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Polish Militia Pikeman
For the Swedish unit with the same name, see Swedish Militia Pikeman. Militia Pikeman Troop Information Culture Polish Commonwealth Wages 1 thaler Acquired from... Scythe Wielder Upgrades to... Polish Militia Pikeman (veteran) Upgrade Cost 10 Militia Pikemen are the Polish Commonwealth's conscripts armed with Simple Lances or Pikes. The Russian version is the Lance Militiaman. The Cossacks also have Militia Pikemen, the Poor Cossack Pikeman. Tactics[] Militia Pikemen are much weaker than the simple Pikemen. They are acquired from Scythe Wielders. Militia Pikemen are very cheap, but not efficient fighters, so they shouldn't be used too often. Letting them attack is not very effective, because they can be killed by a single bullet and it's not hard for the enemies to fight them in melee. As with other pikemen, they are best used protecting Musketeers against the enemies' cavalry. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Militia Pikeman - Default Stats and Equipment Attributes Stat Points Level 4 Strength 7 Agility 6 Intelligence 0 Charisma 0 Health 46 Armor Head Cap, Polish Uniform Cap, Fur Cap Body Kuntush Hand ? Foot Village Boots Skills Skill Points Ironflesh 2 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics 3 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 80 Two Handed Weapons 60 Polearms 70 Archery 0 Firearms 0 Throwing 0 Weapons Melee Simple Lance Ranged ? Shield ? Mount ? Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Polish Militia Pikeman (veteran)
For the Swedish unit with the same name, see Swedish Militia Pikeman (veteran). Militia Pikeman (veteran) Troop Information Culture Polish Commonwealth Wages 4 thalers Acquired from... Militia Pikeman, Prisoners, or Commander Upgrades to... N/A Upgrade Cost 10 Militia Pikemen (veteran) are Polish Commonwealth conscripts armed with Simple Lances or Pikes. The Russian version is the Pike Militiaman (veteran). The in-game Polish Militia Pikemen do not show that they are veteran. You can notice they are veterans by the difference in weekly wages. They are the upgraded versions of Militia Pikemen. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Militia Pikeman - Default Stats and Equipment Attributes Stat Points Level 7 Strength 8 Agility 7 Intelligence 0 Charisma 0 Health 49 Armor Head Cap, Polish Uniform Hat, Fur Cap Body Kuntush Hand ? Foot Village Boots Skills Skill Points Ironflesh 3 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics 3 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 95 Two Handed Weapons 75 Polearms 85 Archery 0 Firearms 0 Throwing 0 Weapons Melee Simple Lance Ranged ? Shield ? Mount ? Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Polish Pikeman
For other uses, see Pikeman. Polish Pikeman Troop Information Culture Polish Commonwealth Wages 3 thalers Acquired from... Commander Upgrades to... Polish Pikeman (veteran) Upgrade Cost ? thalers XP for Kill ? exp Ransom Value ? thalers Polish Pikemen are the pike infantry of the Polish Commonwealth in Mount&Blade: With Fire & Sword. Hence their name, these infantrymen carry pikes, a long polearm which they use with two hands, and are especially deadly against cavalry but vulnerable to musket fire. The Polish Pikeman, the New Order Spearman, and the Marksman Spearman are light pikemen units, while the Swedish Pikeman, the German Pikeman, and the German Infantry Pikeman are less vulnerable heavy pikemen units. Militia Pikeman units, armed with shorter Simple Pikes, tend to be less useful. Tactics[] Pikemen are likely one of the most important units in the game. They wield pikes, the longest melee weapon available, and it is specifically developed to stop enemy shock cavalry. Awlpikes existed in Warband but, especially in With Fire & Sword, horses will immediately stop with the slightest poke from a pike. Pikemen's main job is to protect vulnerable Musketeers from enemy cavalry, so they are best utilized in a line formation, either behind the Musketeers (or any ranged units) or in front of them if the terrain is adequate. When ordered to hold a position, some Pikemen will automatically crouch, and so they form a hedgehog-like formation. If invested in large numbers, it is almost impossible for the enemy AI cavalry to "slip through" the line. Similarly, it is not advised for the mounted player to even attempt going through the enemy Pikemen. In sieges, Pikemen units switch their pikes with swords, with Western European heavy pikemen using broadswords, Eastern European light pikemen using sabers, and Militia Pikemen using thrusting swords. With more protection, Western European heavy pikemen are more reliable at defending and besieging fortifications, while Militia Pikemen are the least reliable. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Polish Pikeman - Default Stats and Equipment Attributes Stat Points Level 6 Strength 9 Agility 7 Intelligence 0 Charisma 0 Health 50 Armor Head Polish Uniform Hat Body Hajduk Uniform Hand ? Foot Old Boots Skills Skill Points Ironflesh 3 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 1 Shield ? Athletics 4 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 115 Two Handed Weapons 95 Polearms 105 Archery 0 Firearms 0 Throwing 0 Weapons Melee Simple Pike Ranged ? Shield ? Mount ? Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Polish Pikeman (veteran)
For other uses, see Pikeman. Polish Pikeman (veteran) Troop Information Culture Polish Commonwealth Wages ? thalers Acquired from... Polish Pikeman Upgrades to... None Upgrade Cost None XP for Kill ? exp Ransom Value ? thalers Polish Pikemen (veterans) are the veteran pike infantry of the Polish Commonwealth in Mount&Blade: With Fire & Sword and the upgraded version of the Polish Pikeman. Hence their name, these infantrymen carry pikes, a long polearm which they use with two hands, and are especially deadly against cavalry but vulnerable to musket fire. The Polish Pikeman (veteran), the New Order Pikeman (veteran), and the Marksman Spearman (veteran) are light pikemen units, while the Swedish Pikeman (veteran), the German Pikeman, and the German Infantry Pikeman (veteran) are less vulnerable heavy pikemen units. Militia Pikeman units, armed with shorter Simple Pikes, tend to be less useful. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Polish Pikeman (veteran) - Default Stats and Equipment Attributes Stat Points Level 10 Strength 10 Agility 8 Intelligence 0 Charisma 0 Health 53 Armor Head Polish Uniform Hat Body Hajduk Uniform Hand ? Foot Old Boots Skills Skill Points Ironflesh 4 Power Strike 2 Grenade Throwing 0 Power Draw ? Weapon Master 2 Shield ? Athletics 4 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 130 Two Handed Weapons 110 Polearms 120 Archery 0 Firearms 0 Throwing 0 Weapons Melee Simple Pike Ranged ? Shield ? Mount ? Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Polish Reiter
Polish Reiter Troop Information Culture Polish Commonwealth Wages 24 thalers Acquired from... Prisoners or Commander Upgrades to... Polish Reiter (veteran) XP for Kill 96 The Polish Reiter (or Rajtar/Rajtaria in plural) is a Medium Pistol Cavalry unit of the Polish Commonwealth. You can recruit these units from commanders in towns or fortresses or as prisoners from enemy armies. The Polish Reiter is an interesting Polish cavalry unit that has been reformed through Western influence to mirror the European Reiters. The Polish Reiter carries a red half-plate cuirass, simple morion, cavalry gloves, and old cavalry boots. It is armed with a good sword (thrusting) and pistol. It rides a saddle horse. Tactics[] The Polish Reiter is a reliable pistol cavalry unit with stats and equipment that makes it superior and more efficient to the Polish Volunteer. Its good western-style head and body armor makes it somewhat impregnable to saber cuts and arrow heads, except for thrusting attacks or bullets. While its western-style thrusting sword can only attack in one direction, it has strong and quick piercing damage, which is typically designed for defeating both foot and mounted enemies in close quarter combat, especially against armored ones. The Reiter's pistol, while it has limited rang and accuracy, is more designed to wound an enemy so that it can finish it off with a quick thrust to the head or body. In theory, the Polish Reiter can be a reliable cavalrymen on the battlefield only if they face light or medium armored enemy troops. Also, the Veteran Polish Reiter has a better thrusting sword and pistol. In combat, Polish Reiters are superior to lightly equipped Pike and Musket Infantry units, especially the Militia units. They are also superior to light cavalrymen in melee combat like the Swedish or Polish Dragoon and Cossack Cavalrymen, but if it engages against Medium and Heavy Cavalry, like a Swedish Reiter, Noble Guard, Moscow Reiter, Zaporozhian Cavalryman, Asak Bey, Nokhor, Mirza Chambul, or even a Winged Hussar, there is a good chance the Polish Reiter will lose the fight. Heavier Pike or Musket Infantry units, like Pikemen, Lifeguards, Serduks, and Seymens, also pose a challenge for the Polish Reiters to deal with alone. To utilize the Rajtar effectively, deployed them behind Dragoons and Winged Hussars when they are charging into enemy lines so that the Polish Reiter can be used as back-up cavalry. They can also support other missile cavalrymen with quick pistol shots when they encircle the enemy's fortified caravan. When defending castles, forts, or towns, placing them next to musketeers at the entrance of the siege gap can provide extra firepower at point-blank range, as well as in melee. When besieging these fortifications, deploy them behind heavily armored units or units with shields, so that when your troops have breached the walls, the Polish Reiter can use its pistol and thrusting sword to its fullest potential. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Polish Reiter - Default Stats and Equipment Attributes Stat Points Level 16 Strength 9 Agility 9 Intelligence 0 Charisma 0 Health 45 Armor Head Simple Morion Body Breastplate Hand Infantry Gloves Foot Old Cavalry Boots Skills Skill Points Ironflesh 1 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 4 Shield ? Athletics ? Riding 3 Shooting from Horseback 4 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 145 Two Handed Weapons 125 Polearms 135 Archery 0 Firearms 120 Throwing 0 Weapons Melee Good Sword Ranged Old Pistol, Pistol, Bullets Shield ? Mount Saddle Horse Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Polish Reiter (veteran)
