade, they carry Hunting and Short Bows in Warband, making them a bit weaker. Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr |
Former Queen Christina | Former Queen Christina Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Claimant Personal Details Gender Female Former Queen Christina is the Claimant to the throne of Sweden. She is based on a real person who ruled Sweden from 1632-1654. Dialogue[] My name is Christina, the Sixth Queen of Sweden, the mistress of all Goths and Wends. I am the only daughter of King Gustaf II Adolf and Maria Eleanor of Brandenburg. All the estates of Sweden swore to me an oath of allegiance when I reached one year of age. As future queen, I received a splendid education. I mastered seven languages -- German, Dutch, Danish, Italian, Spanish, Greek and Latin Rising to the throne, I chose to remain a virgin, much like Elizabeth of England, and I chose my brother-in-law, Carl Gustaf of Pfalz, as my heir. Yet the treacherous Carl was not content with the natural flow of time, and desired to hurry his way to power. After securing the support of the army, he forced me to abdicate. And this after I won the Thirty-Year War and bestowed heretofore unimagined privileges on the nobles! I am sure, if only I issue a call, that Sweden will rally under my hand once more! Reporting back to King Carl Gustaf[] Christina is longing for the throne? She was always a loose cannon. First she almost led the nation into ruin -- doubled the ranks of nobles, gave away the lands of the crown, while she squandered the treasury for court entertainment and pretty-petties for her favorites. Then suddenly she turned to Catholicism. Whatever she might say today, she abdicated of her own free will. Her abdication was officially accepted at the Rijksdag, and taxes are set on Gottland, Aland, Asel, Pomerania and other regions. Sweden is a nation of Protestant soldiers, and it has no need for a Catholic queen who pretends she is Elizabeth of England. Trivia[] She succeeded her father as ruler at the age of 6, when he died at the Battle of Lutzen. She caused a scandal when she abdicated her throne and converted to Catholicism in 1654. Christina is one of the few women buried in the Vatican grotto. Even after you give her the Throne, interestingly, her name still appears as "Former" Queen Christina. The story of Queen Christina in the game is not accurate to real historical events. She was not forced to abdicate by Carl Gustaf, but rather abdicated on her own will, as she chose to convert to Catholicism (Sweden was a Lutheran kingdom) and left the kingdom for Rome in the Papal States. Hence, in the game, King Carl Gustaf gives a more accurate description of Queen Christina. Wikipedia has an article on this subject at:Christina, Queen of Sweden Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet |
Fortification | For upgrades in With Fire & Sword, see Fortifications. Fortifications are map entities that can be captured through sieges. Villages that belong to the fortification are captured with the fortification. Towns are centers of commerce. Castles have very limited capabilities in comparison. With Fire & Sword[] In With Fire & Sword, all fortifications are granted the same interaction options, harboring marketplaces and mayors (with the attendant upgrade options). In addition, a new class of fortification is introduced, the Fortress. The primary functional difference between Fortresses and Castles on one hand and towns on the other is that towns are permitted caravan destinations. Other differences include gunpowder demand and typical garrison size. See Also[] Towns Castles Fortresses Sieges List of Fortifications |
Fortifications | For the general term referring to towns, castles, or fortresses, see Fortification. Fortifications are a town improvement in With Fire & Sword. They are available through the mayor and is affected by your party's Engineer skill. The Fortifications will reduce the number of attackers that can fight during a siege. Construction[] Engineer Thalers Hours 0 12000 240 1 11400 228 2 10800 216 3 10200 204 4 9600 192 5 9000 180 6 8400 168 7 7800 156 8 7200 144 9 6600 132 10 6000 120 11 5400 108 12 4800 96 13 4200 84 14 3600 72 |
Fortresses | Fortresses for the purposes of this wiki include all non-town Fortifications in Mount&Blade: With Fire & Sword and may be thought of as a combination of the previous games' castles and towns, adding marketplace and mayor functions to castles but lacking the importance of towns. The primary difference between Fortresses and towns in With Fire & Sword is still the typical size of the garrison. Towns usually feature about 3 times the garrison size as lesser fortifications. Towns can also receive caravans while fortresses may not. Fortresses Cossack BratslavCherkassyKamenetsKorsunLadyzhyn FortressPereyaslavPoltava Crimean Izmail FortressKafaKalanchak FortressKezlev FortressKilburun FortressKyzyl-yar FortressPerekop Muscovite Bryansk FortressIzum FortressKurskNovgorodRyazanRzhev FortressTulaTver' Polish Bar FortressBerestye FortressDubensk CastleKovno FortressLida CastleLodz CastleLublin MinskMyadzelsk CastlePolotskSlutskZbarazh Fortress Swedish Allenstein CastleDorpat FortressDynaburg FortressDzvinsk CastleNarvaVyborg Notes[] Fortresses are still called castle in the game files but will be called "fortresses" on this wiki to segregate them from Mount&Blade and Warband. Some Polish and Swedish fortresses are still called "castle", such as Allenstein Castle. Unlike in Mount&Blade and Warband, some fortresses have the suffix "Castle" or "Fortress" despite not sharing a name with a related village. See Also[] List of castles Towns Fortification |
Founding a new kingdom | A player's own kingdom, consisting of Sargoth, Tehlrog Castle, Alburq Castle and their respective villages. Founding your own kingdom is a feature new to Warband. It is the ability to set yourself up as a king or queen of your own fully fledged faction. Trying to conquer land in the original Mount&Blade while being unaffiliated with a leader shows a long text stating that you are a "commoner" and have no right to be "treated as a king". All monarchs have a claim to the throne of Calradia. In addition to the player's struggles to become the supreme ruler of their own territory, should they wish to do so, they must also compete for the title of King/Queen of Calradia. In With Fire & Sword, there is no way to found a new kingdom, but rebelling against a monarch for a claimant will create a temporary faction with the claimant as the ruler. Once the rebellion succeeds, the claimant faction will disappear, and the new monarch will rule the original nation. Contents 1 Becoming a Monarch 2 Ruling 2.1 Your Court 2.2 The Minister and Ruling Options 2.3 Vassals Joining the Kingdom 2.4 Relations With Your Vassals 3 Tips and Tricks Becoming a Monarch[] Before you start your own kingdom, make sure you have a lot of renown, either honor or dishonor (depending on your liking and desired relations), and especially, a lot of right to rule. When starting the game, it is best to first be a vassal of another kingdom, and when you are powerful, revolt and start your own kingdom. This gives you a chance to make friends, who will become your vassals. Also, it will give you a fair fight when you start; a level 5 king is not going to be popular or effective, at least level 20 is recommended. The first requirement of ascending to the throne is that you cannot be tied to another claimant. In other words, you must not be part of a rebellion or a vassal of one of the current factions. If you already are, there are three ways out: ask to be released from your oath, be denied a fief you requested and dispute the judgment by force, or ask your husband to join you in a rebellion (female characters only). If you are currently questing for a claimant, you can convince the claimant to abandon the rebellion, and you will take over the entire territory you conquered for them at the cost of honor (you will receive the ability to rename your faction and give fiefs to your heroes). If you did not manage to secede from your liege with lands and are a landless unaffiliated person, all that is required is to start conquering. You need negative relations with a faction to conquer its fiefs. Having solved a dispute over a fief by force or starting a rebellion will lead to war with the faction you're in. If you're not currently at war or in any faction, you can attack a lord or monarch to go to war with the faction; consider that you will lose a lot of relationship points with the monarch, making him your enemy. It is advisable to extort tolls of a caravan from the faction you wish to conquer, this will decrease your relation with that faction by -1, avoid unnecessary relationship penalties with lords/villages, and allow you to besiege that faction's fiefs once you reach negative relations. Once you have a castle or town, you will be given the opportunity to name your new faction and begin your rule. A good strategy can be to wait until a castle or town has just been captured and then siege it, as it will only have a small garrison of around 50-60 troops for castles and 80-90 troops for towns. This is useful as you will be fighting with no allies for your first siege. Note: You cannot attack the castles or towns of a faction with which you do not have a negative relation. If you attack a lord, village, peasant, or attack/extort tolls from a caravan, you will lose relation with their faction and will then have the option to besiege castles and towns of that faction. Ruling[] Your Court[] When you start your own kingdom, you will be told that a court has been set up in your kingdom's capital. This capital is automatically assigned to the first town or castle you obtained and still possess. If you do not have any towns, the court will be held in the first castle you obtained. The court can be moved at any time, though certain materials are required (Tools and Velvet). The court is where your main affairs are conducted, where your minister stays, where your feasts are held, and where vassals go if they wish to join your kingdom. The court is where all decisions are made, from giving fiefs to vassals to choosing a new marshall to conquer foreign lands. The Minister and Ruling Options[] As a ruler, you have many new options. Your first task is to appoint a minister to look after your lands; this can be a hero, a wife, or even a prominent local (randomly generated NPC). However, it is not advisable to choose the prominent local, as you will be unable to take full advantage of minister features (heroes are automatically chosen if you have them in your party). By talking to this minister, you can conduct different affairs of state. Diplomats can be dispatched to the other factions to declare war or attempt to get other monarchs to recognize your legitimacy. Fiefs can be distributed amongst your vassals, and the current marshall and minister can be changed. If you chose the prominent local, you will only have the option to change the marshall and minister. If you choose one of your heroes as a minister, you may swap them back into your party at any time. It is common amongst players to appoint a hero that doesn't get along well in the group as a minister, as they will no longer quarrel with other heroes. It is also possible to hire a new hero at the tavern just to make them a minister, as there is no difference between a high-level and low-level hero as minister. This can be useful if the player wants to keep their current heroes. Vassals Joining the Kingdom[] Lord Doru wishes to join the players faction. Note the change in Lord Doru's prefix before you even allow him in the kingdom. As a ruler, you will often find landless lords from other kingdoms in your court, hoping to become your vassal. This can happen at random for the most part, but it is also heavily influenced by their personality, their experience with their last kingdom, your renown, and how many unassigned fiefs you have. You can try to get other nobles to defect to your cause by talking to them privately and asking how they feel about their liege, but do not expect a high success rate; while the nobles may dislike their current ruler, most dislike being branded a traitor even more. Much like recruiting lords for a claimant's cause, trying to get other lords to join your kingdom is heavily dependent on renown, number and location of fiefs, kingdom's total troop size, affection, your charisma, your persuasion level, and mere chance. A notable exception is your husband when playing a female character, an option appears when talking to him that instantly makes him join your faction regardless of your relations with him. You may also grant one of your heroes a fief, automatically making them one of your vassals. They will leave your party. While heroes can become your most loyal lords, you are also making the choice to remove a customizable, powerful ever-growing troop from your party. On the other hand, you will have that powerful hero with another army in the field at your disposal. Be careful when appointing heroes as lords, as two who don't like each other may carry their grudges into the field, allowing one to possibly defect to another kingdom. Also, appointing a commoner hero as a vassal will cause a large, retroactive penalty in relations to most of your current and even future vassals. It is recommended to make someone of noble blood a vassal. However, most of them will only recruit faction-specific troops (e.g. Matheld will only recruit Nordic units), so if you don't want a vassal recruiting say, Khergits only, and you think it is worth it, appoint a commoner instead. You could also consider Rolf and Lezalit as vassals: they are both non-faction-specific nobles. Relations With Your Vassals[] As a ruler of your newly founded kingdom, you will find the game even more challenging. As a vassal, one of your ally lords defecting to an enemy can be a positive thing, allowing you to capture their fiefs and possibly claim them for yourself. When you are king/queen this changes dramatically - you'll need to keep a watch on your vassals' "relation to their liege" (open "notes", go to characters and select the lord). You cannot keep every and all lords happy, as some will like honor while others will dislike honor. You must choose carefully. Even former heroes may defect to another kingdom, and with this, you lose the fiefs they hold to the kingdom they defect to. However, taking action and preemptively removing the vassal from his post will anger the other lords of your kingdom, so the more lords you have, the harder it becomes to rule your kingdom. When you are at the near-end of the game and have only one or two kingdoms left to conquer, the number of vassals of the rival kingdom(s) will be incredibly