Polish Reiter (veteran) Troop Information Culture Polish Commonwealth Wages 24 thalers Acquired from... Polish Reiter Upgrades to... N/A Polish Reiter (veteran) is a medium pistol-armed cavalry of Polish Commonwealth. Tactics[] Polish Reiter lacks heavy armor of Swedish Reiter and long firearm of Moscow Reiter, being the worst of reiter units in the game. Essentially, it is an armored version of the Polish Volunteer. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Polish Reiter (veteran) - Default Stats and Equipment Attributes Stat Points Level 21 Strength 10 Agility 10 Intelligence 0 Charisma 0 Health 49 Armor Head Simple Morion Body Breastplate Hand Infantry Gloves Foot Old Cavalry Boots Skills Skill Points Ironflesh 2 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 5 Shield ? Athletics ? Riding 5 Shooting from Horseback 5 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 160 Two Handed Weapons 140 Polearms 150 Archery 0 Firearms 135 Throwing 0 Weapons Melee Good Sword Ranged Good Pistol, Bullets Shield ? Mount Hunter Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Pologi
Pologi Settlement Information Type Village Kingdom Cossack Hetmanate Fortification Sich World Map With Fire & SwordPologiSichTemplate:World Map/With Fire & Sword Pologi is a village of the Cossack Hetmanate, located at the border to the Crimean Khanate. It belongs to the town Sich, located at the opposite side of the nearby river. Layout[] Player Elder Fugitive Pologi is built on an uneven surface, with one half covered in trees and the other half in short plants. It is a Cossack-style village, with nineteen structures: eighteen houses and a chapel. These houses are placed in the shape of two streets, one ending at the chapel and the other leading to a small open place with a well. The player starts near the point where both streets cross. The Village Elder can be found at the right side of the street leading to the chapel. The subject for the Hunt Down Fugitive quests is unusually well hidden. He can be found in the fields, obscured by a tree far behind the church. Gallery[] Wikipedia has an article on this subject at:Polohy Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha
Polotsk
Polotsk Settlement Information Type Fortress Kingdom Polish Commonwealth Villages Snechko World Map With Fire & SwordPolotskSnechkoTemplate:World Map/With Fire & Sword Polotsk is a fortress of the Polish Commonwealth, initially ruled by Colonel Andrzej Kmicic. Its village is Snechko. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders Only half of the fortress is accessible. The Lord's Hall and prison are relatively close to the gates. During a siege, two ladders are used, one on each side of the gates. Wikipedia has an article on this subject at:Polotsk Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye
Poltava
Poltava Settlement Information Type Fortress Kingdom Cossack Hetmanate Villages Khorol World Map With Fire & SwordPoltavaKhorolTemplate:World Map/With Fire & Sword Poltava is a fortress of the Cossack Hetmanate, initially ruled by Colonel Ivan Fedorenko. It has the village Khorol. Poltava is the home of the hero Oksana. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders Poltava resembles more a town than a fortress. The lord's hall is in the end of the accessible area. The prison is close to the player as he passes through the gates. During a siege, four ladders are used: three are placed on the left of the gates, and one on the right. Wikipedia has an article on this subject at:Poltava Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha
Ponyri
Ponyri Settlement Information Type Village Kingdom Polish Commonwealth Fortification Smolensk World Map With Fire & SwordPonyriSmolenskTemplate:World Map/With Fire & Sword Ponyri is a village of the Polish Commonwealth, subordinate to Smolensk. Layout[] Player Elder Fugitive Ponyri is built on flat terrain, as a Polish/Cossack-style village with eleven houses. There are no distinctive features about this village. The Village Elder stands in front of a large straw-roofed house to the left of the player's entrance. If sent here during a Hunt Down Fugitive quest, the Nervous Man will stand beside a large plank-roofed house belonging to a group of two houses. Wikipedia has an article on this subject at:Ponyri, Ponyrovsky District, Kursk Oblast Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye
Poor Cossack
Poor Cossack Troop Information Culture Cossack Hetmanate Wages 1 thaler/week Acquired from... Countryman- or -Commander Upgrades to... Poor Cossack (veteran) Upgrade Cost 10 thalers XP for Kill ? experience Ransom Value ? thalers Poor Cossacks are militia archers of the Cossack Hetmanate. Tactics[] Light militiamen as skilled in melee as Posad Marksmen but armed with Handmade Firearms - weaker than most militia archers' Matchlock Muskets, which they acquire when they become veterans - as well as wearing no designated armor, Poor Cossacks are good reliable infantry capable of bulking up garrisons while adding some suppressing fire during sieges or against cavalry charges - their only strong tactic, however, is to charge into battle in large numbers to become less vulnerable since, in small numbers, Poor Cossacks can be outgunned, cut down, or run over by cavalry. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Poor Cossack - Default Stats and Equipment Attributes Stat Points Level 4 Strength 7 Agility 7 Intelligence 0 Charisma 0 Health 46 Armor Head Village Cap Body SvitkaBroadcloth Dress Hand None Foot Village BootsBast Shoes Skills Skill Points Ironflesh 2 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics 2 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 60 Two Handed Weapons 40 Polearms 50 Archery 0 Firearms 65 Throwing 0 Weapons Melee Simple SaberCarpenter Axe Ranged Handmade FirearmBullets Shield None Mount None Gallery[] In-game stats and equipment Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran)
Poor Cossack Pikeman
Poor Cossack Pikeman Troop Information Culture Cossack Hetmanate Wages 1 thaler/week Acquired from... Countryman- or -Commander Upgrades to... Poor Cossack Pikeman (veteran) Upgrade Cost 10 thalers XP for Kill ? experience Ransom Value ? thalers Poor Cossack Pikemen are militia infantry of the Cossack Hetmanate. Tactics[] Unreliable as pikemen since they may spawn with Lumberman Axes instead, they are very cheap but inefficient troops that should not be heavily relied on. As with other pikemen, they are best used when protecting archers against enemy cavalry - getting killed by a single bullet and/or easily dying in melee makes it ill-advised for Poor Cossack Pikemen to charge head in. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Poor Cossack Pikeman - Default Stats and Equipment Attributes Stat Points Level 4 Strength 7 Agility 7 Intelligence 0 Charisma 0 Health 50 Armor Head Village Cap Body SvitkaBroadcloth Dress Hand None Foot Village BootsBast Shoes Skills Skill Points Ironflesh 4 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics 2 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 70 Polearms 80 Archery 0 Firearms 0 Throwing 0 Weapons Melee ScythePitchforkLumberman Axe Ranged None Shield None Mount None Gallery[] In-game stats and equipment Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran)
Poor Cossack Pikeman (veteran)
Poor Cossack Pikeman (veteran) Troop Information Culture Cossack Hetmanate Wages 4 thalers/week Acquired from... Poor Cossack Pikeman Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Poor Cossack Pikemen (veterans) are veteran militia infantry of the Cossack Hetmanate. Tactics[] Pikemen armed with a lance, they are cheap but inefficient troops that should not be heavily relied on. As with other pikemen, they are best used when protecting archers against enemy cavalry - getting killed by a single bullet and/or easily dying in melee makes it ill-advised for veteran Poor Cossack Pikemen to charge head in. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Poor Cossack Pikeman (veteran) - Default Stats and Equipment Attributes Stat Points Level 7 Strength 8 Agility 8 Intelligence 0 Charisma 0 Health 53 Armor Head Village Cap Body SvitkaBroadcloth Dress Hand None Foot Village BootsBast Shoes Skills Skill Points Ironflesh 5 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics 2 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 105 Two Handed Weapons 85 Polearms 95 Archery 0 Firearms 0 Throwing 0 Weapons Melee Simple Lance Ranged None Shield None Mount None Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran)
Poor Cossack (veteran)
Poor Cossack (veteran) Troop Information Culture Cossack Hetmanate Wages 4 thalers/week Acquired from... Poor Cossack Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Poor Cossacks (veterans) are veteran militia archers of the Cossack Hetmanate. Tactics[] Light militiamen not much stronger in melee than their predecessors but armed with Matchlock Muskets as well as wearing no designated armor, veteran Poor Cossacks are good reliable infantry capable of bulking up garrisons while adding some suppressing fire during sieges or against cavalry charges - their only strong tactic, however, is to charge into battle in large numbers to become less vulnerable since, in small numbers, veteran Poor Cossacks can be outgunned, cut down, or run over by cavalry. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Poor Cossack (veteran) - Default Stats and Equipment Attributes Stat Points Level 7 Strength 8 Agility 8 Intelligence 0 Charisma 0 Health 49 Armor Head Village Cap Body SvitkaBroadcloth Dress Hand None Foot Village BootsBast Shoes Skills Skill Points Ironflesh 3 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics 2 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 75 Two Handed Weapons 55 Polearms 65 Archery 0 Firearms 80 Throwing 0 Weapons Melee Simple SaberCarpenter Axe Ranged Matchlock MusketBullets Shield None Mount None Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran)
Pork
Pork Classic/Warband Viking Conquest Games Base value 85 75 100 89 Weight 15.0 Item Quantity 50 50 50 150 Morale Bonus +6 +6 +3 +6 Spoils No Yes Yes Yes Goods Type Food Made From... N/A Made Into... N/A Pork is a food item that provides a good morale bonus, however it is prone to spoilage in Warband and With Fire & Sword. Spoilage[] Pork will go through several stages over the course of five days before it becomes completely rotten: Pork Fresh Pork Day-old Pork Two Days-old Pork Smelling Pork Rotten Pork Despite the degradation of the food, the morale bonus remains constant until the pork is fully rotten, at which point it is no longer edible and provides no bonus. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth
Posad Marksman
For other uses, see Marksman (disambiguation). Posad Marksman Troop Information Culture Muscovite Tsardom Wages 1-4 thalers/week Acquired from... Staff Militiaman- or -Commander Upgrades to... Posad Marksman (veteran) Upgrade Cost 10 thalers XP for Kill ? experience Ransom Value 12 thalers Posad Marksmen are militia archers of the Muscovite Tsardom. Tactics[] Being militia archers - unlike other alternatives, they can spawn with two-handed Lumberman Axes for a heavier melee punch - armed with Matchlock Muskets, they should only be relied upon as fire support for Marksmen, New Order Marksmen, other infantry, and cavalry since, should they engage the enemy in close combat, they will wither away with only their clothing for protection. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Posad Marksman - Default Stats and Equipment Attributes Stat Points Level 4 Strength 8 Agility 6 Intelligence 0 Charisma 0 Health 47 Armor Head Cap Body Marksman Caftan Hand None Foot Bast Shoes Skills Skill Points Ironflesh 2 Power Strike 0 Grenade Throwing 0 Power Draw 0 Weapon Master 0 Shield 0 Athletics 2 Riding 1 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 65 Two Handed Weapons 45 Polearms 55 Archery 0 Firearms 50 Throwing 0 Weapons Melee Lumberman AxeSimple SaberCarpenter Axe Ranged Matchlock MusketBulletsLight Bullets Shield None Mount None Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard
Posad Marksman (veteran)
For other uses, see Marksman (disambiguation). Posad Marksman (veteran) Troop Information Culture Muscovite Tsardom Wages 4 thalers/week Acquired from... Posad Marksman Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Posad Marksmen (veterans) are veteran militia archers of the Muscovite Tsardom. Tactics[] Being veteran militia archers - unlike Posad Marksmen and besides higher-than skill values, they never spawn with two-handed Lumberman Axes but always with better bullets - armed with Matchlock Muskets, they should only be relied upon as fire support for veteran Marksmen, veteran New Order Marksmen, other infantry, and cavalry since, should they engage the enemy in close combat, they will wither away with only their clothing for protection. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Posad Marksman (veteran) - Default Stats and Equipment Attributes Stat Points Level 7 Strength 9 Agility 7 Intelligence 0 Charisma 0 Health 50 Armor Head Cap Body Marksman Caftan Hand None Foot Bast Shoes Skills Skill Points Ironflesh 3 Power Strike 0 Grenade Throwing 0 Power Draw 0 Weapon Master 0 Shield 0 Athletics 2 Riding 1 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 80 Two Handed Weapons 60 Polearms 70 Archery 0 Firearms 65 Throwing 0 Weapons Melee Simple SaberSimple HatchetOld Hatchet Ranged Matchlock MusketBullets Shield None Mount None Troops of the Muscovites Village Recruits Staff Militiaman Garrison Militia Lance Militiaman (veteran) Posad Marksman (veteran) Regular Infantry Staff Militiaman Marksman (veteran) Marksman Spearman (veteran) Guard Infantry New Order Marksman (veteran) New Order Spearman (veteran) Regular Cavalry Armed Serf (veteran) Heavy Cavalry Moscow Reiter (veteran) Gentry Cavalryman (veteran) Personal Guard Cavalry Noble Guard (veteran) Camp Mercenaries(southwest of Moscow) Muscovite Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Muscovite Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Cherkassk Izum Fortress) Village Cossack (veteran) National Mercenaries Kalmyk (veteran) German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Unrecruitable Tsar Bodyguard
Potoki
Potoki Settlement Information Type Village Kingdom Cossack Hetmanate Fortification Bratslav World Map With Fire & SwordPotokiBratslavTemplate:World Map/With Fire & Sword Potoki is a village of the Cossack Hetmanate, subordinate to Bratslav. Layout[] Player Elder Fugitive Potoki is built on a high ground, as a Polish/Cossack-style village with nineteen houses. In the center of the village is a church, and next to it is a water well. There are fields that grow cabbages, as well as plantations of decoration plants. The Village Elder can be found in the fenced area closest to the player's entrance, in front of a large straw-roofed house. If sent here during a Hunt Down Fugitive quest, the Nervous Man can be found in front of an isolated large straw-roofed house in the middle of the village. Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha
Pottery
Pottery Games Base value 126 100 100 Weight 50.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Trade Made From... N/A Made Into... N/A Pottery is a non-consumable trade good. While generally inexpensive, pottery is quite heavy for its price and is not often worth carrying through bandit-infested regions for the small profit gained by trading it. Pottery can be bought cheaply at Halmar and Narra, as well as all Sarranid towns in Warband. In With Fire and Sword, pottery generally sells high at villages, with a few exceptions. It can be bought very cheaply from Crimean cities, Bakhchisaray in particular. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth
Powder
Powder Games Base value 400 Weight 40.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Trade Made From... N/A Made Into... N/A Powder is a good exclusive to With Fire & Sword. Fortresses will often pay above 600 thaler for powder, while towns often sell it for less than 300 thaler. This means that buying powder from towns and selling it at fortresses is a reliable means of earning money. However, most fortresses will not be able to purchase more than a few barrels of powder at a time, so traveling to multiple locations is required to maximize profits. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth
Priest Spasokukotsky
Priest Spasokukotsky Appears in Official Information Culture Polish Religion Catholic Character Details Hire Cost Free Likes Nogai Liked by Karlsson Dislikes Mamai, Hunger, Not Paid, Heavy Casualties, Retreating*(*Bugged, the action has a positive effect) Disliked by Tepes Character Background Background Priest Priest Spasokukotsky is one of the Heroes in With Fire & Sword. You can hire him for free. His personality is strangely similar to Borcha. Dialogue[] Main article: Priest Spasokukotsky/Interactions Stats and equipment[] Priest Spasokukotsky - Default Stats and Equipment Attributes Stat Points Level 5 Strength 8 Agility 6 Intelligence 15 Charisma 6 Health 43 Armor Head ? Body Robe Hand ? Foot Village Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting 2 Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment 1 Surgery 1 First Aid 2 Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade 2 Proficiencies Weapon Type Points One Handed Weapons 50 Two Handed Weapons 50 Polearms 50 Archery 50 Firearms 50 Throwing 50 Weapons Melee Pike Ranged ? Shield ? Mount ? Player's Companions Algirdas Bakhyt Colonel Zagloba Fatima Fedot Ingri Karlsson Mamai NogaiOksana Priest Spasokukotsky Sarabun Tepes Varvara Victor de la Buscador Yelisei
Priest (disambiguation)
This article is a disambiguation page for Priest (disambiguation) The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Priest may refer to: Priest Spasokukotsky Angle Priest Briton Priest Goidelic Priest Priest Saxon Priest
Prince Alexei Trubetskoi
Alexei Trubetskoi Official Information Kingdom Muscovite Tsardom Monarch Tsar Alexei Mikhailovich Title Vassal Personal Details Gender Male Prince Alexei Trubetskoi is initially a vassal of the Muscovite Tsardom. He is based on a real life Russian prince, Aleksey Trubetskoy, who died in 1680. Trubetskoy fought alongside the Cossack Ivan Sirko, the historical inspiration for the With Fire & Sword character of the same name, against the Crimean Khanate in 1659. Trivia[] The coat-of-arms of the Trubetskoy family has four quarters, combining the coats-of-arms of Latgale and Inflanty (modern Latvia), the Kingdom of Poland, the Grand Duchy of Lithuania, and the Principality of Moldavia. In the game, only the background colors are shown and the charges have all been removed. Wikipedia has an article on this subject at:Aleksey Trubetskoy This article is a stub. You can help out by expanding it. Muscovite Tsardom Monarch: Claimant: Tsar Alexei Mikhailovich Stepan Razin Vassals: Afanasiy Ordin-Naschokin Alexei Trubetskoi Alexei Vorotynsky Andrei Khovansky Boris Pushkin Boris Repnin-Obolevsky Fyodor Hvorostinin Fyodor Volkonsky Ivan Sontsov-Zasekin Naum Vasiliev Nikita Odoevsky Pavel Neskachikhin Semyon Prozorovsky Semyon Rakhmanin Semyon Urusov Vasiliy Buturlin Vasiliy Sheremetyev Yakov Cherkassky Yuri Boryatinsky Yuri Buynosov-Rostovsky
Prince Andrei Khovansky