high compared to the early start. At this point, you must be ready to face armies of 4000+ men, but when done correctly you can easily muster a force of 6000+ men, depending on the number of vassals you have. Capturing other lords is not recommended, as this will lower relations with these lords and make it harder for you to convert them to your cause. Not all lords like this idea, but the majority will thank you, and when you reach +50 relations with a given lord getting them to defect to your side will be fairly easy, but it is also dependent upon the relationship they have with their current liege. The more vassals you have, the more your vassals will fight amongst themselves, weakening your nation from within. Try to resolve fights amongst your vassals and hold regular feasts to improve your relations with the lords of your realm. Listen to your current lords when giving out new fiefs to your vassals. Each time you give away fiefs your relation with all the lords who disagree with your decision will drop by 1 to 3, and in the long run, this can destroy your nation by causing your vassals to defect to your rivals. Since the size of a lord's army is directly proportional to the number and wealth of his fiefs, it can be beneficial to only have a few lords, but give them several fiefs each. This avoids the problem of taking massive relation drops with the entire realm when assigning a fief, without sacrificing the strength of your realm too much. Managing the relationship with your lords is difficult but can be coordinated with a little thought. Giving a lord (not a hero) a fief will increase the relationship with the lord by 10 and slightly increase relations with that lord's friends by 1 or 2 points, but reduce your relationship with most other Lords by 1 to 3 depending on their relationship to the receiving lord. If a lord is defeated in battle, you will lose one or two relationship with him as well. Giving yourself fiefs gives no negative or positive relationship with any lord. Certain Lords with unpleasant personalities will lose relationship points faster than others: it is a good idea to give any 'danger' Lords only village fiefs, so that if they defect there is no loss of land, as the village is tied to its castle or town. All of these factors are dependent upon vassal personalities. The more you learn about the quirks of every vassal personality, and the more easily you are able to identify them, the easier it will be to manage your kingdom. For example, a kingdom full of good-natured and upstanding lords will not only be harmonious, with no new rivalries, but they do not become upset when someone else is granted a fief, and their relationship with the player cannot decrease below 100 if the player's honor is 300 or more. However, they are very difficult to convince to defect from their kingdom. On the contrary, pitiless, sadistic, and quarrelsome lords are easy to make defect; a relation of -10 with their liege may be all that is required to get them to renounce their oath, while with more chivalrous lords the bar is higher. Despite this, they are much more difficult to manage, and quick to betray the player (as well as other rulers). Tips and Tricks[] Use opportunities! If you find a castle/town with a garrison of around 100 or less, take it! If the faction owning the town is being ripped to shreds by other factions, even better! Know the flow of war, and when factions are weak, use that opportunity to get a head-start on your kingdom. However, you may be at war with two factions, as the faction it is originally from will declare war to "regain lost territory" (shown below). When taking your first settlement, target a location in which the current owner was also the initial owner at the start of the game. This will make other kingdoms less likely to invade you. For example, if you take Sargoth from the Kingdom of Rhodoks, the Rhodoks will retaliate, but the Kingdom of Nords will probably also declare war against you to take their city back or "regain lost territory", leaving you at war with two factions. Also, the Nords are known to declare war to cleave power from another faction. There is a chance you can persuade a lord to defect to your kingdom before you have a kingdom at all, if you can persuade a lord who owns a town, you can defend a +300 garrison town instead of the 0 garrisons you get when you conquer a town, making your early kingdom easier to defend. Try to convince a lord who owns a strong town, likes you, and has a negative relationship with the current liege. If you have lords seeking to join your faction whom you don't want to accept (e.g. because their personality makes them more trouble than they are worth), instead of telling them their service is not needed and driving them to another faction, just ignore them at least until your throne room is so full that you have to talk to some of them to make room for lords you want to let into the faction. The more potential enemies you can keep off the field, the better. |
France | The banner of France. France, or Empire Français, is a nation in the Mount&Blade: Warband downloadable content, Napoleonic Wars. Contents 1 Background 2 Units 3 Voice commands & Battle cries 4 Youtube Gameplay Video Background[] Led by Napoleon Bonaparte himself, the French Empire in 1812 is the most powerful continental state in Europe. Two decades of Revolutionary and Napoleonic warfare have strengthened her huge armies and expanded her borders and spheres of political influence. In 1812 the French armies fight all across the continent - from the mountains of Portugal to the endless steppes of Russia. The French tricolour was already raised over Berlin, and Vienna has been captured - for the first time in the city’s history. All major European nations have already suffered defeats against Bonaparte’s Grande Armée, but the widely stretched French nation is now literally surrounded by the enemies. France will have to battle against the whole of Europe. Again... Units[] Infantry 45e Regiment d'infanterie de ligne - Line Infantry 84e Regiment d'infanterie de ligne - Line Infantry Legion de la Vistule - Line Infantry 1er Régiment de Grenadiers á pied de la Garde Impériale - Guard Infantry 15eme Regiment d'infanterie Ligere - Light Infantry Cavalry 2e Regiment de Hussards - Hussar Regiment de Chevau-Legers Lancers de la Garde - Lancer Regiment de Dragons de l'Imperatrice - Dragoon 9eme Regiment de Cuirassiers - Cuirassier 1er Regiment de Carabiniers - Carabinier Regiment de Grenadiers a Cheval de la Garde - Heavy Cavalry Specialists L'Artillerie - Artillery Sappeur - Engineer Ship Crew - Infantry (Intrepide) L'Empereur Napoleon Bonaparte - Commander Voice commands & Battle cries[] Battle cries "Vive l’Empereur!" - Long live the emperor! "En avant!" - Forwards! "Ecrasez les!" - Crush them! "On va leur percer le flanc!" - We will pierce their flanks! "Vive la France!" - Long live france! "A l'attaque" - To the attack! "A la bataille" - To the battle! "Vive la patrie" - Long live the Mother/Fatherland Surrender "Je me rends!" - I surrender! "On se rend!" - We surrender! "La Garde meurt mais ne se rent pas!" - The old guard dies but never surrenders ! "Ne tirez pas!" - Do not shoot! "Sauve qui peut" - Save me! Officer "Armes!" - Weapons ready! "Aux armes!" - To arms! "En joue!" - Aim! "Feu!" - Fire! "Chargez!" - Charge! "Chargez les baionnettes" - Bayonet charge! "Baionettes au canon!" - Bayonets and cannons! "Compagnie, avancez!" - Company, Advance! "Compagnie, En avant marche!" - Company, Forwards march! "Compagnie, en avant!" - Company, Forwards! "Tenez la position!" - Hold the position! "Tenez cette position!" - Hold this position! "Défendez cette position!" - Defend this position! "Feu à volonté!" - Fire at will! "Compagnie, avec moi!" - Company, with me! "Avec moi!" - With me! "Compagnie, suivez moi!" - Company, follow me! "Compagnie, derrière moi!" - Company, behind me! "Compagnie, sur moi!" - Company, on me! "Reculez" - Fall back! "Retirez-vous!" - Get out of here! "Retraite!" - Retreat! Youtube Gameplay Video[] Mount & Blade Napoleonic Wars - Part 2: Attack Of The Frogs Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed |
Friese | The Frisians are a Christian culture in Viking Conquest. During the storyline campaign, the player begins in the Kingdom of Friese and starts slightly northeast or northwest of the tutorial village of Doccinga. Contents 1 History 2 Factions 3 Troops 4 Trivia History[] Prior to the game's events, Friese was a Frankish territory. The Danes later freed the disgruntled Frisians but gave the monarchy to a Danish puppet king, Hrorek Hemmingsson. This once again sparked the rebellious fury of the Frisians. Factions[] There is only one Frisian kingdom: Friese. When the Woden Ric is sunk, you wash up near Doccinga and will meet with Thonkrik, the village elder. Once he sends you on the quest to Kennemer, the Jarl quests begin. Once on To Kill a King you have a choice: help the Jarl and kill the Konungr or rush to the coast and help Doccinga defend against Sven Bull-Neck. Banner Name Color Ruler Claimant Capital Kingdom of Friese #ff0088 Konungr Hrorek Hemmingsson - Dorestad Troops[] Frisian Troops Frisian Warrior Horseman Veteran Trivia[] Even though Friese is a puppet state of the Kingdom of Danmark, they still go to war against Northhymbre, another puppet state. Most of the Frisians are Christians, although their rulers are mostly pagan. There is a monastery named Willibrod in the north of Friese. Wikipedia has an article on this subject at:Frisian Kingdom Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed |
Fruit | Apples / Fruit Classic/Warband Viking Conquest Games Base value 44 44 44 40 Weight 20.0 Item Quantity 50 50 50 150 Morale Bonus +5 +4 +3 +4 Spoils No Goods Type Food Made From... N/A Made Into... N/A Fruit is a food item that provides a moderate morale bonus. This item is called Apples in the original game and in With Fire & Sword. Fruit is very cheap and ideal for low level players. Apple trees can be found in a few villages. <a href=" class="image"><img alt="Apples" src=" decoding="async" loading="lazy" width="320" height="130" class="thumbimage" data-image-name="Apples.jpg" data-image-key="Apples.jpg" data-relevant="1" data-src=" /></a> Red and green apples seen growing in Kwynn. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth |
Furs | Furs Classic/Warband Viking Conquest Games Base value 391 Weight 40.0 Item Quantity N/A N/A N/A 30 Morale Bonus +0 Spoils No Goods Type Trade Made From... N/A Made Into... N/A Furs are a non-consumable trade good. In Warband, furs are sold for a significantly lower price at Khudan and Rivacheg as well as the nearby villages of Fisdnar, Udiniad, Uslum, Shapeshte, Shulus, Tismirr, and Vezin. They can be sold for between 95% and 105% base value across most of Calradia, with the exception of Curaw, Ichamur, Reyvadin, Suno, Tulga, and Uxkhal where it is sold for between 65% and 85% base value. In With Fire & Sword, furs are available in the marketplaces of Smolensk, Moscow, and Pskov. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth |
Gaels | The Gaels are a Christian culture in Viking Conquest. History[] Gaelic tribes in Ireland The Gaels have been in Ireland for thousands of years and had never broken to invaders. During the Roman Era of British history, the Gaels never thought of conquering the Roman lands since they were much stronger than them. After the collapse of the Roman Empire and the subsequent retreat of the Roman administration and army from Britain, the Gaels, along with the Picts, began raiding Britain. These raids were ultimately stopped by Anglo-Saxon mercenaries hired by King Vortigern for this express purpose, with the added side effect that this eventually triggered the Anglo-Saxon settlement of Britain. Although prevented from conquering Britain, the Gaels did not completely stop their raids on the island. In particular, Gaelic raiders begun settling in Scotland, and ultimately merged with the Picts to create the Kingdom of Alban. Factions[] There are seven Gaelic kingdoms: Connachta, Laigin, Mide, Mumain, Uladh, the Tribe of Osraige, and the Ui Neill of Aileach. The Norse Kingdom of Laithlind also controls territory in Ireland. Like the Brittonic areas, the Gaelic kingdoms rarely come into play in the main storyline. However, with the exception of Laithlind, all Irish factions are decently strong when it comes to war with other factions. Banner Name Color Ruler Claimant Capital Kingdom of Connachta #66bbff Ruire Mugron mac Cothaid - Cruaghan Kingdom of Laigin #e2007c Ruire Dunlaing mac Muiredaig - Maistiu Kingdom of Mide #3b3eb4 Ruire Donnchad mac Eochocai - Temair Kingdom of Mumain #ddffcc Ruire Cenn Faelad hua Mugthigirn - Caiseal Kingdom of Uladh #dddd00 Ruire Lethlobar mac Loingsig - Rath Celtair Tribe of Osraige #d7a554 Ruire Cerball mac Dunlainge - Ceall Cainnigh Ui Neill of Aileach #dd2244 Ard Ruire Aed mac Niall Ard Tiarna Dungal Aileach Troops[] Gaelic Troops Serf Priest Laborer Skirmisher Freeholder Warrior Veteran Skirmisher Veteran Standard Bearer Champion Elite Skirmisher Horseman Noble Bodyguard Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed |
Gameplay mechanics | While the majority of the Mount&Blade series' gameplay centers on combat aspects, the larger game has a deep, strategic element, especially if played without cheats. Mount&Blade is a sandbox game, however, to achieve whatever objectives the player sets for him or herself - be they military, political, role-playing, or something else - the player must make careful choices. These choices basically revolve around the careful balance and management of four concepts: Money, Renown, Honor, and a register of Relationships. These four concepts intersect with and are backdropped by the constraints of Time, Geography, Player Character, Combat Success, Military Expedience, and Risk. This article's goal is to be a jumping point for each concept as well as to explain the balance between them. Contents 1 Money 2 Renown 3 Honor 4 relationship 5 Politics 6 Time 7 Geography 8 Player Character 8.1 Combat Success Money[] Money (denars/thalers/peningas) is made from quests, taxes, trade, pillaging, battle, tournaments, and from prisoners as ransoms. Different players can use character strengths to increase income - a player with a high Trade skill can earn more from trading whereas a player with high Looting may consider battle or pillaging, while a player who is a lord may rely largely on taxes, and a player with high Persuasion might rely on quests. Money is spent most expensively on troop upkeep and equipment for the player and heroes, but also on recruitment, certain quests, food, bribes to bandits, lords, commoners, and feasts. When making strategic decisions, money is most commonly a trade-off for honor, relationship, and military expedience. In Calradia, as in the real world, money also buys time - hiring a mercenary party at a premium may be better than training a recruit from scratch. Renown[] Renown is the player's personal fame. Almost all actions will yield renown, but renown also degrades with time, and with certain failures. And renown is not easy to earn rapidly. Renown becomes harder and harder to earn the higher the player's level. While no game situations demand renown to be given up, many situations are out of the reach of players without a certain level of renown - namely the abilities to become a lord or lady, the ability to woo, ask for, and marry a lady, the ability to become a marshall, and the ability to lead a claimant's rebellion. NPCs also react differently to players with high renown, and life, in terms of time, money, fief-owning, kingdom building, and relationship are all lubricated with renown. Just as importantly, a player's party size is closely tied to renown. Since almost all players will earn renown at some point or another, the greatest trade off for renown is the costly time needed to attain it and the largely combat risks associated with trying to build renown faster. Risk Greater Risk typically generates greater rewards, particularly so with combat and renown. Winning when at a severe numerical disadvantage tends to yield large amounts of renown quickly. However, such engagements can quickly wear down your troops and your character's health. Losing fights usually costs both money and time. Honor[] Honor is the player's "karma". Honor is gained when enemy lords are let go, when certain quests are completed without pay, and when political quests are handled in a certain manner. Honor is lost when enemy lords are captured for ransom and upon completion of certain "dishonorable" quests. Honor is also lost if you refuse to give up a lady's suit after losing a duel. Having honor affects the relationship gain of a certain subset of lords' personalities that are also honorable quite rapidly if you have never met them. While honor can provide relationship gains with that segment, maintaining honor by refusing certain quests can degrade your relationship with others. Honor costs money, time, and military expedience. Maintaining and building honor can eat away at quest income, which also raises the specter of time. Setting enemy lords free brings them quickly back as a military power, again raising time as a specter. Military Expedience Military Expedience typically operates at odds with honor. In the short term it is advantageous to hold enemy lords as it decreases the number of troop stacks wandering the map. However, by releasing them you gain honor which has long term benefits. relationship[] Not only is relationship balanced against considerations of time, money, honor, and military expedience, each relationship must be balanced against other relationships. Few relationship gains are truly free - even the military rescue of an embattled lord carries combat risk. Some relationships are set up to be diametrically opposed - relationship gains and losses from political intrigue or affronted suitors and the ladies you woo. Others carry subtler trade-offs. Again, time, money, and geography might affect your decision to gather favor with a particular town or village instead of a lord. Time and money might cause a player to raid a village for money and food at the expense of relationship. Money may cause a player to sink thousands of denars into improving his relationship with an uncooperative lord. The passage of time might soften a lord's stance. relationship can have the following effects: Monarchs: Increases the chance you will be awarded fiefs. Lords: Extremely negative (at least -10) relationship precludes the lord from coming to your military assistance or improving relationship by acting in concert in combat. High relationship increases their political support for you, their support for your inclusion into their family through marriage, and increases the chance they'll defect to your kingdom. Towns: Increases tax revenue and lowers prices. Villages: Increases the number of, quality of, and willingness of the population to be recruited into your army. Also increases tax revenue and lowers prices. Ladies: Increases their likelihood to accept you for marriage. A positive relationship with an ever married Lady will allow you to ask favors of her (like increasing relationship with another Lord, in Warband). Politics[] Main article: Politics Main article: Marriage Time[] Events in Calradia reset on daily and weekly timers. Almost all actions take map time. The longer a player is unable to act, the stronger his opponents become, the more renown they gain, the larger bandit parties grow and respawn, the more trade bogs down, the more likely a lady will be wooed away, and the more likely a fief is raided or lost. Additionally, every week, the player must pay troop wages, placing a very real cost on time. While quests usually offer enough time to complete, some delivery quests are on tight schedules. And time forces a player to choose between quests and other priorities such as making money, recruiting and training, building relationship, or participating in Military campaigns. Unlike classic Mount&Blade, Warband's Calradia is not easily traversed in a few hours. Time is not a great issue early in the game but becomes more important the more entangled the player becomes with Calradia. Additionally, night offers advantages and hazards different from those of day. The change of seasons affect caravans, and combat weather patterns. Geography[] In Warband, geography plays a much larger role in controlling the movement of players and NPCs alike. Bandit Camps easily bog down trade in locales, and mountains and woods provide dangerous chokepoints that can force a player to choose between an inescapable ambush through a fast route, or a safe route that takes too much time. Fiefs too far away to be defended might not be worth accepting. Low coastal regions are also more likely to become fogged in the morning - providing both visual impairments for a player's party as well as during combat. Player Character[] The specific characteristics a player chooses can affect the strategies and relative trade-offs between other considerations. Recruitment Party size Party composition Fiefs Attributes Skills Equipment Combat Success[] Combat Success is perhaps the most common way to collect renown. Victory in combat often depends on the player character, as unsupervised battles become pure numerical contests often with costly losses. |
General Arvid Vittenberg | Arvid Vittenberg Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male General Arvid Vittenberg is initially a Vassal of the Kingdom of Sweden. He is based on a real person, Arvid Wittenberg (1606–1657), who was a Swedish count, field marshal, and privy councillor. Wikipedia has an article on this subject at:Arvid Wittenberg This article is a stub. You can help out by expanding it. Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet |
General Brahe Wisingsborg | Brahe Wisingsborg Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male General Brahe Wisingsborg is initially a Vassal of the Kingdom of Sweden. Wikipedia has an article on this subject at:Per Brahe the Younger Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet |
General Gustaf Evertsson Horn | General Gustaf Evertsson Horn Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male General Gustaf Evertsson Horn is a vassal of high renown of King Carl Gustaf in the Kingdom of Sweden. He begins the game as the ruler of Dzvinsk Castle. He is based on a the real Gustaf Evertsson Horn (1614 - 1666), a Swedish military leader and politician. Wikipedia has an article on this subject at:Gustav Evertsson Horn Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet |
General Robert Douglas | Robert Douglas Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male General Robert Douglas is initially a Vassal of the Kingdom of Sweden. He commands a unique retinue of Scottish Pikemen, Musketeer and Swordsmen. He is based on a real person, Robert Douglas (1611–1662), who was a Scottish Field Marshal in the Swedish army, during the Thirty Years' War and the Swedish-Polish wars. Wikipedia has an article on this subject at:Robert Douglas, Count of Skenninge Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet |
General Simon Grundel-Hemfet | Simon Grundel-Hemfet Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male General Simon Grundel-Hemfet is initially a vassal of the Kingdom of Sweden. At the start of a campaign, he is randomly given some villages. Wikipedia has an article on this subject at:Simon Grundel-Helmfelt Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet |
Gentry Cavalryman | Gentry Cavalryman Troop Information Culture Muscovite Tsardom Wages ? thalers/week Acquired from... Heavy Cavalry Commander Upgrades to... Estate Cavalryman (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Gentry Cavalrymen are heavy horse archers of the Muscovite Tsardom. Contents 1 Tactics 2 Stats and Equipment 3 Gallery 4 Trivia Tactics[] Essentially improved Armed Serfs, their role in battle is that of a heavily armed horse archer, comparable to Kalmyk. Armed with bows, clad in mail armor or padded coats, wearing mail armor or padded caps, and riding light horses, Gentry Cavalrymen do less ranged damage than dragoons but are far better in close combat. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Gentry Cavalryman - Default Stats and Equipment Attributes Stat Points Level 15 Strength 11 Agility 7 Intelligence 0 Charisma 0 Health 50 Armor Head MisiurkaPaper Cap Body BehteretsTegilai Hand None Foot Cavalry Boots Skills Skill Points Ironflesh 2 Power Strike 1 Grenade Throwing 0 Power Draw 2 Weapon Master 4 Shield 0 Athletics 0 Riding 4 Shooting from Horseback 4 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 160 Two Handed Weapons 140 Polearms 150 Archery 95 Firearms 0 Throwing 0 Weapons Melee SovnyaChekanCrowbillSaber Ranged LongbowBowEastern Arrows Shield None Mount Saddle Horse Gallery[] In-game stats and equipment Trivia[] Historicaly, a wealthy landed cavalryman was duty-bound to equip a certain number of armed serfs for battle. Wikipedia has an article on this subject at:Landed Army Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard |
Geography | Geography is one of the gameplay mechanics, referring to the topographical features of a region. The Mount&Blade games create notional regions inhabited by various factions. Mount&Blade and Warband take place in Calradia. With Fire & Sword takes place in Eastern Europe. Types of Terrain[] Terrain varies widely through both worlds ranging across: Mountains feature extreme altitude changes and steep inclines. Cavalry is impaired here. Steppes are mostly flat with little vegetation, excellent cavalry terrain. Plains feature varied but mostly flat terrain, often featuring low hills, sparse trees and a shallow creek. Forests are typically hilly with denser trees. Archers are often impaired by the limited sightlines and cavalry is hindered by the trees and inclines. Tundras are usually flat or hilly, with a few trees here and there. Deserts are similar to steppes, but with even less vegetation. |
German Infantry Musketeer | German Infantry Musketeer Troop Information Culture Polish Commonwealth Wages 9 thaler Acquired from... Prisoners or Commander Upgrades to... German Infantry Musketeer (veteran) XP for Kill 67 XP Ransom Value 67 thalers German Infantry Musketeers are elite native infantry of the Polish Commonwealth. Strangely enough, they also work as Mercenaries for Muscovite Tsardom. Hence their name, they are Catholic German mercenaries that the Polish Commonwealth acquired from the Holy Roman Empire, as they wear the distinguishable yellow vest and blue pants. Carrying sturdy head and body armor for protection and equipped with a Wheellock Musket and Good Sword, the German Infantry Musketeer is a highly improved and westernized version of the Polish Zolnier musketeer unit. Its Veteran version is equipped with the more accurate Miquelet Musket with better stats. They become available for hire at Polish/Muscovite fortifications after a Commander and Infantry/Mercenary Commander have been hired. These mercenaries are different from the mercenaries available at Mercenary Camps as they are only available at Polish and Muscovite fortifications and can therefore only be recruited by Polish and Muscovite faction members. Tactics[] The German Infantry Musketeer is the best musketeer unit that the Polish Commonwealth and Muscovite Tsardom can muster. Its stats and equipment far surpasses its weaker Polish and Muscovite counterparts, making it more efficient in the battlefield and during sieges. Both their regular and veteran counterparts are deadly in a musket firing line, and Are equally matched to the Swedish Lifeguard in terms of stats and melee equipment. While the Swedish and Cossack elite musketeer is equipped with the better Miquelet Musket for ranged combat, the German musketeer carries a morion, which is highly protective against overhead attacks. Though the German Infantry Musketeer can defeat light infantry and cavalry easily with their sword, like all musketeer units, they are vulnerable to medium and heavy cavalry. They will use the butt of their musket once they are in melee, which makes it a poor melee weapon if they don't have enough time to pull out their better sword. Therefore, protecting them with pikemen (German Infantry Pikemen are more useful than the alternatives) improves their effectiveness so that they can fire several rounds into charging enemies without fear of being overwhelmed. To use the German Infantry Musketeers effectively in battle, position them in 2 or 3 rows on the top of hill to give covering fire for your charging cavalry. If you have pikemen, be sure to place them in front of the musketeers, but not too close or else they will cover their line of fire and not too far or else the cavalry or infantry will pass the pikemen, reach toward the top of the hill and slaughter your musketeers. While defending a siege, it is best to stockpile German Musketeers to garrison the fort. Once the battle has started, position your Musketeers in 2 rows in the courtyard to give suppressing fire to the enemy, while your infantry, pikemen, and dismounted melee cavalry block the staircase by charging into the masses of enemies. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. German Infantry Musketeer - Default Stats and Equipment Attributes Stat Points Level 12 Strength 10 Agility 8 Intelligence 0 Charisma 0 Health 49 Armor Head Morion, Cabasset Body German Musketeer Line Uniform Hand ? Foot Shoes with Stockings Skills Skill Points Ironflesh 2 Power Strike 2 Grenade Throwing 0 Power Draw ? Weapon Master 3 Shield ? Athletics 1 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 70 Polearms 80 Archery 0 Firearms 130 Throwing 0 Weapons Melee Good Sword Ranged Wheellock Musket, Bullets Shield ? Mount ? Trivia[] German Infantry Musketeers are Imperial mercenaries (Holy Roman Empire). The Polish Commonwealth had recruited 8,000 German mercenaries against the Cossacks in the Cossack-Polish War (1648–57). Some German Musketeers were veteran marksmen from the Imperial Army who survived the Thirty Years War (1618-1648). Since they were well disciplined and were both expert marksmen and fencers, they were difficult opponents for the Cossacks, whom a large portion knew little how to fight. The Swedish-Polish war that occurred later saw many of them face rematches against their old Swedish and Scottish adversaries from the Thirty Years' War. They fared less well against the professional soldiers that had defeated them before and accordingly suffered heavy losses, but they played a key role in helping the Commonwealth endure the invasion. Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran) Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard |
German Infantry Musketeer (veteran) | German Infantry Musketeer (veteran) Troop Information Culture Polish Commonwealth Acquired from... German Infantry Musketeer Upgrades to... N/A German Infantry Musketeer (veteran) looks similar to regular German Infantry Musketeer, but has a better Miquelet Musket. They are elite native infantry of the Polish Commonwealth. Strangely enough, they also work as mercenaries for the Muscovite Tsardom. Tactics[] In battle, German Infantry Musketeer can be considered an equivalent of Swadian Sharpshooter. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. German Infantry Musketeer (veteran) - Default Stats and Equipment Attributes Stat Points Level 16 Strength 11 Agility 9 Intelligence 0 Charisma 0 Health 52 Armor Head Morion, Cabasset Body German Musketeer Line Uniform Hand Infantry Gloves Foot Shoes With Stockings Skills Skill Points Ironflesh 3 Power Strike 3 Grenade Throwing 0 Power Draw ? Weapon Master 4 Shield ? Athletics 1 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 105 Two Handed Weapons 85 Polearms 95 Archery 0 Firearms 145 Throwing 0 Weapons Melee Good Sword Ranged Miquelet Musket, Bullets Shield ? Mount ? Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran) |
German Infantry Pikeman | German Infantry Pikeman Troop Information Culture Polish Commonwealth, Muscovite Tsardom Wages 9 thaler Acquired from... Prisoners or Commander Upgrades to... German Infantry Pikeman (veteran) XP for Kill 67 XP Ransom Value 67 thalers German Infantry Pikeman are elite native infantry of the Polish Commonwealth. Strangely enough, they also work as mercenaries for the Muscovite Tsardom. Hence their name, these pikemen units are German mercenaries recruited from the Holy Roman Empire. Carrying heavy head and body armor, the German Pikeman is the improved, westernized version of the Polish and Muscovite Pikemen. They are equally matched to the Swedish Pikeman in terms of stats and equipment. They become available for hire along with the German Infantry Musketeer at Polish or Muscovite fortifications after a Commander and Mercenary Commander have been hired. Regional mercenaries are different from the mercenaries available at Mercenary Camps as they are only available at Polish fortifications and can therefore only be recruited by Polish faction members. Tactics[] The German Infantry Pikeman is the best Pikeman Unit that the Polish Commonwealth and Muscovite Tsardom can muster. In terms of stats and equipment, German Pikeman is more efficient on the battlefield than their weaker Polish or Muscovite counterparts. The fact that they carry a morion, breast plate, and leg guards make them more resilient to enemy attacks. Since they carry long pikes, they are very effective at slowing and breaking up cavalry charges. Once the fighting is in melee, German Pikemen can hold their position far better than the Zolniers and Militiamen. They can also be used against infantry as long as they keep formation. Since German Pikemen carry broadswords during sieges, they can be classified as "Heavy Infantry" and are very useful at either attacking or defending fortifications. In order to use German Pikemen effectively during battle, order them to form 2 or 3 tight columns in front of the Musketeer Units to protect them against charging cavalry or infantry. Placing them on a sloping hill is a good place to keep enemies at bay, but be careful of where you position your pikemen; if they are too close to the Musketeers, they cover their line of fire, but if they are too far to the Musketeers, the cavalry will pass the pikemen and will slaughter your musketeer units. During sieges, make sure that the Pikemen stay together as they attack or defend enemy fortifications. If you are attacking, make sure the musketeers from a line of fire to protect the besieging pikemen. If you are defending, make sure you stockpile German pikemen units as well as musketeers. Once the battle has started, place your pikemen in tight formation at the bottom of the staircase to counter the large waves of enemies, while the musketeers can shoot them in the flank. Mixing the pikemen with heavy infantry and dismounted melee cavalry will increase their effectiveness at defending the position. If you have an army consisting of German Infantry Musketeers and Pikemen in the battlefield and during sieges, you can bet that they will hold their ground and repulse enemy attacks far better than the alternatives. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. German Infantry Pikeman - Default Stats and Equipment Attributes Stat Points Level 12 Strength 10 Agility 7 Intelligence 0 Charisma 0 Health 45 Armor Head Morion, Cabasset Body German Infantry Line Uniform Hand Infantry Gloves Foot Shoes with Stockings Skills Skill Points Ironflesh ? Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 2 Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 135 Two Handed Weapons 115 Polearms 125 Archery 0 Firearms 0 Throwing 0 Weapons Melee Simple Pike Ranged ? Shield ? Mount ? Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran) Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard |
German Infantry Pikeman (veteran) | German Infantry Pikeman (veteran) Troop Information Culture Polish Commonwealth Acquired from... German Infantry Pikeman (upgrade) Upgrades to... N/A German Infantry Pikeman (veteran) is the heaviest infantry unit in Polish Commonwealth and Muscovite Tsardom. They are elite native infantry of the Polish Commonwealth. Strangely enough, they also work as mercenaries for the Muscovite Tsardom. Tactics[] In battle German Infantry Pikeman can be considered an equivalent of Swadian Infantry. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. German Infantry Pikeman (veteran) - Default Stats and Equipment Attributes Stat Points Level 16 Strength 11 Agility 8 Intelligence 0 Charisma 0 Health 48 Armor Head Morion, Cabasset Body German Infantry Line Uniform Hand Leather Gloves Foot Shoes with Stockings Skills Skill Points Ironflesh 1 Power Strike 2 Grenade Throwing 0 Power Draw ? Weapon Master 3 Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 150 Two Handed Weapons 130 Polearms 140 Archery 0 Firearms 0 Throwing 0 Weapons Melee Pike Ranged ? Shield ? Mount ? Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran) |
German Pikeman | For other uses, see Pikeman. German Pikeman Troop Information Culture Mercenaries Wages ? thalers/week Acquired from... Mercenary Commander Upgrades to... German Pikeman (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers German Pikemen are regional mercenary infantry of the Kingdom of Sweden. They can be hired in Narva and Allenstein Castle. Tactics[] Somewhere between their Swedish and Scottish counterparts strength-wise, they have better-than armor but lower-than stats. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. German Pikeman - Default Stats and Equipment Attributes Stat Points Level 7 Strength 8 Agility 6 Intelligence 4 Charisma 2 Health 46 Armor Head Simple Morion Body Cuirass On Leather Coat Hand Infantry Gloves Foot Infantry Boots Skills Skill Points Ironflesh ? Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 2 Shield ? Athletics ? Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 105 Two Handed Weapons 105 Polearms 105 Archery 0 Firearms 0 Throwing 0 Weapons Melee Simple Pike Ranged None Shield None Mount None Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) |
German Pikeman (veteran) | For other uses, see Pikeman. German Pikeman (veteran) Troop Information Culture Mercenaries Wages ? thalers/week Acquired from... German Pikeman Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers German Pikemen (veterans) are veteran regional mercenary infantry of the Kingdom of Sweden. Tactics[] Somewhere between their Swedish and Scottish counterparts strength-wise, they have better-than armor but lower-than stats. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. German Pikeman (veteran) - Default Stats and Equipment Attributes Stat Points Level ? Strength ? Agility ? Intelligence ? Charisma ? Health ? Armor Head ? Body ? Hand ? Foot ? Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons ? Two Handed Weapons ? Polearms ? Archery 0 Firearms 0 Throwing 0 Weapons Melee ? Ranged None Shield None Mount None Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) |
Gloves | For gloves featured in Mount&Blade:With Fire & Sword, see Gloves (With Fire & Sword). Leather Gloves from Mount&Blade and Warband, showing the style change. Gloves are a minor type of Armor that offer small bonuses to the Body Armor statistic. They can be quite expensive for the minimal benefits they provide, even more so in the original Mount&Blade as their prices were decreased for Warband. When modifiers are applied, the price of gloves can increase drastically. Gloves give such a small bonus that sometimes, negative modifiers can completely annul their benefits (e.g.: Tattered or Ragged Leather Gloves will not grant armor, only encumbrance). Despite the high cost, it may be a good idea to buy a set of leather gloves in the early game, as this will noticeably decrease damage taken from Looters and Forest Bandits, the main concern of a player who has just begun a playthrough. In contrast, Viking Conquest only has Leather Gloves, which remain at a low price and have had their body armor rating improved to +6 from +2. They are inexpensive and are upgraded cheaply at armorers, making them a good early investment for extra protection. List of Gloves[] The following is a complete list of all gloves available in Warband: ▼ Show/Hide Gloves ▼ Gloves Body Armor Weight Base Value Modifiers Gauntlets 7 1.0 1040 Rusty, Battered, Crude, Thick, Reinforced, Lordly Lamellar Gauntlets 6 0.75 910 Rusty, Battered, Crude, Thick, Reinforced, Lordly Leather Gloves 2 0.25 90 Tattered, Ragged, Sturdy, Thick, Hardened Mail Mittens 4 0.5 350 Rusty, Battered, Crude, Thick, Reinforced, Lordly Scale Gauntlets 5 0.75 710 Rusty, Battered, Crude, Thick, Reinforced, Lordly ▲ Show/Hide Gloves ▲ Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment |
Gloves (With Fire & Sword) | For (Mount & Blade) Gloves, see Gloves. Similar to others games in the series, Gloves in With Fire and Sword are a minor type of Armor that offer small bonuses to the Body Armor statistic. They are usually expensive for minimum benefits. In the latest version of the game (v1.143), gloves' appearance seems to change from the one presented in the original Mount & Blade to the style adopted in Warband when equipped by the main character. Like other items in Mount&Blade: With Fire & Sword, there are different gloves with the same name or appearance although distinct statistics. List of Gloves[] The following is a complete list of all gloves available in With Fire & Sword. Note not all might be available to the player without the use of modding or cheats. Click [Expand] to see the whole table. Tables can be sorted by clicking on one of the boxes on the top row. Gloves Body Armor Weight Base Value Cavalry Gloves 3 0.25 300 Infantry Gloves 1 0.25 100 Armor Gauntlets 5 1.00 2000 Leather 2 0.25 200 Reiter Gauntlets 6 1.25 2500 Armor Gauntlets 6 1.25 2500 Battered Gloves 1 0.25 100 Leather Gloves 3 0.25 200 Fur Gloves 5 0.25 300 Gauntlets 8 1.00 500 Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment This article is a stub. You can help out by expanding it. |
Good Broadsword/With Fire & Sword | Good Broadsword Good BroadswordOne-handedBase value: 800 thalersWeight: 1.5Swing: 26cThrust: 21pSpeed rating: 88Weapon reach: 110Requires strength: 10With Fire & Sword Good Broadsword Good BroadswordOne-handedBase value: 2000 thalersWeight: 1.75Swing: 32cThrust: 25pSpeed rating: 84Weapon reach: 117Requires strength: 10With Fire & Sword |
Good Chekan/With Fire & Sword | Good Chekan Good ChekanOne-handedBase value: 900 thalersWeight: 1.5Swing: 28pSpeed rating: 94Weapon reach: 70Requires strength: 12With Fire & Sword |
Good Crowbill/With Fire & Sword | Good Crowbill Good CrowbillOne-handedBase value: 850 thalersWeight: 1.25Swing: 27pSpeed rating: 98Weapon reach: 60Requires strength: 10With Fire & Sword |
Good Hatchet/With Fire & Sword | Good Hatchet Good HatchetOne-handedBase value: 1450 thalersWeight: 1.75Swing: 30cSpeed rating: 99Weapon reach: 60Requires strength: 9Bonus against shieldsWith Fire & Sword |
Good Short Broadsword/With Fire & Sword | Good Short Broadsword Good Short BroadswordOne-handedBase value: 1000 thalersWeight: 1.5Swing: 28cThrust: 20pSpeed rating: 98Weapon reach: 90Requires strength: 9With Fire & Sword Good Short Broadsword Good Short BroadswordOne-handedBase value: 1200 thalersWeight: 1.5Swing: 29cThrust: 20pSpeed rating: 96Weapon reach: 95Requires strength: 9With Fire & Sword |
Good Sword/With Fire & Sword | Good Sword Good SwordOne-handedBase value: 800 thalersWeight: 0.75Thrust: 27pSpeed rating: 106Weapon reach: 100With Fire & Sword Good Sword Good SwordOne-handedBase value: 500 thalersWeight: 0.75Thrust: 23pSpeed rating: 102Weapon reach: 100With Fire & Sword Good Sword Good SwordOne-handedBase value: 650 thalersWeight: 0.75Thrust: 25pSpeed rating: 104Weapon reach: 97With Fire & Sword <a href=" class="image"><img alt="Good Sword (With Fire & Sword) itm good shpaga d" src=" decoding="async" loading="lazy" width="170" height="176" class="thumbimage" data-image-name="Good Sword (With Fire & Sword) itm good shpaga d.png" data-image-key="Good_Sword_%28With_Fire_%26_Sword%29_itm_good_shpaga_d.png" data-relevant="0" data-src=" /></a> Good Sword Good SwordOne-handedBase value: 1250 thalersWeight: 1.0Thrust: 30pSpeed rating: 108Weapon reach: 100With Fire & Sword |