Andrei Khovansky Official Information Kingdom Muscovite Tsardom Monarch Tsar Alexei Mikhailovich Title Vassal Personal Details Gender Male Prince Andrei Khovansky is initially a vassal of the Muscovite Tsardom. He begins the game as the ruler of Pskov. Wikipedia has an article on this subject at:Ivan Andreyevich Khovansky (Tararui) This article is a stub. You can help out by expanding it. Muscovite Tsardom Monarch: Claimant: Tsar Alexei Mikhailovich Stepan Razin Vassals: Afanasiy Ordin-Naschokin Alexei Trubetskoi Alexei Vorotynsky Andrei Khovansky Boris Pushkin Boris Repnin-Obolevsky Fyodor Hvorostinin Fyodor Volkonsky Ivan Sontsov-Zasekin Naum Vasiliev Nikita Odoevsky Pavel Neskachikhin Semyon Prozorovsky Semyon Rakhmanin Semyon Urusov Vasiliy Buturlin Vasiliy Sheremetyev Yakov Cherkassky Yuri Boryatinsky Yuri Buynosov-Rostovsky
Prince Boguslav Nesvizhsky
Boguslav Nesvizhsky Official Information Kingdom Polish Commonwealth Monarch King Jan Kasimir Title Vassal Personal Details Gender Male Prince Boguslav Nesvizhsky is initially a vassal of Polish Commonwealth. His fiefs are randomly generated at the start of each game. Trivia[] In Polish, his name is written as Książę Bogusław Nieświeski. Polish Commonwealth Monarch: Claimant: King Jan Kasimir Janusz Radziwill Vassals: Alexander Casimir Wolowicz Alexander Oginsky Andrzej Kmicic Boguslav Nesvizhsky Casimir Tyszkiewicz Fyodor Obukhovich Jan Skrzetuski Jan Sobieski Jan Zamojski Jan Zenowicz Janusz Kiszka Jerzy Halecki Krzysztof Grzymultowski Michal Vishnevetsky Michal Wolodyjowski Pavel Sapega Siegmund Slushka Stanislav Liantskoronsky Stanislaw Potocki Stefan Czarniecki
Prince Ivan Sontsov-Zasekin
Ivan Sontsov-Zasekin Official Information Kingdom Muscovite Tsardom Monarch Tsar Alexei Mikhailovich Title Vassal Personal Details Gender Male Prince Ivan Sontsov-Zasekinis is initially a vassal of the Muscovite Tsardom. He begins the game as the ruler of Tver'. This article is a stub. You can help out by expanding it. Muscovite Tsardom Monarch: Claimant: Tsar Alexei Mikhailovich Stepan Razin Vassals: Afanasiy Ordin-Naschokin Alexei Trubetskoi Alexei Vorotynsky Andrei Khovansky Boris Pushkin Boris Repnin-Obolevsky Fyodor Hvorostinin Fyodor Volkonsky Ivan Sontsov-Zasekin Naum Vasiliev Nikita Odoevsky Pavel Neskachikhin Semyon Prozorovsky Semyon Rakhmanin Semyon Urusov Vasiliy Buturlin Vasiliy Sheremetyev Yakov Cherkassky Yuri Boryatinsky Yuri Buynosov-Rostovsky
Prince Michal Vishnevetsky
Michal Vishnevetsky Official Information Kingdom Polish Commonwealth Monarch King Jan Kasimir Title Vassal Personal Details Gender Male Prince Michal Vishnevetsky is initially a Vassal of Polish Commonwealth. He has no fixed fiefs at the start. He is based on a real person, Michał Korybut Wiśniowiecki (1640–1673), who was a Ruthenian-Polish noble, one of the most powerful people in the Commonwealth, who was later crowned as the King of Poland. Wikipedia has an article on this subject at:Michał Korybut Wiśniowiecki Polish Commonwealth Monarch: Claimant: King Jan Kasimir Janusz Radziwill Vassals: Alexander Casimir Wolowicz Alexander Oginsky Andrzej Kmicic Boguslav Nesvizhsky Casimir Tyszkiewicz Fyodor Obukhovich Jan Skrzetuski Jan Sobieski Jan Zamojski Jan Zenowicz Janusz Kiszka Jerzy Halecki Krzysztof Grzymultowski Michal Vishnevetsky Michal Wolodyjowski Pavel Sapega Siegmund Slushka Stanislav Liantskoronsky Stanislaw Potocki Stefan Czarniecki
Prince Semyon Prozorovsky
Semyon Prozorovsky Official Information Kingdom Muscovite Tsardom Monarch Tsar Alexei Mikhailovich Title Vassal Personal Details Gender Male Prince Semyon Prozorovsky is initially a vassal of the Muscovite Tsardom. He begins the game as the lord of Tula. Trivia[] In the game, the banner is based on the coat-of-arms of the Prozorovsky family, but on the real coat-of-arms, on the main shield the four quarters each have its own charge, and finally there is a smaller shield imposed on top of all of that (an inescutcheon). Strangely, in the game, the four charges on the main shield are all missing, and only the inescutcheon has a charge. This article is a stub. You can help out by expanding it. Muscovite Tsardom Monarch: Claimant: Tsar Alexei Mikhailovich Stepan Razin Vassals: Afanasiy Ordin-Naschokin Alexei Trubetskoi Alexei Vorotynsky Andrei Khovansky Boris Pushkin Boris Repnin-Obolevsky Fyodor Hvorostinin Fyodor Volkonsky Ivan Sontsov-Zasekin Naum Vasiliev Nikita Odoevsky Pavel Neskachikhin Semyon Prozorovsky Semyon Rakhmanin Semyon Urusov Vasiliy Buturlin Vasiliy Sheremetyev Yakov Cherkassky Yuri Boryatinsky Yuri Buynosov-Rostovsky
Prince Semyon Urusov
Semyon Urusov Official Information Kingdom Muscovite Tsardom Monarch Tsar Alexei Mikhailovich Title Vassal Personal Details Gender Male Prince Semyon Urusov is initially a vassal of the Muscovite Tsardom. Trivia[] The Urusov family has Nogai origins, where urus means "Russian" in Turkic languages. In the game, the character's banner shows the Urusov family's coat-of-arms, but with the charges removed. This article is a stub. You can help out by expanding it. Muscovite Tsardom Monarch: Claimant: Tsar Alexei Mikhailovich Stepan Razin Vassals: Afanasiy Ordin-Naschokin Alexei Trubetskoi Alexei Vorotynsky Andrei Khovansky Boris Pushkin Boris Repnin-Obolevsky Fyodor Hvorostinin Fyodor Volkonsky Ivan Sontsov-Zasekin Naum Vasiliev Nikita Odoevsky Pavel Neskachikhin Semyon Prozorovsky Semyon Rakhmanin Semyon Urusov Vasiliy Buturlin Vasiliy Sheremetyev Yakov Cherkassky Yuri Boryatinsky Yuri Buynosov-Rostovsky
Prince Valdym the Bastard
Prince Valdym the Bastard Official Information Kingdom Kingdom of Vaegirs Monarch King Yaroglek Title Claimant Personal Details Gender Male Prince Valdym the Bastard is the claimant to the throne of the Kingdom of Vaegirs. His father died when he was young, leaving Valdym in the care of his uncle, the regent Burelek, who was then the king. However, Burelek accused Valdym's mother of adultery, had her executed, and declared Valdym a bastard. Burelek died shortly afterwards (Valdym considers the short kingship of Burelek as a "Sign of Heaven"), and his son, Yaroglek, took the throne. Valdym was smuggled away by a faithful servant, and now wants to take back the throne. Yaroglek counters Valdym's claim, stating that while the actions of his father were immoral, the man was still recognised as king of the Vaegirs, making his own claim to the throne just as legal as Valdym's. To end his reign on behalf of a dead man's crimes, he argues, is folly, and sets a disturbing precedent, which could "destroy the institution that we call Monarchy". Starting Equipment[] Flat Topped Helmet Courtly Outfit Lamellar Cuirass Leather Boots Mail Chausses Plain Heater Shield Military Pick Hunter Horse Trivia[] Like Former Queen Christina, Valdym's title of "Prince" won't be removed if he becomes king. Gallery[] Prince Valdym the Bastard in starting equipment Kingdom of Vaegirs Monarch: Claimant: King Yaroglek Prince Valdym the Bastard Vassals: Boyar Belgaru Boyar Bracha Boyar Crahask Boyar Doru Boyar Druli Boyar Gastya Boyar Harish Boyar Khavel Boyar Kumipa Boyar Marmun Boyar Meriga Boyar Mleza Boyar Naldera Boyar Nelag Boyar Ralcha Boyar Rudin Boyar Taisa Boyar Valishin Boyar Vlan Boyar Vuldrat Ladies: Lady Akilina Lady Drina Lady Erenchina Lady Haris Lady Iarina Lady Joaka Lady Junitha Lady Katia Lady Myntha Lady Nesha Lady Olekseia Lady Pelaeka Lady Seomis Lady Sepana Lady Sihavan Lady Tabath Lady Tamar Lady Tejina Lady Valka Lady Vayen
Prince Yakov Cherkassky
Yakov Cherkassky Official Information Kingdom Muscovite Tsardom Monarch Tsar Alexei Mikhailovich Title Vassal Personal Details Gender Male Prince Yakov Cherkassky is initially a vassal of the Muscovite Tsardom. He begins the game as the ruler of Rzhev Fortress. This article is a stub. You can help out by expanding it. Muscovite Tsardom Monarch: Claimant: Tsar Alexei Mikhailovich Stepan Razin Vassals: Afanasiy Ordin-Naschokin Alexei Trubetskoi Alexei Vorotynsky Andrei Khovansky Boris Pushkin Boris Repnin-Obolevsky Fyodor Hvorostinin Fyodor Volkonsky Ivan Sontsov-Zasekin Naum Vasiliev Nikita Odoevsky Pavel Neskachikhin Semyon Prozorovsky Semyon Rakhmanin Semyon Urusov Vasiliy Buturlin Vasiliy Sheremetyev Yakov Cherkassky Yuri Boryatinsky Yuri Buynosov-Rostovsky
Prince Yuri Boryatinsky
Yuri Boryatinsky Official Information Kingdom Muscovite Tsardom Monarch Tsar Alexei Mikhailovich Title Vassal Personal Details Gender Male Prince Yuri Boryatinsky is initially a vassal of the Muscovite Tsardom. This article is a stub. You can help out by expanding it. Muscovite Tsardom Monarch: Claimant: Tsar Alexei Mikhailovich Stepan Razin Vassals: Afanasiy Ordin-Naschokin Alexei Trubetskoi Alexei Vorotynsky Andrei Khovansky Boris Pushkin Boris Repnin-Obolevsky Fyodor Hvorostinin Fyodor Volkonsky Ivan Sontsov-Zasekin Naum Vasiliev Nikita Odoevsky Pavel Neskachikhin Semyon Prozorovsky Semyon Rakhmanin Semyon Urusov Vasiliy Buturlin Vasiliy Sheremetyev Yakov Cherkassky Yuri Boryatinsky Yuri Buynosov-Rostovsky
Prison Tower
Prison Towers are constructible additions for Castles and Towns that decrease the chance of noble prisoners escaping. Ordinary soldiers cannot normally escape from dungeons, so the Prison Tower has no effect on them. Captured lords will attempt to escape every 48 hours. If you are holding them in your party, their success rate is 50%. In a castle or town without a Prison Tower, it is 30%. Prison Towers reduce that to a mere 5% (10% in With Fire & Sword), making escape difficult. Prison Towers use your skill in Engineer to determine how much money and how long it takes to be built. Construction[] Engineer Denars Days 0 7000 73 1 6650 69 2 5300 66 3 5950 62 4 5600 59 5 5250 55 6 4900 52 7 4550 48 8 4200 45 9 3850 41 10 3500 38 11 3150 34 12 2800 31 13 2450 27 14 2100 24
Prisoners
You can take prisoners at the end of most battles or sieges. Some fights do not allow the option, such as freeing a village from bandits. You can only capture the enemies who have been knocked unconscious through the use of blunt weapons (horse charging is also blunt damage). Very rarely, sharp weapons may result in wounding, due to reasons unknown (possibly the surgery skill on the opposite side). Once you have taken prisoners, you may recruit them to your party, ransom them to Ransom Brokers (found in taverns in towns), or garrison them in a town or city. Money from ransoms can vary, depending how big the army was, if you captured a noble, or how good it is if it's a soldier (in classic Mount&Blade, all soldiers are worth 50 denars). In With Fire & Sword, sending your troops into battle without you will very often result in wounding enemy troops, which can be useful if on a quest to capture enemy soldiers. Prisoners can be a great source of money if you have high prisoner management, or a town or castle to store them in. If you have a town, you can put all your prisoners in it until a ransom broker appears in your tavern. If you have no town but have higher prisoner management, you can travel around capturing prisoners and selling them as you find ransom brokers. If you have a castle, you can check nearby towns until you find a broker, and then convey your prisoners to his location. List of prisoners. Your prisoner management skill governs how many prisoners you can take at a time: 5 for every point. The skill's base attribute is charisma. Prisoners are considered party members for the sake of calculating speed, thus the amount and speed of prisoners can result in increasing or decreasing Party Speed. You may want to avoid dragging around low value infantry, while keeping mounted prisoners around for a bit longer. It should be noted that keeping prisoners in castles or towns will result in them very, very gradually decrease in numbers, and eventually be gone altogether. This may be because they have fled or died. Contents 1 Noble Prisoners 1.1 Rescuing Lords 2 Captive Ladies 3 Recruiting prisoners 4 Viking Conquest 4.1 Prisoner recruitment 4.2 Tactics and Tips Noble Prisoners[] Lords or kings can be taken prisoner after their army is defeated if they fail to escape from battle (70% chance to escape in Warband, 80% in With Fire & Sword). Every 24 hours, there is a 5% chance that the kingdom from which they come will offer denars/thalers/peningas to get the prisoner released; refusing this will result in loss of honor, but will prevent them from raising a new army for as long as they are held captive. You can still capture a lord without using the prisoner management skill. If your prisoner capacity is reached, the lord will still be captured, possibly overfilling your max capacity (e.g. 6/5). However, if you remove a normal prisoner, you will not be able to go back over once the party is full. Prisoner lords will attempt to escape captivity every 48 hours, their chance of success is dependent on where you are holding them: 5% from within your party, 3% from a town or castle without a Prison Tower, and 0.5% from a town or castle with a Prison Tower (1% in With Fire & Sword). If you keep the captive nobles as your prisoners while you travel, you will notice that they gain the + symbol next to their name, like they have leveled up. However, there is no way to upgrade their skills. Rescuing Lords[] You can rescue captured lords of a neutral or friendly kingdom from your enemies in two ways. The first is to simply defeat the lord that took them prisoner in battle so long as he has not put them into a dungeon yet, this will automatically free the captured lord and you will gain +7 relation with them and +2 honor. In Warband, a second option is to sneak into a castle or town where a lord is being held captive, knocking out the prison guard (this can be very difficult in towns where you may find yourself surrounded by up to 4 high-tier troops, in a confined space, wielding only robes and a quarterstaff) then entering the prison and telling the captured lord that you're there to rescue him. This may become easier by bribing a village belonging to that town/castle to start a fire. The fire will start in one hour or at midnight by your choice, and most of the guards will be gone while fighting off the guards with the prisoner. It is also possible to rescue lords from a castle or town if they are held by a faction that is neutral to you. This is more attractive than attempting to sneak past the guards as it allows you to retain your normal adventuring equipment, which makes fighting a half dozen guard units quite a bit easier. It raises your relationship by 7 with the rescued lord as well as increasing your relation by 2 points with his home faction. There is also honor associated with ending their incarceration. There are no negative effects with the ruling lord or faction. In addition, if the captive lord has relatives, you can speak to the relative to receive a quest to rescue the captive lord, further increasing your relationship with him (by 1 when you accept the quest and by 8 when you successfully complete it), monetary, and experience gains. In total, this is one of the most effective ways to increase honor and relations as an unfactioned lord, and goes a long way towards building a future kingdom. Since troops are completely unnecessary it is best to just use a bare bones party of heroes and free all the lords possible. This is excluding the possibility of running into a roving hostile band. Note that if the faction of the quest giver and the faction that captured the lord in question make peace (before the player could finish this quest) then all the Lords (not the troops) of both of these factions will be automatically released, making it impossible to finish this mission since it will be cancelled. Once you have gotten the lord out of prison (it is a good idea to tell him to fight together with you, then order him to hold his ground in a corner out of sight) you have to defeat all the troops in the town or castle, without letting the lord get knocked unconscious; this can be very tricky when there are a lot of archers around. If a lord is knocked unconscious you will have failed the rescue, and the game will tell you that he had to be left behind. You cannot attempt a prison break in the same castle/town more than once every day, as the guards will instantly recognize you. Captive Ladies[] After capturing a castle or town, you may find ladies who failed to escape. In Warband, you can talk to them and let them go free (+1 relationship), or hold them prisoner for ransom (loss of relationship and honor, profit if a deal is offered). Recruiting prisoners[] You may attempt to recruit prisoners into your party through the Camp menu once every 24 hours. This may allow you to acquire a specific unit without having to train them yourself, or may give you a quick boost to your troop numbers. However, doing so comes at a cost to Morale of -3 for every prisoner that accepts your offer. There is also a high chance that freshly recruited prisoners will desert your party within the following day, although this can easily be prevented by putting them into a garrison. The chance of prisoners accepting the deal is based on your persuasion skill. 0 persuasion will have a success rate of 40%, every point increases the rate by 4% up to 80% at skill level 10. When recruiting prisoners, the choice to join your party is not made by individual units, but rather a troop type. In other words, if you have 3 Nord Recruits as prisoners, you will either get 0 or 3 of them. Exploit: If you really want to recruit prisoners and have enabled quitting without saving, save before trying to recruit prisoners. The chance of prisoners joining you is completely random, so loading and trying again could make prisoner management pretty useful, considering you can recruit prisoners once a day. Viking Conquest[] In Viking Conquest, it is also possible to capture prisoners, but the amount of prisoners you can have depends solely on the size of the party instead of the skill prisoner management. Party size Amount of prisoners 1 5 54 27 60 29 Prisoner recruitment[] Unlike in other modules, there are 2 ways you can recruit prisoners: * via the "Talk" interaction. This is available for only one prisoner / per 24h. The odds are lower then via the camp (depending on if you have Charisma 12, Persuasion 6, leadership 7, Renown, honor and religion). *via the "Camp" option. This is available for one group of prisoners of the same type (e.g. Norse Bodyguards) /per 24h. The group is selected randomly (could be just one prisoner if that is what you have). The number of prisoners that you can recruit in one go is limited to a total of 25 (the higher the morale the bigger chunk of the group is offered if you actually have 25 or more prisoners of that type) due to the fact that each prisoner recruited will lower your morale with 4 and morale can't go negative. On both you need to wait 24h before retrying (if you try faster then that, in Talk you will simply not have the dialogue option, while in camp you will just get a generic "nobody is interested at this time" at the lower left on your screen). Tactics and Tips[] A safe place to deposit your prisoners in Viking Conquest is the Refuge as nobody except you will see it - with the notable exception of Nobles, who are safer to be carried with you or in a town with a prisoner tower. Unlike in other modules, you can sell high tier prisoners to nobles, generally one at a time so this is not a reliable way to get rid of them (only a nice perk). Always recruit close to a town/garrison so you can deposit them there. The reason being is that they escape during the night and also (if you are high on cash) you can easily replenish your morale cheaply by asking the Kingdom Bard to sing for you and your men. Running with a low morale (generally below 45) could get you into issues like: desertions (could be in mass), mutinies (where essentially you will have to kill some of your troops). An effective way to recruit via the camp is: if you are close to a town you own and the camp interaction for recruitment can be used, you can just drop all the unwanted prisoners in the garrison, and leave the group you want to recruit.