Good Yataghan | Yataghans are among the fastest melee weapons in With Fire & Sword. They are the default weapon of Azaps and most Crimean low-tier troops. With Fire & Sword See Also One-handed Weapons (List) Melee Weapons (List) Weapons (List) |
Good Yataghan/With Fire & Sword | Good Yataghan Good YataghanOne-handedBase value: 1200 thalersWeight: 1.0Swing: 26cSpeed rating: 106Weapon reach: 80With Fire & Sword |
Goods | Goods are a type of item that can be purchased at villages and towns, or found as loot from caravans, bandit camps and raiding villages. Goods serve several roles in Mount&Blade, including trade, food and production. Contents 1 General 1.1 Weight 1.2 Prices 2 Type of Goods 2.1 Food 2.2 Household Goods 2.3 Trade Goods 3 Goods Table 4 Notes General[] Goods cannot be directly used, although food is consumed automatically, but you can buy them and sell them at other towns or villages for a profit, or if you own a Productive Enterprise, you can give your master craftsman raw materials instead of having him buy them from the market (although he will usually be able to get them for a good price). Likewise, you can tell your master craftsman to hold onto the goods the enterprise produces so that you can trade them yourself for higher profit. Weight[] All goods have a weight and are typically quite heavy, which can slow down your Party Speed. It is worth taking along some extra horses to serve as pack mules to maintain your overland speed if you want to trade and still hunt down bandits, or outrun them, during your trips between towns. Prices[] The prices of goods are highly variable, and based upon an abstract model of Supply and Demand, which is covered in the trade page. All goods have a True Price, this is the game-assigned value of each good. This is rarely ever what the actual price of the goods will be, buy/sale price is modified based upon the local abundance or scarcity of that product. You can purchase goods where they are abundant and cheap, and sell where they are scarce and valuable to earn a profit. If you wish to engage in trade, only purchase goods when they are notably less than the True Value listed unless you are sure that there is a town where the scarcity of the good will drive up the value even further. Type of Goods[] Many goods are not used directly by towns or villages, and are used only as a raw material for the creation of another type of good. Finished products, meanwhile, consume those raw materials in their creation, and part of trade is based around moving supplies of raw materials to the places where they are turned into finished products. Most food items are already a "finished product" as soon as they are created. Grain is unique it can be made into two finished products, and velvet is unique in that it requires two different raw materials. The player can also own a Productive Enterprise which allows the player to convert a small amount of those raw materials into finished products in their cities, as well. Food[] For more info on food, see Food. While all food can be eaten, some, like grain, can be used as raw ingredients to make other items by craftsmen at a Productive Enterprise. Household Goods[] Household goods include food, oil, spice, ale and wine. You should maintain a supply of these goods in your court if you own a fief, so they can be used in Feasts to raise relations to other lords. Trade Goods[] Some goods have no use except in trade, and are just Trade Goods. Goods Table[] The following is a list of household and trade goods, for a complete list of foods, see the food page. For more specific information, see individual good pages. Name Weight Type Made from... Base Values Ale 30 House Grain 84 120 - 280 Date Fruit 40 Trade - - 120 120 - Dyes 10 Trade - - 200 200 - Flax Bundle 40 Trade - - 150 150 280 Furs 40 Trade - 391 391 391 391 Hemp 40 Trade - - - 125 - Hides 40 Trade - - 120 120 320 Iron 60 Trade - 264 264 264 304 Leatherwork 40 Trade Hides - 220 220 - Linen 40 Trade Flax Bundle 250 250 250 365 Oil 50 House Olives 484 450 450 - Pottery 50 Trade - 126 100 100 - Powder 40 Trade - - - 400 - Raw Silk 30 Trade - - 600 600 - Salt 50 House - 255 255 255 305 Shag 40 Trade - - - 400 - Spice 40 House - 880 880 880 - Tools 50 Trade Iron 410 410 410 410 Velvet 40 Trade Dyes, Raw Silk 1025 1025 1025 - Vodka 40 Trade - - - 350 - Wine 30 House Grapes 220 220 220 780 Wool 40 Trade - 130 130 130 230 Wool Cloth 40 Trade Wool - 250 250 250 Notes[] Some trading goods may be requested by nobles of a realm to improve relations. (collect velvet and furs to make a robe for a noble whom you have bad relations with) Some village elder or guild master quests will require the player to either purchase/find goods (e.g. wheat for a village) and deliver them to the village or to carry some goods (e.g. wine) to a tavern in another city. Date Fruit seems to have been intended to have been a type of food, as it has a food quantity, but lacks a morale bonus, and is not actually consumed as food is. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth |
Governor Anders Eriksson | Governor Anders Eriksson Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Governor Fiefs Reval Personal Details Gender Male Governor Anders Eriksson is a vassal of the Kingdom of Sweden. He is the initial owner of Reval. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Governor Anders Eriksson - Default Stats and Equipment Attributes Stat Points Level 30 Strength 18 Agility 17 Intelligence 12 Charisma 20 Health ? Armor Head Morion Body Reiter Half-ArmorCivil Dress Hand None Foot Old Jackboots Skills Skill Points Ironflesh 4 Power Strike 5 Grenade Throwing ? Power Draw 3 Weapon Master 7 Shield ? Athletics 3 Riding 5 Shooting from Horseback 3 Looting ? Trainer ? Tracking ? Tactics 4 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 2 Leadership 6 Trade ? Proficiencies Weapon Type Points One Handed Weapons ? Two Handed Weapons ? Polearms 150 Archery 150 Firearms 150 Throwing 150 Weapons Melee Good Sword Ranged None Shield None Mount Hunter Wikipedia has an article on this subject at:Anders Eriksson Hästehufvud Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet |
Governor-General Magnus De la Gardie | Magnus De la Gardie Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male Governor-General Magnus De la Gardie is initially a Vassal of the Kingdom of Sweden. He begins the game as the ruler of Riga. He is based on a real person, Magnus Gabriel De la Gardie (1622–1686), who was a Swedish statesman and military man. Wikipedia has an article on this subject at:Magnus Gabriel De la Gardie Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet |
Grain | Wheat/Grain Classic/Warband Viking Conquest Games Base value 77 30 30 20 Weight 50.0 30.0 30.0 30.0 Item Quantity 50 50 50 150 Morale Bonus +0 +2 +1 +2 Spoils No Goods Type Food Made From... N/A Made Into... Bread, Ale Grain (or Wheat in classic Mount&Blade, With Fire & Sword, and Viking Conquest) is the most common and basic food source. Its high quantity, low weight, and even lower price make this food ideal in many stages of the game. Grain is readily and cheaply available in almost all towns and villages, but some places (like Reyvadin) will sell it much cheaper than others (Bariyye, Tulga). Buying prices can be as low as 3 in villages, especially around Dhirim. The grain may then be sold for up to 50 in nearby towns, making this process a low-risk way of getting a few hundred denars. The Productive Enterprise option can be used to buy either a mill or a bakery that produces bread from grain at a one-to-one ratio, or to buy a brewery that produces two barrels of ale per one sack of grain. This may boost your profit temporarily depending on how many sacks of grain you use. ( A mill requires 6 sacks of grain each week and has a profit margin of 4.6%. A brewery requires 1 sack of grain each week and has a profit margin of 6.4%.) The ability to have two types of productive enterprise come from grain, and that it is produced in nearly every village and town, makes this item incredibly valuable for money making. Any towns without bread or grain will yield a lot of money for the player if they start an enterprise based on grain. Ale and bread have different values from place to place, so beware of which enterprise is chosen in a city before starting to ensure maximum profit. As with any food, grain is used to feed one's army or other lords during feasts. The Bring wheat to (village) quest is sometimes available from Village Elders, and it involves bringing the village a certain amount of grain/wheat. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth |
Grapes | Grapes Games Base value 75 Weight 40.0 Item Quantity 10 Morale Bonus +3 +2 Spoils No Goods Type Raw material Made From... N/A Made Into... Wine Grapes are a food item with both a low quantity and morale bonus. In Warband, they are generally more beneficial as raw materials for a wine press to produce the much more profitable wine. As this feature was removed in With Fire & Sword, grapes became much less useful. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth |
Halberd/With Fire & Sword | Halberd HalberdPolearm (two-handed)Base value: 1400 thalersWeight: 3.0Swing: 24cThrust: 26pSpeed rating: 77Weapon reach: 160Requires strength: 12Cannot be used on horsebackCan crush though blocks |
Halberdier | This article is about the Custom Battle character. You might be looking for Mercenary Halberdier. Halberdier The Halberdier is a character playable in the Custom Battle mode of Mount&Blade: With Fire & Sword. In-game description[] Fierce Scottish warriors were notorious all across Europe. Since the times of Edward III and William Wallace's revolt, Scottish pikemen had been famous for breaking English cavalry. Scottish halberdiers kept alive the glorious traditions of German free lancers and Swedish pikemen. This type of infantry dominated the field In the 15th and 16th centuries, and was still well in demand until the 17th century. Halberdiers successfully countered enemy cavalry and, due to the imperfections of ranged weapons, were able to withstand the onslaught of enemy infantry. Stats[] Halberdier - Default Stats and Equipment Attributes Stat Points Level 20 Strength 12 Agility 12 Intelligence 0 Charisma 0 Health Armor Head Beret Body Scottish Uniform Hand Leather Gloves Foot Infantry Boots Skills Skill Points Ironflesh 3 Power Strike 2 Grenade Throwing 0 Power Draw 0 Weapon Master 4 Shield 0 Athletics 2 Riding 0 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Firearms 100 Throwing 100 Weapons Melee Halberd, Old Short Broadsword Ranged Shield Mount This article is a stub. You can help out by expanding it. With Fire & Sword Custom Battle Troops Reiter Hussar Boyar Cuirassier Mounted Archer Musketeer Netyag Swordsman Rondartschier Pikeman Halberdier |
Half a Kingdom for a Horse | Half a Kingdom for a Horse is a quest unique to Mount&Blade: With Fire & Sword. It requires the player to have 50 renown and is available if the player asks a noble "I would be glad to take upon myself a special mission." Apart from storyline-driven events, when a player asks to swear fealty to a monarch, even if relations are good enough with both the target nation and the monarch himself, the monarch will usually refuse if the player has not completed this quest. This quest can be taken from any noble of the target nation. The player will be given a small amount of money, as well as a Troop Horse which needs to be sent to the monarch. After accepting this quest, as the player moves a few steps away from the lord, he/she will be ambushed by bandits, and only a few of his/her party will be available for combat (usually less than half the number of bandits). Despite the overwhelming number, they are still bandits and so the player and his/her remaining party members should be enough to beat them. On success, the player will receive more gold from the monarch. If somehow the player is knocked out by bandits, the Troop Horse will be lost and the quest will fail. Contents 1 Transcript 1.1 Issuing the quest 1.2 Ambush 1.2.1 On defeating the bandits 1.2.2 On being defeated by the bandits 1.3 Delivery Transcript[] Issuing the quest[] Noble: Could you perhaps do me a small favor, {sir/madam}? The task is this: we had planned to give our ruler a pure-bred stallion, but alas, war has called and I cannot deliver the beast. Can you convey the animal to him in my stead? Player: (Agree) Very well, I would not shy from taking this job. Noble: Here is the stallion, and here is the money for his keeping. Know this -- if you should lose the steed, or fail to deliver it in time, you'll have only yourself to blame for what follows. (Refuse) I am honored to hear that you would wish to bestow such an important task upon me... But alas, I have no time to play nurse to a horse. Noble: The decision is yours. I shall find myself another who can aid me in this. Ambush[] You were ambushed. Now you shall have to fight. Bandit: Well hello, wayfarer! Why such a hurry? What is it that troubles you? Player: And who are you to ask that? Bandit: Who am I? Why, I am a freedom fighter, at your service. -- And the keeper of this road, too. Player: What is that supposed to mean? Bandit: No need for rude words, wayfarer. Better show us what you have in the cart, now. Player: In the cart be arms, and I assure you I can use them... Bandit: Then we shall just have to see about that... On defeating the bandits[] You managed to outstrip your pursuers. You must deliver the horse as soon as possible, before someone else decides the should make it theirs. On being defeated by the bandits[] Bandit: I believe not my eyes! Verily a royal steed you have, my good {man/lady}. To possess such a treasure, a {man/woman} must be able to wield his saber with great skill. Perhaps we shall take it! You failed to deliver the horse. Delivery[] Player: {sire/madam}, I brought you a modest gift from the local nobles. Monarch: What a beautiful stallion! Truly my subjects must love me, if they bring such gifts. But it is taking a great risk, travelling these roads with such a horse. Here, take this for your troubles. |