Proficiencies
An example of Proficiencies in Mount&Blade. Weapon Proficiencies are the player's ability to use specific weapons. There are six in total and they include: One-handed weapons Two-handed weapons Polearms Archery Crossbows (replaced by Firearms in With Fire & Sword) Throwing The three melee proficiencies covers the use of swords, axes, spears, maces, etc. Polearms can be one- or two-handed but are considered their own weapon class. Using a weapon will increase its related proficiency. Certain throwing weapons can be used in melee in Warband; these weapons are usually weak in melee with a very short reach compared to their dedicated melee counterparts. Firearms replace Crossbows in With Fire & Sword, but function in the same way. There is also a secret Firearms proficiency in Warband, only used by the Flintlock Pistol. It starts at level 0, and you cannot spend Proficency Points on it, nor does it appear on your character page. You can only increase the skill level by using the Flintlock Pistol in combat. Overview[] Weapon proficiency is the skill you use for any weapon. Increasing your proficiencies allows the character to deal more damage with a melee weapon, and use ranged weapons more accurately. It also improves the weapon's attack speed. Proficiencies can be increased in two ways. One is to simply use the weapon in combat, and over time your skill with it will increase as you hit enemies with it. The other is to spend Proficiency Points gained upon level-up on the proficiency of your choice. The maximum level for any weapon proficiency is 1000.0, where neither points nor combat can increase weapon proficiency anymore. The Weapon Master skill level imposes a cap on all the proficiencies, restricting how these points can be spent. The cap does not prevent increases earned through actual use. Each point of Weapon Master increases the standard proficiency limit. The proficiency cap progression starts at 60 (for a Weapon Master skill of 0) and the cap increases by 40 points for each additional point of Weapon Master skill up to 460 (the game incorrectly states a cap of 420) Bear in mind that the higher the Proficiency is, the more Proficiency Points are needed to raise it further. For example, to increase the One-Handed Proficiency by one point when it is at 20 would take one Proficiency Point. If that skill was 380, the player might need to spend between 10 and 16 Proficiency Points to increase the proficiency by one point. This amount varies based on how high your Weapon Master skill is. The higher the proficiency skill, the more points one will have to spend. To get from 0 to 1000 Proficiency you would need 18,896,958 Proficiency Points, or in combat, an equivalent of reaching 500 Proficiency ~500 times, aka killing roughly 9,000,000 people. Assuming weapon master 10, 12 or 13: Proficiency Level Required Proficiency points 50 34 100 113 150 278 200 595 250 1184 300 2244 350 4113 400 7350 450 12893 500 29190 550 97822 600 276707 650 678782 700 1525257 750 3207958 800 5309958 850 7874958 900 10930958 950 14517958 1000 18896958 Combat progression roughly matches the progression shown above, r>0.9. Leveling Proficiencies[] Proficiencies can be leveled anywhere that combat (or combat training) occurs. Your character will gain experience towards the weapon they are using (bare hands/fists do not have a related Proficiency and therefore do not contribute to proficiency progression). Increasing weapon proficiencies will result in: Increased Damage (when using a melee weapon or a ranged weapon if it benefits from Power Draw/Throw skill) Faster Attack Speeds Increased Accuracy (when using a ranged weapon) All results are gradual and may need as many as 50 points in a proficiency to see a notable difference, though results are much more noticeable while proficiency is still low. The Weapon Master skill increases the rate at which proficiency points are earned, and raises the spending cap on all proficiencies. Proficiency increases more quickly when fighting higher level opponents and slower when fighting lower level opponents, in addition to other factors. It is also possible to benefit more from a single attack if the attack was particularly difficult or damaging. The more damage that is dealt with a weapon, the more experience the player earns towards that weapon's proficiency; therefore it may be a good option to couch lances as often as possible if the player uses one, as it can do massive amounts of damage. This means that it is often not necessary to invest weapon points in polearms if it is just for the use of lances, as it rises rather quickly anyway. Ranged weapon proficiencies increase faster when more difficult shots are landed rather than when damage is done (damage still counts, just not as much). Headshots provide a bonus to the difficulty multiplier as well as shooting while on a moving horse. Additionally, the type of ranged weapon used also affects shot difficulty. Thrown weapons receive a moderate increase in shot difficulty as they are universally shorter ranged than other ranged weapon types while crossbows receive a penalty for their ease of use. Bows receive neither a bonus or a penalty to shot difficulty calculations. As proficiencies reach higher skill levels (around 150 and higher), the number of weapon points needed to increase a proficiency by one skill level is increased. Around 150, it takes 3 or 4 points to increase a proficiency by one level. If the proficiency has already gained experience toward the next level through actual use, fewer weapon points will be required to raise it to the next level. 10 points are gained simply for leveling up, while an additional 5 points are given for every attribute point the player puts in Agility. Eventually, weapon points can be rather worthless when leveling very high proficiencies and it is a viable option to use them with your lower proficiencies in case you need to change tactics, pick up other weapons on the battlefield, or wish to fight in Tournaments where you may not receive your weapon of choice. Tips & Tactics[] While playing, it may be helpful to consider the following things: If you plan on using two-handed weapons, you may want to consider using Polearms, as they have longer reach. However, since the damage output is greater when the target is farther away, you may find yourself in trouble if surrounded by enemies at close range. If you plan on primarily using ranged weapons, you may want to specialise in bows and thrown weapons because their damage increases from character skill (Power Draw, Power Throw) and weapon proficiency (bow, thrown). On the other hand, crossbows and firearms make great backup weapons for primary melee fighters or simply characters not primarily built around combat (high Intelligence/Charisma focus), because they start with high damage output and neither require nor benefit from character skill investment and weapon proficiency (when it comes to damage), allowing the player to allocate their skill points elsewhere. In Warband, some throwing weapons can be used as melee weapons by pressing "X" and can be switched back to a throwing weapon by doing so again. Firearms can also be used in this way in With Fire & Sword, but the only throwing weapons are grenades, which cannot be used in melee. Even though your companions have the same proficiency for every weapon type, some companions initially have skill points spent on Power Draw or Power Throw, which means that they should use a throwing weapon or bow since those skill points cannot be reclaimed. Your starting proficiencies are affected by the choices you made during character creation. While on Poor AI settings, enemies will not hold their shields up at extreme distances between the player and themselves, so landing arrows or bolts on Poor AI settings is dramatically easier. Since experience is higher when higher damage is dealt, it is often useful to use a horse whenever you can to multiply your damage through speed. Firing into crowds at a distance and on a fast horse will raise ranged weapon proficiencies extremely quickly because target density is not a factor in shot difficulty. With Fire & Sword, one can achieve extreme level in one handed proficiency (over 1000) by fighting in duels in taverns, especially after their skill is high enough to allow for easier fights.
Prussia
The banner of Prussia. Prussia, or Königreich Preußen, is a nation in the Mount&Blade: Warband downloadable content, Napoleonic Wars. Background[] The glory and power of Prussia is a thing of the past, not the present. In 1812 the once mighty Prussia has been conquered and is now, forcibly, allied to the French. The military catastrophe of 1806 was a bitter lesson for the Prussian military, and the Prussian state overall, but a bitter lesson is still a lesson. Prussia learned from it and is now ready to once again rise to glory and power. The Prussian commitment to the campaign in Russia is half-hearted at most. Instead she is sharpening her swords, ready to rise against the French invader, should Napoleon’s army lose its war in Russia. Gone are the slow and uninspired troops of 1806, replaced by a newly reformed army, supplemented with Landwehr, Prussian militia, fighting for their homes, families and country. The success of France has lasted for too long and her generals have become too self-confident and proud. Now it is Prussia’s time to return the favour from 1806 and teach the French a lesson they will remember for a long time. Units[] Infantry 8. Brandenburgische Infanterie-Regiment - Line Infantry 23. Rheinische Infanterie-Regiment - Line Infantry 3. Kumarkische Landwehr-Regiment - Line Infantry Lutzowsches Freikorps - Line Infantry 1. Garde-Regiment zu Fuss - Foot Guard Schlesische Schützen - Rifleman Cavalry 6. Neumarkische Dragoner - Dragoon 1. Leib-Husaren-Regiment (Totenkopfhusaren) - Hussar Westfalische Landwehrkavallerie - Lancer 3. Brandenburgische Kurassier Regiment - Heavy Cavalry Specialists 36. Regiment der Fussartillerie - Artillery 4. Mansfelder Pionierskorps - Engineer Generalfeldmarschall Gebhard Leberecht von Blücher - Commander Voice commands & battle cries[] Prussian battle cries "Für das Vaterland!" - For the fatherland! "Für König und Vaterland!" - For king and fatherland! "Gott schütze den König!" - God save the king! "Schlagt sie!" - Beat them! "Hurra!" - Hurra! "Auf geht’s Kameraden!" - Let's go, comrades! Charge sound "Angriff!" - Attack! "Attacke!" - Attack! "In den Nahkampf!" - Into close melee! Surrender "Ich ergebe mich!" - I surrender! "Ich gebe auf!" - I give up! "Nicht schießen!" - Don't shoot! Officers "Bereit machen!" - Get ready! "Anlegen!" - Get ready! "Feuer!" - Fire! "Nahkampfangriff!" - Melee attack! "Kompanie, vorwärts marsch!" - Company, forwards march! "Kompanie, vorrücken!" - Company, Advance! "Vorrücken!" Advance! "Die Position halten!" - Hold this position! "Haltet diese Position!" - Hold this position! "Verteidigt diese Position!" Defend this position! "Feuer nach eigenem ermessen!" - Fire at will! "Feuer frei!"Free fire! "Zu mir!" - On me! "Kompanie, zu mir!" Company, on me! "Zurückfallen!" Fall back! Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed
Pskov
Pskov Settlement Information Type Town Kingdom Muscovite Tsardom Villages Loknya World Map With Fire & SwordPskovTemplate:World Map/With Fire & Sword Pskov is a town of the Muscovite Tsardom, initially ruled by Prince Andrei Khovansky. It has the village Loknya. Contents 1 Layout 2 Trade 2.1 Consumes 2.2 Produces 3 Gallery Layout[] At peace: Accessible area Player Lord's Hall Prison Tavern Merchants In a siege: Accessible area Player Siege Ladders During peacetime, the merchants are all close to each other, and the prison is at the corner of the town. Unlike in other villages, the horse merchant does not stand beside any horses. During a siege, the layout of the houses have changed. There is currently no explanation for this. Two ladders are used in the siege, one on each side of the gates. Trade[] Consumes[] Produces[] Dried Meat Pottery Dyes Furs Powder Vodka Gallery[] Wikipedia has an article on this subject at:Pskov This article is a stub. You can help out by expanding it. Territory of the Muscovite Tsardom TownsCherkassk Moscow Pskov FortressesBryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' VillagesKlin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa TarusaValuiki Yefremovo
Pub Visitor
Pub Visitor in Moscow. A Pub Visitor is a character you will encounter in various Taverns in Mount&Blade: With Fire & Sword. When approached you may make one of three different comments, or depart peacefully. When you approach him, he will be one of three things: Sober, Tipsy, or Drunk. If he is sober anything you say to him will result in him telling you to leave him alone. As for the other two, he will usually answer you. My fists are itching for a fight... Would you perhaps like to measure your strength? This choice will give you the option to choose an amount of money to bet for the fight from 5 thaler to 25. Only fists are allowed. Kicks will not work whilst fighting the patron. A randomly assigned clothing (ex: Cossack Zupan) will be given to you and the patron. What a face you have, friend. Excellent for scaring slow-witted lads. If you choose this option you will be taken to the courtyard just outside the main town area, where you will face three opponents called "Pub Visitor". Both you and they will have a Saber. There is a small chance that you keep the saber after the fight. It will have 25c damage and sells for a lot in both Russia and Poland. Let us raise our glasses for... This option will allow you to choose a King from one of the kingdoms. If you pick the right one, he'll accept the toast, and continually doing this will make him drunk. You can do this repeatedly, but sometimes a message appears that you also got drunk. When this message appears, you are thrown in jail, presumably after some lawbreaking (it does not matter if you are a lord of one of the factions, you'll still get arrested). If you pick someone other than the local king, he will declare you a spy and you will fight him in the courtyard. If you do not wish to bother the man, just select "My Troops Await me..." and you will exit the conversation. The list of possible remarks. Note: Winning any of these fights except with the first choice reduces your relation with the town or fortress by 1.
Quests
This article is a disambiguation page for Quests The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Quests are missions received during an average session of gameplay, which add flavor to the storyline. The following pages list quests divided by game. Quests (classic) — Mount&Blade and Mount&Blade: Warband quests. Quests (With Fire & Sword) — Mount&Blade: With Fire & Sword quests. Quests (Viking Conquest) - Viking Conquest quests. Quests (Bannerlord) — Mount&Blade II: Bannerlord quests.
Quests (With Fire & Sword)
For quests from other games, see Quests. This page shows all the quests that are exclusive to the Mount & Blade: With Fire & Sword. Tutorial Quests[] These are the tutorial quests in With Fire & Sword. They act similar to Warband tutorial quests and show the ropes for beginners for new players of Mount & Blade. Tutorial Talk to the Zamoshye Elder Zamoshye Bandits Peasant Taxes Bring Goods to Zamoshye Main Quests[] The False Dmitry: The main quest line of the Muscovite Tsardom. The Deluge: The main quest line of the Polish Commonwealth. The Secret of the Black Mace: The main quest line of the Cossack Hetmanate. Other Quests[] These quests can be obtained by asking for a special mission from any lord. Some are tied to specific factions or lords. Half a Kingdom for a Horse To the Sich with a Prisoner Help the Don Cossacks
Quests (classic)
For quests from other games, see Quests. The help window that pops up the first time you receive a quest. There are many ways to receive quests in game, with a total of 55 to choose from throughout the world. Quests can provide a range of bonuses, including renown and morale, denars, and increases to relations with other NPCs. This page includes the repeated quests seen in the original and the DLCs. For main quest mission or quest exclusive to the DLCs, go to the disamguation page Quests. Contents 1 Villages 1.1 Village Elder 1.2 Others 2 Towns 2.1 Guild Masters 2.2 Others 3 Nobles 3.1 Lords 3.2 Monarch 3.3 Marshall 3.4 Ladies 3.5 Minister 4 Warband 4.1 Quest Merchant 5 Removed Quests 5.1 Warband Villages[] Quests found in villages will reward you with improved relations mostly. A population that likes you is more likely to give you better trained recruits in higher numbers. As they are only available sporadically, it is best to start questing early in the villages that give recruits you will need later in the game, such as Rhodoks, Vaegirs, and Nords. Additionally, if you own the fief, these quests raise the village's prosperity which leads to higher tax income. It seems like their quests refresh every 3 weeks - 1 of "Bring Wheat/Grain to Village", "Deliver Heads of Cattle to Village", and "Train the Peasants" quests will be available. Village Elder[] The Village Elder can only give a few quests, but completing them can increase the village’s prosperity. Bring wheat: It is a simple quest where you to buy and bring few packs of grains to the village. Deliver Heads of Cattle: You either have buy or steal an amount of cattle and deliver to the village where the quest is initiated. Train the Peasants: This quest is similar to Save the Village quest as it involves fighting a bunch of bandits with the exception of training a certain amount of peasants before the fighting happened. Others[] Save the Village: This quest is where you fight bandits infesting in the village. The reward is usually the village resource or further improved relations with the village. It can be found either accepting the quest from the farmer or accidently stumble an event. Help peasant: Within a village center, talking to random villagers will sometimes yield one who has suffered recent disaster. Giving them 300 denars will raise your reputation by 1. While this is expensive in the long run, it is almost always available in a village with poor or very poor prosperity and can sometimes be the only way to improve your standing with it. Towns[] Quests found in towns involve helping the people of the town in some way. Completing these quests will make the town's population like you more, and it will allow you to gain some denars. You cannot be given the same type of quest while the previous one is not complete or failed. That means you can chose few towns you don't care about (Towns with bad economy or belonging to potentially hostile faction) take the undesired quests there. The better quests will be available in other towns. Guild Masters[] The Guild Masters stand around in towns in various locations. While they are clearly visible in some towns, they can be hard to find in others. Just look for someone who is better dressed than the average townsman and who is not standing near a merchant stall. Deliver Units of Ale: You will be asked to deliver some wine/ale to the tavern of a certain town. Simple and quite rewarding. Escort Merchant Caravan to (town): This quest is where you escort the target caravan to a random town given by the Guild Master. Hunt Down Troublesome Bandits: This quest is where you simply hunt down a group of bandits. Ransom Girl from Bandits: You have to rescue the