Hand-Crafted Armors | Table of Hand-crafted Armors[] The following is the list of Hand-crafted Armor that can be bought (only) from the Armor master. Many of these armors can also be found in the marketplace for considerably cheaper, but also with a reduced armor rating. Black Armor is considered the best armor in With Fire & Sword for the player character due to having the highest overall Armor rating. Armor Requirement (Strength) Body Armor Leg Armor Buying Price Weight Armor/Weight Ratio Armor/Cost Ratio Hand-crafted Yushman 11 51 21 72000 18.0 4 1 Hand-crafted Hussar Armor 13 57 20 72000 18.0 4.28 1.07* Hand-crafted Mirror Armor 13 59 20 81000 24 3.29 0.96 Hand-crafted Armor <a href=" class="image"><img alt="Hand-crafted Armor" src=" decoding="async" loading="lazy" width="250" height="138" class="thumbimage" data-image-name="Hand-crafted Armor.jpg" data-image-key="Hand-crafted_Armor.jpg" data-relevant="1" data-src=" /></a> 13 58 21 90000 18 4.39 0.88 Hand-crafted Black Armor <a href=" class="image"><img alt="Hand-crafted Black Armor" src=" decoding="async" loading="lazy" width="250" height="108" class="thumbimage" data-image-name="Hand-crafted Black Armor.jpg" data-image-key="Hand-crafted_Black_Armor.jpg" data-relevant="1" data-src=" /></a> 13 58 36 108000 20 4.7* 0.87 Best Armor/Weight and Armor/Cost ratios are marked with a * Hand-crafted Black Armor has the best Armor/Weight ratio and the highest armor rating overall, but it also has the worst Armor/Cost ratio. Hand-crafted (Winged) Hussar Armor might be considered the most reasonable option with a good Armor/Weight ratio and the best Armor/Cost ratio. Hand-crafted Yushman Armor is the only armor with a lower Strength requirement (11). For that reason it may have a use but does have a significant body armor reduction as well. Hand-crafted Armor is expensive in particular, but ordering a Hand-crafted Mirror Armor could be considered a bad investment due to having only slight armor improvements over Hand-crafted Hussar Armor for an extra cost. See also[] Hand-Crafted Helmets Black Armor |
Hand-Crafted Helmets | Table of Hand-crafted Helmets[] The following is the list of Hand-crafted Helmets that can be bought (only) from the Armor master. Many of these helmets can also be found in the marketplace for considerably cheaper, but also with a reduced armor rating. Black Armor (With Fire & Sword) the Hand-crafted Armet is considered the best armor in With Fire & Sword for the player character due to having the highest head Armor rating. Armor Reqirement (Strength) Head Armor Buying Price Weight Armor/Weight Ratio Armor/Cost Ratio Hand-crafted Tatar Helmet 10 47 27000 3.0 11.75 1.74* Hand-crafted Morion 10 50 36000 3.0 16.67* 1.39 Hand-crafted Reiter Helmet 11 52 50400 3.5 14.86 1.03 Hand-crafted Noble Helmet <a href=" class="image"><img alt="Hand-crafted Noble Helmet" src=" decoding="async" loading="lazy" width="250" height="89" class="thumbimage" data-image-name="Hand-crafted Noble Helmet.jpg" data-image-key="Hand-crafted_Noble_Helmet.jpg" data-relevant="1" data-src=" /></a> 11 53 54000 3.5 15.14 0.98 Hand-crafted Hussar Helmet <a href=" class="image"><img alt="Hand-crafted Hussar Helmet" src=" decoding="async" loading="lazy" width="250" height="87" class="thumbimage" data-image-name="Hand-crafted Hussar Helmet.jpg" data-image-key="Hand-crafted_Hussar_Helmet.jpg" data-relevant="1" data-src=" /></a> 13 57 63000 4.5 12.67 0.90 (Hand-crafted) Armet <a href=" class="image"><img alt="Armet" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Armet.jpg" data-image-key="Armet.jpg" data-relevant="0" data-src=" /></a> 14 62 81000 5.3 11.7 0.77 *The best Armor/Weight and Armor/Cost ratios are marked with a * The Armet has the highest armor rating, but also has the worst Armor/Weight ratio, and by far has the worst Armor/cost ratio. It also has the highest requirement. If you are lucky enough to find an Armet in the marketplace however it will have around 55 armor and will cost under 20000 thaler. The Hand-crafted Tatar helmet has by far the best Armor/cost ratio of the Hand-crafted helmets. However comparable helmets (Reiter Helm - 45 armor) can be fairly commonly found in the marketplace for under 9000 thalers. See also[] Hand-Crafted Armors Armet |
Hatchet/With Fire & Sword | Hatchet HatchetOne-handedBase value: 1200 thalersWeight: 1.25Swing: 28cSpeed rating: 102Weapon reach: 50Requires strength: 8Bonus against shieldsWith Fire & Sword |
Headquarters Clerk Ivan Vygovsky | Ivan Vygovsky Official Information Kingdom Cossack Hetmanate Monarch Hetman Bogdan Hmelnitski Title Vassal Personal Details Gender Male Headquarters Clerk Ivan Vygovsky is initially a vassal of the Cossack Hetmanate. He begins the game as ruler of Kamenets. He has a unique retinue of Rank Cossacks. Vygovsky is based on an actual person, Ivan Vyhovsky, who succeeded Bohdan Khmelnytsky as hetman of the Ukrainian Cossacks. Vyhovsky ruled from 1657-1659. He went to war against the Muscovite Tsardom, which he successfully conducted, but the opposition forced him to resign Hetman. He was succeeded by the son of Bohdan Khmelnytsky, Yurii. Wikipedia has an article on this subject at:Ivan Vyhovsky This article is a stub. You can help out by expanding it. Cossack Hetmanate Monarch: Claimant: Hetman Bogdan Hmelnitski Ivan Barabash Vassals: Anton Zhdanovich Bogdan Popovich Filon Jalaliy Fyodor Loboda Ivan Bogun Ivan Fedorenko Ivan Hmara Ivan Sirko Ivan Vygovsky Lavrin Sinonos Les' Gritsenko Lukyan Mozyra Maksim Nesterenko Martyn Pushkarenko Matviy Gladkiy Pavlo Gomon Petro Doroshenko Prokop Shumeiko Timofiy Nosach Vasil Zolotarenko |
Helmets | The Mail Coif is a common example of Calradian helmets. Helmets are a type of armor that offers bonuses to Head Armor statistics. Head armor is one of the most important forms of personal defense - possibly rivaled only by Shields - as damage to the head can be far more dangerous than anywhere else. Headshots with ranged weapons against unprotected enemies can easily cause one-hit kills. List of Helmets[] Merchandise[] These are "normal" helmets that can be purchased from Armor Merchants and can be found with random modifiers. ▼ Show/Hide Helmets ▼ Helmet Requirement Head Armor Weight Base Value Modifiers Arming Cap - 7 1.0 5 Tattered, Ragged, Sturdy, Thick, Hardened Bascinet STR 8 45 2.25 479 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Bascinet with Aventail STR 8 45 2.25 479 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Bascinet with Nose Guard STR 8 45 2.25 479 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Barbette - 6 0.5 70 Tattered, Ragged, Sturdy, Thick, Hardened Black Hood - 18 2.0 193 Tattered, Ragged, Sturdy, Thick, Hardened Cap with Fur STR 7 15 1.0 50 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Desert Turban STR 7 14 1.5 38 Tattered, Ragged, Sturdy, Thick, Hardened Felt Hat - 8 1.0 4 Tattered, Ragged, Sturdy, Thick, Hardened Felt Hat - 8 1.0 4 Tattered, Ragged, Sturdy, Thick, Hardened Flat Topped Helmet STR 7 33 1.75 203 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Footman's Helmet - 24 1.5 95 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Full Helm STR 10 51 2.5 811 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Fur Hat - 8 0.5 4 Tattered, Ragged, Sturdy, Thick, Hardened Great Helmet STR 10 53 2.75 980 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Guard Helmet STR 9 47 2.5 555 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Headcloth - 4 0.5 1 Tattered, Ragged, Sturdy, Thick, Hardened Helmet with Cap STR 7 28 1.25 147 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Helmet with Lamellar Guard STR 7 38 2.0 360 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Helmet with Neckguard STR 7 32 1.5 190 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Hood (a) - 10 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Hood (b) - 10 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Hood (c) - 10 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Hood (d) - 10 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Horseman Helmet STR 7 25 2.75 180 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Kettle Hat STR 7 35 1.75 240 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Khergit Cavalry Helmet - 36 2.0 333 Tattered, Ragged, Sturdy, Thick, Hardened Khergit Guard Helmet - 40 2.0 433 Tattered, Ragged, Sturdy, Thick, Hardened Khergit War Helmet - 31 2.0 200 Tattered, Ragged, Sturdy, Thick, Hardened Lady's Hood - 10 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Leather Cap - 18 1.0 8 Tattered, Ragged, Sturdy, Thick, Hardened Leather Warrior Cap - 18 1.0 14 Tattered, Ragged, Sturdy, Thick, Hardened Mail Coif STR 7 22 1.25 71 Rusty, Battered, Crude, Thick, Reinforced, Lordly Nasal Helmet STR 7 26 1.25 121 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nomad Cap - 13 0.75 6 Tattered, Ragged, Sturdy, Thick, Hardened Nomad Cap - 10 0.75 6 Tattered, Ragged, Sturdy, Thick, Hardened Nordic Fighter Helmet STR 7 34 2.0 240 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Footman Helmet STR 7 30 1.75 150 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Helmet STR 7 40 2.0 340 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Huscarl's Helmet STR 7 40 2.0 390 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Leather Helmet STR 7 14 1.25 40 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Leather Helmet (veteran) STR 7 20 1.5 70 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Warlord Helmet STR 7 48 2.25 880 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Padded Coif - 11 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Sarranid Felt Hat STR 7 5 2.0 16 Tattered, Ragged, Sturdy, Thick, Hardened Sarranid Keffiyeh Helmet STR 7 35 2.5 290 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Mail Coif STR 7 41 3.0 430 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Veiled Helmet STR 7 47 3.5 810 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Warrior Cap STR 7 19 2.0 90 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Segmented Helmet STR 7 31 1.25 174 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Skullcap - 20 1.0 60 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Spiked Cap STR 7 32 2.0 230 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Spiked Helmet STR 7 38 2.0 278 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Steppe Cap - 14 1.0 14 Tattered, Ragged, Sturdy, Thick, Hardened Steppe Cap (leather a) - 15 1.0 24 Tattered, Ragged, Sturdy, Thick, Hardened Steppe Cap (leather b) - 16 1.0 36 Tattered, Ragged, Sturdy, Thick, Hardened Steppe Cap (leather c) - 16 1.0 51 Tattered, Ragged, Sturdy, Thick, Hardened Straw Hat - 2 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Turban STR 7 11 1.0 28 Tattered, Ragged, Sturdy, Thick, Hardened Vaegir Helmet STR 7 21 2.0 110 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Vaegir Nobleman Helmet STR 7 45 2.75 710 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Vaegir War Helmet STR 7 47 3.0 820 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Vaegir War Mask STR 7 52 3.5 950 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Wimple - 4 0.5 10 Tattered, Ragged, Sturdy, Thick, Hardened Wimple with Veil - 4 0.5 10 Tattered, Ragged, Sturdy, Thick, Hardened Winged Great Helmet STR 10 55 2.75 1,240 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Woolen Cap - 6 1.0 2 Tattered, Ragged, Sturdy, Thick, Hardened Woolen Hood - 8 1.0 4 Tattered, Ragged, Sturdy, Thick, Hardened ▲ Show/Hide Helmets ▲ Non-merchandise[] These helmets are not sold by merchants. They will usually never possess modifiers, even if they are coded to allow for them. However, some may rarely be obtained as loot from enemies wearing such items. Such looted non-merchandise armors may have modifiers. Many of these are also unobtainable for the player without using the cheat menu. ▼ Show/Hide Helmets ▼ Helmet Requirement Head Armor Weight Base Value Acquisition Arena Helmet Blue - 26 1.3 187 Rhodok tournaments Arena Helmet Green - 26 1.3 187 Rhodok tournaments Arena Helmet Red - 26 1.3 187 Rhodok tournaments Arena Helmet Yellow - 26 1.3 187 Rhodok tournaments Arena Turban Blue - 26 1.3 187 Sarranid tournaments Arena Turban Green - 26 1.3 187 Sarranid tournaments Arena Turban Red - 26 1.3 187 Sarranid tournaments Arena Turban Yellow - 26 1.3 187 Sarranid tournaments Black Helmet STR 9 50 2.8 638 Cheats only Byzantion Helmet - 20 2.0 278 Cheats only Crown of Flowers - 4 0.5 1 Worn by female characters during their wedding Felt Steppe Cap - 16 2.0 237 Cheats only Head Cloth (a) - 4 0.5 1 Cheats only Head Cloth (b) - 4 0.5 1 Cheats only Head Wrapping - 3 0.3 16 Looted from Rhodok Tribesmen and Mountain Bandits Khergit Helmet - 33 2.0 361 Cheats only Khergit Lady Hat - 4 0.5 1 Cheats only Khergit Lady Leather Hat - 4 0.5 1 Cheats only Lady Head Cloth (a) - 4 0.5 1 Cheats only Lady Head Cloth (b) - 4 0.5 1 Cheats only Magyar Helmet - 20 2.0 278 Cheats only Pilgrim Hood - 14 1.3 35 Worn when sneaking into enemy towns Rabati - 20 2.0 278 Cheats only Rus Helmet - 20 2.0 278 Cheats only Shahi - 20 2.0 278 Cheats only Sipahi Helmet - 20 2.0 278 Cheats only Steppe Helmet Blue - 20 1.3 187 Khergit, Vaegir tournaments Steppe Helmet Green - 20 1.3 187 Khergit, Vaegir tournaments Steppe Helmet Red - 20 1.3 187 Khergit, Vaegir tournaments Steppe Helmet Yellow - 20 1.3 187 Khergit, Vaegir tournaments Steppe Helmet White - 20 1.3 187 Cheats only Strange Helmet STR 7 44 2.0 824 Part of Strange set Tourney Helm Blue - 30 2.8 187 Swadia tournaments Tourney Helm Green - 30 2.8 187 Swadia tournaments Tourney Helm Red - 30 2.8 187 Swadia tournaments Tourney Helm Yellow - 30 2.8 187 Swadia tournaments Tourney Helm White - 30 2.8 187 Cheats only Turret Hat - 8 0.5 80 Cheats only Turret Hat (blue) - 8 0.5 70 Cheats only Turret Hat (ruby) - 8 0.5 80 Cheats only ▲ Show/Hide Helmets ▲ Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment |
Helmets (With Fire & Sword) | In With Fire & Sword, helmets play a lesser role in body protection, since most units carry a wide variety of civilian, felt and fur hats. There are, however, some mail coifs and heavy helmets, typically reserved for elite units. List of helmets[] The list includes ordinary items, worn by common troops, which can be bought at the Marketplace. Helmet Requirement Head Armor Weight Base Value Modifiers Hat(Sweden) None 1 0.5 40 Cloth Hat(Sweden) None 1 0.5 40 Cloth Hat(Sweden) None 1 0.5 40 Cloth Hat(Sweden) <a href=" class="image"><img alt="SwedHat4" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="SwedHat4.jpg" data-image-key="SwedHat4.jpg" data-relevant="0" data-src=" /></a> None 1 0.5 60 Cloth Beret <a href=" class="image"><img alt="Beret1" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Beret1.jpg" data-image-key="Beret1.jpg" data-relevant="0" data-src=" /></a> None 1 0.5 40 Cloth Beret <a href=" class="image"><img alt="Beret2" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Beret2.jpg" data-image-key="Beret2.jpg" data-relevant="0" data-src=" /></a> None 1 0.5 40 Cloth Polish Uniform Hat <a href=" class="image"><img alt="Hat a1" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Hat a1.jpg" data-image-key="Hat_a1.jpg" data-relevant="0" data-src=" /></a> None 1 0.5 40 Cloth Polish Uniform Hat <a href=" class="image"><img alt="PolHat1" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="PolHat1.jpg" data-image-key="PolHat1.jpg" data-relevant="0" data-src=" /></a> None 3 0.8 120 Cloth Polish Uniform Hat <a href=" class="image"><img alt="PolHat2" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="PolHat2.jpg" data-image-key="PolHat2.jpg" data-relevant="0" data-src=" /></a> None 3 0.8 120 Cloth Cap(Polish) <a href=" class="image"><img alt="Hat a2" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Hat a2.jpg" data-image-key="Hat_a2.jpg" data-relevant="0" data-src=" /></a> None 6 1.0 240 Cloth Cap(Russian) <a href=" class="image"><img alt="Hat b1" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Hat b1.jpg" data-image-key="Hat_b1.jpg" data-relevant="0" data-src=" /></a> None 5 1.0 200 Cloth Hat(Tatar) <a href=" class="image"><img alt="TatHat1" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="TatHat1.jpg" data-image-key="TatHat1.jpg" data-relevant="0" data-src=" /></a> None 4 0.8 160 Cloth Hat(Sweden) <a href=" class="image"><img alt="SwedCap" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="SwedCap.jpg" data-image-key="SwedCap.jpg" data-relevant="0" data-src=" /></a> None 5 1.0 200 Cloth Village Cap(Cossack) <a href=" class="image"><img alt="VilHat" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="VilHat.jpg" data-image-key="VilHat.jpg" data-relevant="0" data-src=" /></a> None 7 1.0 280 Cloth Marksman Cap <a href=" class="image"><img alt="RusHat1" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="RusHat1.jpg" data-image-key="RusHat1.jpg" data-relevant="0" data-src=" /></a> None 4 0.8 160 Cloth Marksman Cap <a href=" class="image"><img alt="RusHat3" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="RusHat3.jpg" data-image-key="RusHat3.jpg" data-relevant="0" data-src=" /></a> None 6 1.0 240 Cloth Tatar Cap <a href=" class="image"><img alt="TatCap" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="TatCap.jpg" data-image-key="TatCap.jpg" data-relevant="0" data-src=" /></a> None 7 1.3 280 Cloth Nomad Hat <a href=" class="image"><img alt="NomCap" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="NomCap.jpg" data-image-key="NomCap.jpg" data-relevant="0" data-src=" /></a> None 8 1.5 320 Cloth Fur Cap <a href=" class="image"><img alt="Hat a3" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Hat a3.jpg" data-image-key="Hat_a3.jpg" data-relevant="0" data-src=" /></a> None 7 1.0 280 Cloth Fur Cap <a href=" class="image"><img alt="Hat a4" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Hat a4.jpg" data-image-key="Hat_a4.jpg" data-relevant="0" data-src=" /></a> None 8 1.0 320 Cloth Fur Cap <a href=" class="image"><img alt="Hat a5" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Hat a5.jpg" data-image-key="Hat_a5.jpg" data-relevant="0" data-src=" /></a> None 8 1.0 320 Cloth Simple Cossack Cap <a href=" class="image"><img alt="CosHat1" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="CosHat1.jpg" data-image-key="CosHat1.jpg" data-relevant="0" data-src=" /></a> None 4 1.0 240 Cloth Rank Cossack Cap <a href=" class="image"><img alt="RankHat" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="RankHat.jpg" data-image-key="RankHat.jpg" data-relevant="0" data-src=" /></a> None 4 0.8 160 Cloth Cossack Cap <a href=" class="image"><img alt="Hat d3" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Hat d3.jpg" data-image-key="Hat_d3.jpg" data-relevant="0" data-src=" /></a> None 6 1.0 240 Cloth Cossack Cap <a href=" class="image"><img alt="Hat d4" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Hat d4.jpg" data-image-key="Hat_d4.jpg" data-relevant="0" data-src=" /></a> None 6 1.0 240 Cloth Cossack Cap <a href=" class="image"><img alt="CosHat3" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="CosHat3.jpg" data-image-key="CosHat3.jpg" data-relevant="0" data-src=" /></a> None 6 1.0 250 Cloth Cossack Cap <a href=" class="image"><img alt="CosHat4" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="CosHat4.jpg" data-image-key="CosHat4.jpg" data-relevant="0" data-src=" /></a> None 6 1.0 250 Cloth Janissary Hat <a href=" class="image"><img alt="Jan1" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Jan1.jpg" data-image-key="Jan1.jpg" data-relevant="0" data-src=" /></a> None 6 1.3 250 Cloth Janissary Hat <a href=" class="image"><img alt="Jan2" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Jan2.jpg" data-image-key="Jan2.jpg" data-relevant="0" data-src=" /></a> None 6 1.3 250 Cloth Serduk Cap <a href=" class="image"><img alt="SerCap" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="SerCap.jpg" data-image-key="SerCap.jpg" data-relevant="0" data-src=" /></a> None 7 1.0 280 Cloth Paper Cap <a href=" class="image"><img alt="Paper2" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Paper2.jpg" data-image-key="Paper2.jpg" data-relevant="0" data-src=" /></a> None 15 1.0 825 Cloth Paper Cap <a href=" class="image"><img alt="Paper1" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Paper1.jpg" data-image-key="Paper1.jpg" data-relevant="0" data-src=" /></a> None 17 1.0 935 Cloth Simple Misiurka <a href=" class="image"><img alt="Misurka2" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Misurka2.jpg" data-image-key="Misurka2.jpg" data-relevant="0" data-src=" /></a> 7 20 1.5 1500 Mail Misiurka <a href=" class="image"><img alt="Misurka1" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Misurka1.jpg" data-image-key="Misurka1.jpg" data-relevant="0" data-src=" /></a> 7 23 1.5 1725 Mail Rich Misiurka <a href=" class="image"><img alt="Misurka3" src=" decoding="async" loading="lazy" width="90" height="67" class="thumbimage" data-image-name="Misurka3.jpg" data-image-key="Misurka3.jpg" data-relevant="0" data-src=" /></a> 7 25 1.5 1875 Mail Misiurka Cap <a href=" class="image"><img alt="MisHat" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="MisHat.jpg" data-image-key="MisHat.jpg" data-relevant="0" data-src=" /></a> 7 26 1.8 1950 Mail Simple Morion <a href=" class="image"><img alt="Morion2" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Morion2.jpg" data-image-key="Morion2.jpg" data-relevant="0" data-src=" /></a> 9 31 2.5 2790 Plate Kabasset/Cabasset <a href=" class="image"><img alt="Kabasset" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Kabasset.jpg" data-image-key="Kabasset.jpg" data-relevant="0" data-src=" /></a> 9 33 2.3 2970 Plate Morion <a href=" class="image"><img alt="Morion1" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Morion1.jpg" data-image-key="Morion1.jpg" data-relevant="0" data-src=" /></a> 9 38 3.0 3420 Plate Iron Cap <a href=" class="image"><img alt="IronHat" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="IronHat.jpg" data-image-key="IronHat.jpg" data-relevant="0" data-src=" /></a> 8 27 2.0 2025 Plate Cone <a href=" class="image"><img alt="Cone" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Cone.jpg" data-image-key="Cone.jpg" data-relevant="0" data-src=" /></a> 9 34 2.8 3060 Plate Tatar Helmet <a href=" class="image"><img alt="TatHelm1" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="TatHelm1.jpg" data-image-key="TatHelm1.jpg" data-relevant="0" data-src=" /></a> 8 28 2.3 2100 Plate Tatar Helmet <a href=" class="image"><img alt="TatHelm3" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="TatHelm3.jpg" data-image-key="TatHelm3.jpg" data-relevant="0" data-src=" /></a> 9 32 2.8 2880 Plate Tatar Helmet <a href=" class="image"><img alt="TatHelm3" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="TatHelm3.jpg" data-image-key="TatHelm3.jpg" data-relevant="0" data-src=" /></a> 9 37 3.0 3330 Plate Eastern Helmet <a href=" class="image"><img alt="EastHelm" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="EastHelm.jpg" data-image-key="EastHelm.jpg" data-relevant="0" data-src=" /></a> 11 43 3.3 New Line Helmet <a href=" class="image"><img alt="NewLine" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="NewLine.jpg" data-image-key="NewLine.jpg" data-relevant="0" data-src=" /></a> 8 29 2.0 2175 Plate Shelom <a href=" class="image"><img alt="ReitHelm1" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="ReitHelm1.jpg" data-image-key="ReitHelm1.jpg" data-relevant="0" data-src=" /></a> 8 30 2.0 2700 Plate Moscow Reiter Helmet <a href=" class="image"><img alt="ReitHelm2" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="ReitHelm2.jpg" data-image-key="ReitHelm2.jpg" data-relevant="0" data-src=" /></a> 9 35 2.5 3150 Plate Reiter Helmet <a href=" class="image"><img alt="ReitHelm3" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="ReitHelm3.jpg" data-image-key="ReitHelm3.jpg" data-relevant="0" data-src=" /></a> 9 45 3.5 4725 Plate Boyar Militia Helmet <a href=" class="image"><img alt="BoyarHelm" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="BoyarHelm.jpg" data-image-key="BoyarHelm.jpg" data-relevant="0" data-src=" /></a> 9 46 3.5 4830 Plate Winged Hussar Helmet <a href=" class="image"><img alt="HusHelm2" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="HusHelm2.jpg" data-image-key="HusHelm2.jpg" data-relevant="0" data-src=" /></a> 9 48 3.8 5040 Plate Hussar Helmet With Crest <a href=" class="image"><img alt="HusHelm1" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="HusHelm1.jpg" data-image-key="HusHelm1.jpg" data-relevant="0" data-src=" /></a> 9 50 4.0 5750 Plate Armet <a href=" class="image"><img alt="Armet" src=" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Armet.jpg" data-image-key="Armet.jpg" data-relevant="0" data-src=" /></a> 9 55 4.3 6325 Plate Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment |
Help the Don Cossacks | Help the Don Cossacks Given by Any lord of the Muscovite Tsardom Reward 650 thaler17 morale400 experience11 renown+6 relations with Muscovite Tsardom+15 relations with Chief Naum Vasiliev-5 relations with Crimean Khanate Penalty None Help the Don Cossacks is a quest unique to With Fire & Sword. It can be obtained by asking any lord of the Muscovite Tsardom for a special mission, but the player must not already be part of a faction. This quest consists of two parts. Internally these are two separate quests that have the same name — though the second part is given immediately after the first part is complete — but this page will describe both quests for easy reading. In the first part of the quest, the lord will inform the player that the Don Cossacks are planning a raid on the Crimean Tatars, and ask that the Tsar aid them with provisions, which the Tsar has already agreed to do. The player is then asked to speak with the Mayor of Moscow, showing him the deed and receiving the goods. The player will then be given 6 Iron, 5 Tools and 5 Linen, and expected to deliver these to Chief Naum Vasiliev. Only upon meeting him and delivering the items, does the player realize that these were not what the Chief wanted, but the player was only delivering what he/she was told to bring. Thus concludes the first part of the quest. The second part of the quest now starts. Chief Naum Vasiliev informs the player that his men report a caravan that has set out from Krakov to Bakhchisaray and the player is tasked with capturing the caravan. Two Village Cossacks will be added to the player's party. The caravan's party consists of 1 Reiter, 1 Caravan Master, 2 Mercenary Musketeers, 6 Mercenary Pikemen and 10 Mercenary Horsemen. They should be intercepted and defeated, and the player will receive a random amount of thalers, 17 morale, a random amount of experience and 11 renown. The two Village Cossacks will now leave the player's party. The player should now report back to Chief Naum Vasiliev to complete the quest, gaining a further 650 thaler, 400 experience, +6 relations with the Muscovite Tsardom, and +15 relations with the Chief, but -5 relations with the Crimean Khanate. If the caravan arrives in Bakhchisaray before player intervention, the player will be scolded by a Village Cossack, and the two of them will also leave the party, but there will be no penalties. Contents 1 Transcript 1.1 Initiation 1.2 Moscow Mayor 1.3 Delivery to Chief Naum Vasiliev 1.4 Intercepting the caravan 1.5 Reporting back to Chief Naum Vasiliev 2 Trivia Transcript[] Initiation[] Noble: Have you heard? The Don Cossacks are planning a raid on the Crimean Tatars. They ask that our father, the Tsar, aid them with provisions. Our Tsar is a kind man, and has ordered the mayor of Moscow to send iron and equipment for the Don. Would you deliver this for us? Player: Why not yourself? Noble: If the Tsar's carts were to travel to the Don, the Tatars would at once know everything. They have spies everywhere. But you -- it is doubtful that you would draw their attention. (Agree) Player: Very well, I agree. Where should I head? Noble: Make your way to Moscow, and speak with the mayor. Give him this deed, and he will provide you with everything you need. The provisions you are to be delivered to the Ataman, Naum Vasiliev. Now make haste! Time is short. (Refuse) Player: I must refuse. I have much other work to do. Noble: Very well, I cannot force you. Moscow Mayor[] Player: Good day to you. I come to collect some supplies for Naum Vasiliev. Here is the deed... Mayor: So, let us see... Signature, seal -- everything in place. All right, take this and sign here. And remember: if the Tatars should learn of these carts, they will cut you to ribbons. Player: They may find me no easy mark. Show me these goods of yours. Delivery to Chief Naum Vasiliev[] Player: Here be the goods that the Tsar of Moscow gave you. Chief Naum Vasiliev: At last! Player: Here, look. Chief Naum Vasiliev: But these are mere provisions. We asked for arms! Player: I brought what I was told to bring. Take it, and let us part ways amicably. Chief Naum Vasiliev: Nay, this will not do! I care not how, but you must bring us pistols and sabers. A week I give you! No more. Player: And what am I to do? Chief Naum Vasiliev: I have a plan. Men that I trust have reported that a cart laden with arms has recently set out to Bakhchisaray. You must capture it! Player: And what if I fail? Chief Naum Vasiliev: You shall not fail, and to be sure of this, I shall give you two Cossacks. Player: Well, I'll see what I can do. I shall try to catch that cart! Chief Naum Vasiliev: Good then. Take the lads and march out. Intercepting the caravan[] Village Cossack: (Success) Ha! Our sabers cut them down quite nicely! And look at all our trophies! Well, I and my man will take the cart, and return to the Ataman. And to you I wish godspeed! (Failure) Damn you! What have you done, you worthless fool? You've let the foe slip clear away. I shall go at once to the Ataman, and tell him of your incompetence... Reporting back to Chief Naum Vasiliev[] Player: I would like to talk about the carts... Chief Naum Vasiliev: On behalf of all the hosts of the Don, thank you for your faithful aid, Player. Oh, we shall meet the Tatars with a great battle. Here, you have well earned your reward. Player: Thank you as well, Ataman. And now I shall depart. Chief Naum Vasiliev: There is one more thing. I have received a report that the captive Tatar escaped. He saw you in the camp, and will no doubt tell his people that it was you who supplied us with our arms. I tell you this, that you will be wary and prepared for the Tatars' revenge. Player: Thank you for the warning. Well, no one can stand in the way of one who walks the path of the righteous. Let us wish each other the best. Farewell! Trivia[] Even if your inventory is not large enough to contain all the items that the mayor of Moscow will send you, you will still receive them and be able to deliver them and nothing will be lost. |
Hemp | Hemp Games Base value 125 Weight 40.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Trade Made From... N/A Made Into... N/A Hemp is a trade good exclusive to With Fire & Sword. In reality, hemp is a versatile material. Imported from India by the Silk Road, many countries wanted this plant. It could be used for clothing, paper, building, engineering, and food. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth |
Heroes (With Fire & Sword) | For the heroes featured in the first games, see Heroes. This page will show heroes or companions of Mount&Blade: With Fire & Sword. The companions of With Fire & Sword will differ from the classic heroes from the Calradia games. Unlike the previous games' Heroes, With Fire & Sword's Heroes' likes and dislikes are different than the original. Instead of mutual likes and dislikes, the like and dislikes between companions are mostly one-sided likes and dislikes although there are mutual relationships. This makes choosing companion hard as one-sided hate can mess the stable composition of the party. There are 2 companions that can be only recruited for storyline quests: Colonel Zagloba for The Deluge and Mamai for The Secret of the Black Mace. The hero system here follow the original Mount&Blade hero system, instead of the Warband version. There is no companion story as it was likely removed in the game, but the files can be seen in game strings. List of Heroes[] There are 16 companions in With Fire & Sword, just like the main game. The skill column shows their best skill (at minimum level 2) Name Likes Dislikes (Heroes) Dislikes (Conditions) Cost Skills Algirdas Ingri Fedot, Nogai Retreating 250 Riding, Tactics, Leadership Bakhyt Mamai Fatima, Varvara Hunger, Not Paid, Heavy Casualties 300 Power Strike, Looting, Prisoner Management Colonel Zagloba Bakhyt Mamai, Priest Spasokukotsky Hunger, Not Paid, Heavy Casualties, Retreating Free, Restricted Ironflesh, Power Strike, Trainer, Leadership Fatima Karlsson Nogai, Oksana Retreating 300 Grenade Throwing, Shield, Athletics, Riding Fedot Sarabun Bakhyt, Oksana Robbing Villages, Assassinate Merchant, Bring Back Runaway Serfs 400 Athletics, Tracking, Path-finding, Spotting Ingri Oksana Algirdas, Sarabun Hunger, Not Paid, Heavy Casualties 500 Inventory Management, Trade Karlsson Priest Spasokukotsky Algirdas, Tepes Hunger, Not Paid, Heavy Casualties 400 Ironflesh, Power Strike, Weapon Master, Athletics Mamai Varvara Fedot, Yelisei Retreating 300, Restricted Ironflesh, Power Strike, Weapon Master, Athletics, Riding Nogai Oksana Fatima, Yelisei Hunger, Not Paid, Heavy Casualties 300 Ironflesh, Power Strike, Weapon Master, Athletics, Riding, Shooting from Horseback Oksana Colonel Zagloba Karlsson, Victor De La Buscador Failing Quests, Robbing Villages, Assassinate Merchant, Bring Back Runaway Serfs 300 Path-finding, Wound Treatment, Leadership Priest Spasokukotsky Nogai Hunger, Not Paid, Retreating, Heavy Casualties Free Looting, First Aid, Trade Sarabun Yelisei Algirdas, Varvara Robbing Villages, Assassinate Merchant, Bring Back Runaway Serfs 600 Wound Treatment, Surgery, First Aid Tepes Bakhyt Oksana, Priest Spasokukotsky Robbing Villages, Assassinate Merchant, Bring Back Runaway Serfs, Failing Quests 200 Riding, Trainer, Spotting Varvara Victor De La Buscador Ingri, Tepes Robbing Villages, Assassinate Merchant, Bring Back Runaway Serfs 200 Ironflesh, Power Strike, Inventory Management, Wound Treatment Victor de la Buscador Tepes Karlsson, Sarabun Failing Quests 500 Weapon Master, Riding, Trainer, Tactics, Leadership Yelisei Victor De La Buscador Ingri Retreating, Failing Quests 300 Athletics, Riding, Engineer <a href=" class="image"><img alt="WFAS Hero Stats" src=" decoding="async" loading="lazy" width="600" height="555" class="thumbimage" data-image-name="WFAS Hero Stats.png" data-image-key="WFAS_Hero_Stats.png" data-relevant="1" data-src=" /></a> A chart of the With Fire & Sword Heroes' stats. Compatible Parties[] If you wish to keep a compatible party and/or not be burdened by a particular morality, you will have to choose you party members carefully. Here are the biggest compatible parties grouped by morality (without the restricted heroes Colonel Zagloba and Mamai, which are always compatible): Size Morality Members Party skills 6 Aristocratic, Egalitarian, Honest, Humanitarian Algirdas, Fatima, Priest Spasokukotsky, Varvara, Victor De La Buscador, Yelisei Engineer 4, First Aid 2, Looting 2, Spotting 1, Surgery 1, Tactics 4, Trade 2, Wound Treatment 2 Fatima, Fedot, Karlsson, Priest Spasokukotsky, Sarabun, Yelisei Engineer 4, First Aid 4, Looting 2, Path-finding 3, Spotting 3, Surgery 3, Tracking 2, Trade 2, Wound Treatment 3 Fatima, Fedot, Karlsson, Priest Spasokukotsky, Varvara, Yelisei Engineer 4, First Aid 2, Looting 2, Path-finding 3, Spotting 3, Surgery 1, Tracking 2, Trade 2, Wound Treatment 2 Fatima, Fedot, Priest Spasokukotsky, Varvara, Victor De La Buscador, Yelisei Engineer 4, First Aid 2, Looting 2, Path-finding 3, Spotting 3, Surgery 1, Tactics 4, Tracking 2, Trade 2, Wound Treatment 2 5 Aristocratic, Egalitarian Bakhyt, Ingri, Karlsson, Nogai, Priest Spasokukotsky First Aid 2, Looting 3, Surgery 1, Trade 4, Wound Treatment 1 5 Aristocratic, Egalitarian, Honest Algirdas, Bakhyt, Priest Spasokukotsky, Victor De La Buscador, Yelisei Engineer 4, First Aid 2, Looting 3, Surgery 1, Tactics 4, Trade 2, Wound Treatment 1 Algirdas, Fatima, Priest Spasokukotsky, Victor De La Buscador, Yelisei Engineer 4, First Aid 2, Looting 2, Surgery 1, Tactics 4, Trade 2, Wound Treatment 1 Bakhyt, Ingri, Nogai, Priest Spasokukotsky, Victor De La Buscador First Aid 2, Looting 3, Surgery 1, Tactics 4, Trade 4, Wound Treatment 1 5 Aristocratic, Egalitarian, Humanitarian Bakhyt, Karlsson, Nogai, Priest Spasokukotsky, Sarabun First Aid 4, Looting 3, Surgery 3, Trade 2, Wound Treatment 3 Fatima, Fedot, Ingri, Karlsson, Priest Spasokukotsky First Aid 2, Looting 2, Path-finding 3, Spotting 3, Surgery 1, Tracking 2, Trade 4, Wound Treatment 1 Fatima, Fedot, Karlsson, Priest Spasokukotsky, Sarabun First Aid 4, Looting 2, Path-finding 3, Spotting 3, Surgery 3, Tracking 2, Trade 2, Wound Treatment 3 Fatima, Fedot, Karlsson, Priest Spasokukotsky, Varvara First Aid 2, Looting 2, Path-finding 3, Spotting 3, Surgery 1, Tracking 2, Trade 2, Wound Treatment 2 Fedot, Ingri, Karlsson, Nogai, Priest Spasokukotsky First Aid 2, Looting 2, Path-finding 3, Spotting 3, Surgery 1, Tracking 2, Trade 4, Wound Treatment 1 Fedot, Karlsson, Nogai, Priest Spasokukotsky, Sarabun First Aid 4, Looting 2, Path-finding 3, Spotting 3, Surgery 3, Tracking 2, Trade 2, Wound Treatment 3 Fedot, Karlsson, Nogai, Priest Spasokukotsky, Varvara First Aid 2, Looting 2, Path-finding 3, Spotting 3, Surgery 1, Tracking 2, Trade 2, Wound Treatment 2 5 Aristocratic, Honest, Humanitarian Algirdas, Fatima, Tepes, Victor De La Buscador, Yelisei Engineer 4, Spotting 2, Tactics 4 Algirdas, Fatima, Varvara, Victor De La Buscador, Yelisei Engineer 4, Spotting 1, Tactics 4, Trade 1, Wound Treatment 2 Fatima, Fedot, Sarabun, Tepes, Yelisei Engineer 4, First Aid 4, Path-finding 3, Spotting 3, Surgery 3, Tracking 2, Wound Treatment 3 Fatima, Fedot, Tepes, Victor De La Buscador, Yelisei Engineer 4, Path-finding 3, Spotting 3, Tactics 4, Tracking 2 Fatima, Fedot, Varvara, Victor De La Buscador, Yelisei Engineer 4, Path-finding 3, Spotting 3, Tactics 4, Tracking 2, Trade 1, Wound Treatment 2 5 Egalitarian, Honest, Humanitarian Bakhyt, Ingri, Nogai, Tepes, Victor De La Buscador Looting 3, Spotting 2, Tactics 4, Trade 4 Fedot, Ingri, Nogai, Tepes, Victor De La Buscador Path-finding 3, Spotting 3, Tactics 4, Tracking 2, Trade 4 4 Aristocratic, Honest Algirdas, Fatima, Victor De La Buscador, Yelisei Engineer 4, Tactics 4 4 Egalitarian Bakhyt, Ingri, Karlsson, Nogai Looting 3, Trade 4 4 Egalitarian, Honest Bakhyt, Ingri, Nogai, Victor De La Buscador Looting 3, Tactics 4, Trade 4 4 Egalitarian, Humanitarian Bakhyt, Karlsson, Nogai, Sarabun First Aid 4, Looting 3, Surgery 3, Wound Treatment 3 Fedot, Ingri, Karlsson, Nogai Path-finding 3, Spotting 3, Tracking 2, Trade 4 Fedot, Karlsson, Nogai, Sarabun First Aid 4, Path-finding 3, Spotting 3, Surgery 3, Tracking 2, Wound Treatment 3 Fedot, Karlsson, Nogai, Varvara Path-finding 3, Spotting 3, Tracking 2, Trade 1, Wound Treatment 2 3 Aristocratic, Humanitarian Algirdas, Fatima, Varvara Spotting 1, Tactics 2, Trade 1, Wound Treatment 2 Fatima, Fedot, Sarabun First Aid 4, Path-finding 3, Spotting 3, Surgery 3, Tracking 2, Wound Treatment 3 Fatima, Fedot, Varvara Path-finding 3, Spotting 3, Tracking 2, Trade 1, Wound Treatment 2 3 Honest, Humanitarian Fedot, Sarabun, Tepes First Aid 4, Path-finding 3, Spotting 3, Surgery 3, Tracking 2, Wound Treatment 3 Fedot, Tepes, Victor De La Buscador Path-finding 3, Spotting 3, Tactics 4, Tracking 2 Fedot, Varvara, Victor De La Buscador Path-finding 3, Spotting 3, Tactics 4, Tracking 2, Trade 1, Wound Treatment 2 2 Aristocratic Algirdas, Fatima Tactics 2 2 Humanitarian Fedot, Sarabun First Aid 4, Path-finding 3, Spotting 3, Surgery 3, Tracking 2, Wound Treatment 3 Fedot, Varvara Path-finding 3, Spotting 3, Tracking 2, Trade 1, Wound Treatment 2 1 Honest Victor De La Buscador Tactics 4 Player's Companions Algirdas Bakhyt Colonel Zagloba Fatima Fedot Ingri Karlsson Mamai NogaiOksana Priest Spasokukotsky Sarabun Tepes Varvara Victor de la Buscador Yelisei |
Hetman Bogdan Hmelnitski | Hetman Bogdan Hmelnitski Official Information Kingdom Cossack Hetmanate Title Hetman Fiefs Pereyaslav Culture Zaporozhian Cossack Religion Orthodox Christianity Personal Details Gender Male Hetman Bogdan Hmelnitski is the ruler of the Cossack Hetmanate. He is the initial owner of Pereyaslav and has a unique retinue of Serduks. The claimant to his rule is Ivan Barabash. Stats and Equipment[] Hetman Bogdan Hmelnitski - Default Stats and Equipment Attributes Stat Points Level 41 Strength 20 Agility 20 Intelligence 15 Charisma 25 Health ? Armor Head Cossack Cap Body Chain ArmorCossack Zupan Hand ? Foot Good Boots Skills Skill Points Ironflesh 6 Power Strike 7 Grenade Throwing 0 Power Draw 5 Weapon Master 9 Shield ? Athletics 5 Riding 7 Shooting from Horseback 5 Looting ? Trainer ? Tracking ? Tactics 8 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 3 Leadership 9 Trade ? Proficiencies Weapon Type Points One Handed Weapons 220 Two Handed Weapons 220 Polearms 220 Archery 220 Firearms 220 Throwing 220 Weapons Melee Mace Ranged ? Shield ? Mount Thoroughbred Horse Trivia[] He is based on a real person who created the Cossack Hetmanate in 1648. His full name was Bohdan-Zinoviy Mykhaylovych Khmelnyts'kyy (Ukrainian: Богдан-Зіновій Михайлович Хмельницький, Polish: "Bohdan Zenobi Chmielnicki"). He belonged to the "Syrokomla" coat-of-arms, depicted in-game as his personal banner. He was baptized by one of his middle names - Theodor (Ukrainian: Богдан - "Bohdan") - as was custom in the Greek Orthodox Church. Although the Hetman was the highest military office and head of state in the Cossack Hetmanate, Khymelnyts'kyy was technically not a monarch since a Hetman was - after the monarch - the second-highest military commander in the Polish Commonwealth. Wikipedia has an article on this subject at:Bohdan Khmelnytsky Cossack Hetmanate Monarch: Claimant: Hetman Bogdan Hmelnitski Ivan Barabash Vassals: Anton Zhdanovich Bogdan Popovich Filon Jalaliy Fyodor Loboda Ivan Bogun Ivan Fedorenko Ivan Hmara Ivan Sirko Ivan Vygovsky Lavrin Sinonos Les' Gritsenko Lukyan Mozyra Maksim Nesterenko Martyn Pushkarenko Matviy Gladkiy Pavlo Gomon Petro Doroshenko Prokop Shumeiko Timofiy Nosach Vasil Zolotarenko |
Hetman Jan Sobieski | Jan Sobieski Official Information Kingdom Polish Commonwealth Monarch King Jan Kasimir Title Vassal Personal Details Gender Male Hetman Jan Sobieski is initially a Vassal of the Polish Commonwealth. He is the ruler of Lida Castle. He is based on a real person, Jan Sobieski (1629–1696), who was a Polish-Lithuanian noble and later King of the Commonwealth. Wikipedia has an article on this subject at:John III Sobieski Polish Commonwealth Monarch: Claimant: King Jan Kasimir Janusz Radziwill Vassals: Alexander Casimir Wolowicz Alexander Oginsky Andrzej Kmicic Boguslav Nesvizhsky Casimir Tyszkiewicz Fyodor Obukhovich Jan Skrzetuski Jan Sobieski Jan Zamojski Jan Zenowicz Janusz Kiszka Jerzy Halecki Krzysztof Grzymultowski Michal Vishnevetsky Michal Wolodyjowski Pavel Sapega Siegmund Slushka Stanislav Liantskoronsky Stanislaw Potocki Stefan Czarniecki |
Hetman Pavel Sapega | Pavel Sapega Official Information Kingdom Polish Commonwealth Monarch King Jan Kasimir Title Vassal Personal Details Gender Male Hetman Pavel Sapega is initially a Vassal of Polish Commonwealth. He is based on a real person, Pawel Jan Sapieha, who was a Hussar leader and a Polish-Lithuanian noble. He lived from 1609 - 1665. Wikipedia has an article on this subject at:Pawel Jan Sapieha Polish Commonwealth Monarch: Claimant: King Jan Kasimir Janusz Radziwill Vassals: Alexander Casimir Wolowicz Alexander Oginsky Andrzej Kmicic Boguslav Nesvizhsky Casimir Tyszkiewicz Fyodor Obukhovich Jan Skrzetuski Jan Sobieski Jan Zamojski Jan Zenowicz Janusz Kiszka Jerzy Halecki Krzysztof Grzymultowski Michal Vishnevetsky Michal Wolodyjowski Pavel Sapega Siegmund Slushka Stanislav Liantskoronsky Stanislaw Potocki Stefan Czarniecki |
Hetman Stanislaw Potocki | Stanislaw Potocki Official Information Kingdom Polish Commonwealth Monarch King Jan Kasimir Title Vassal Personal Details Gender Male Hetman Stanislaw Potocki is initially a Vassal of Polish Commonwealth. He is the initial ruler of Krakov. He is based on a real person, Stanisław "Rewera" Potocki (1597–1667), who was Polish-Lithuanian noble and one of the most powerful people in the Commonwealth. Wikipedia has an article on this subject at:Stanisław "Rewera" Potocki Polish Commonwealth Monarch: Claimant: King Jan Kasimir Janusz Radziwill Vassals: Alexander Casimir Wolowicz Alexander Oginsky Andrzej Kmicic Boguslav Nesvizhsky Casimir Tyszkiewicz Fyodor Obukhovich Jan Skrzetuski Jan Sobieski Jan Zamojski Jan Zenowicz Janusz Kiszka Jerzy Halecki Krzysztof Grzymultowski Michal Vishnevetsky Michal Wolodyjowski Pavel Sapega Siegmund Slushka Stanislav Liantskoronsky Stanislaw Potocki Stefan Czarniecki |
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