girl from a group of bandits demanding ransom. You can either pay the ransom or eliminate the bandit group. Move cattle herd: This quest seems similar to the one with the caravan. Unfortunately the cattle run away from the player instead of following you (in With Fire & Sword the cattle accompany you, making the quest much easier). It is not as difficult as it sounds, but requires some practice. Your party is usually quicker than the herd, so careful maneuvering should make the cows to follow the right path. Doing zigzags behind them usually is the best way to prevent them from escaping. Persuade lords to make peace: You will be asked to stop the war between the Guild Master's faction and another faction within 30 days. The Guild Master's faction has to be at war for this quest to be available, but in some cases this quest will exist after both factions have made peace. To complete this quest, you have to convince one named lord from each of the factions to accept a peace treaty. This can be achieved either through bribery (with the possibility of using Persuasion to reduce the price), using your good relation with the lord in question as a cause to force him to accept, or by capturing him. Normally lords have a 70% chance of escaping when you defeat them, but in the special case that the lord is a target of this quest, capture is guaranteed. Bribery may be easier, though you will still have to find the lord first. Bribery costs 7000 for one of the lords and 1500 for the other one. The one you speak to first always seems to be the one who requires the higher sum. The reward for completing this quest is quite a bit higher than any of the other quests: 4000 experience and 12,000 denars, an improvement in your relation (+5) with the quest-giving town, and a small increase in renown. Deal with Looters: You have 30 days to deal with bands of looters in the surrounding area, and each elimination earns you a reward in denars. You can report back to the Guild Master during the 30-day period to be rewarded accordingly. Track Down Bandits: This quest can be very frustrating. You have to kill a specific bandit unit, which is somewhere on the map, within 60 days. You can question other travellers (lords, villagers and merchant caravans) to get the time and place of their last encounter. After completing this quest you are rewarded with 2000 experience, 1000 denars and your reputation with the town increases by 2. This quest is worth taking if you have high Spotting and Tracking skills. Deal with Night Bandits: The Guild Master will ask you to deal with bandits who attack lone travellers at night. In this quest, you must fight alone versus two or more bandits. Others[] Help townsperson: Within a town center, talking to random townspeople will sometimes yield an unemployed one who asks you for 300 denars to help, especially if the town is poor. Paying the 300 denars will raise your reputation by 1. Save the Village: In the town's tavern, a farmer from one of the nearby villages can be found. He asks you to deal with bandits that have moved in and are threatening his fellow villagers. To complete the quest, go to the village and defeat the bandits. Note: If you use cheats to level up above level 62, the quest will nearly be impossible, as there can be thousands of bandits in that village, against which you are no match (also freezing/melting your computer during it) and you will have to forget the quest. Nobles[] Lords[] Quests given by lords include collecting taxes, catching criminals, delivering messages, and they may also wish to borrow one of your companions. Lord can be found in towns, castle keeps, or with their party in the overland map. Collect Taxes from (fief): You will be asked to collect the taxes from a town or a village. While collecting, after enough time has passed, the inhabitants of the town/village will become angry and you will be asked if you wish to continue collecting or to halve the taxes. If you continue collecting, the citizens/villagers may revolt and you will be forced to fight them, losing relationship with that town/village in the process. If you decide to halve the taxes, the lord who gave you the quest won't give you any reward. Collecting all the taxes gains you one fifth of that amount as your reward. Note: once you've completed this quest, the time limit is removed. If you are feeling a little greedy, you can keep the money for yourself (usually about 5000 denars). There is no penalty for not completing the quest, except that you can no longer get quests from that one lord until you've given him his money. This means that the only time it is problematic to not finish the quest is if you need your relationship with the lord to be increased. You can always finish the quest at a later date if you want, because gaining this much money earlier in the game is more beneficial than doing so later. Hunt Down Fugitive: You will be asked to kill a criminal who has taken refuge in a village. You must go to the village center and find a character named Nervous Man, talk to him, and kill him. Go collect your reward (usually 300 denars), but if you refuse to accept the money, you'll gain honor. Either way you finish this quest, you will always lose reputation with the village in which you killed the man. Escort Lady to Town: A lord will ask you to take one of his ladies to another town. This lady will join your party, and you are to escort her to the destination. Upon arrival, she will give you a reward. Note: There is a bug in Warband v1.157 (probably in earlier ones too) which prohibits you from escorting your wife to a town. When you reach the town, instead of the usual "thank you" dialog, you will be presented with the options that appear when you normally talk to your wife. If you choose to leave, the dialog will always reappear, creating a loop which can't be avoided (except if you decide to close and re-open the game). Lend companion: You will be asked to lend one of your companions to the lord for about a week. After the time has passed, go find this lord and he will return your companion to you (Warning, if you lend your companion to a lord that is convicted of treason, that companion will return to you after several weeks, or even a few months in rare cases). Lend surgeon: You will be asked to lend your best surgeon to an enemy lord for a few hours. Deliver Message to (character): You will be asked to deliver a message to a certain lord with a payment of 30 denars on the spot. Find the lord in question and speak to him. When you deliver your message, your relation with this lord will slightly increase. Note: If you decide to rudely decline delivering the message, your relation with the quest-giving lord will decrease. Collect debt from lord: You will be asked to return some money lent to one lord on behalf of another lord. To convince the lord into giving you the money back (usually 3500 denars) you can sacrifice your relationship status with him, effectively diminishing your standing in his eyes, or pay him (persuading him may raise/lower the cost). Return the money to the other lord and you'll get one fifth of that amount in return. Meet spy: You will be asked to travel to a certain town and talk to a spy, whose identity may be revealed with a code word given to you by the lord. You have to search during the day for the spy among the townsfolk. Speak to every wandering townsperson you see. If someone answers the secret code word, then you have found the spy. If the townsman/townswoman says "Eh, what kinda gibberish is that?" you know you have not found the spy. In With Fire & Sword, the spy is named Townsman. If you see the nametag "Townsman", then you have found the spy. Incriminate commander: You will be asked to send one of your elite troops inside an enemy town with incriminating evidence against an enemy lord. Accepting to send your man into the town will make you lose honor. Declining the quest will decrease your relation with the lord, but increase your honor. Train troops: You will be asked to train a random number of troops to a specific type, e.g. you are given 10 Vaegir Recruits to train them to Vaegir Infantry. Be sure not to train them any higher or they won't count toward the quest. Note that you do not have to give the lord those same troops he provided to you; in the example given, any Vaegir Infantry would do: rescued, captured, converted or otherwise. A good way to do complete this quest is to recruit a few more units than the lord gave you, then train them to a reasonable level at a Training Field before bringing them into combat to level them up faster. Kill local merchant: You will be asked to kill a merchant in a town to prevent him spreading information about the lord's debts. After accepting the quest some time will pass, then a message will pop up saying you have cornered the merchant in an alley. After the first few hits he may beg for mercy and you will get two options: kill him, or let him live if he agrees to drop the debts. Killing him results in the full reward and a loss of honor while letting him live cuts the reward in half. Note: It is also possible to kill the merchant with a one-hit kill (a ranged head shot), preventing him from asking for mercy . Capture prisoners: A straightforward quest, capture the specified number of the specified troop type and return them to the king/lord. Refusing the quest reduces your relationship with the lord by 1. Remember to order your party to use blunt weapons, since sharp weapons kill enemy units and you won't be able to capture them that way. Capture enemy lord: Capture an enemy lord and return him to the king/lord who gave you the quest. Bring Back Runaway Serfs: After accepting this quest, a few groups of serfs (peasants) will spawn close to the town you are in and quickly run away. When you talk to them you have the option to let them run, which boosts your relation with their original village, or to tell them to return to their village, which damages your relation with their hometown. Be sure to keep fairly close to the serfs if you tell them to return, if you wander too far they will try to run again. Being a mercenary: You will be asked to join that faction as a mercenary and be paid for your services. While a mercenary, the enemies and allies of the faction that hired you now become your enemies and allies, respectively. Unlike vassalage, you cannot capture land for yourself while serving as a mercenary. However, you can boost your relation with a faction enough so that after some time, the king may ask you to become a vassal. Follow the Spy to Meeting: You will be asked to follow a spy who is trying to meet with his accomplices. Since the spy is fast, you must rely on your Tracking skill (it doesn't need to be good, level 2 Tracking will suffice). After you have found the spy and his accomplices, you'll have to confront and fight them. In order to get the full reward from this quest, the spy and his handler must be left alive in this battle. After the two men are captured, return to the town to receive your reward. If you bring one of the two, the reward will be halved. Be advised, the spy leaves immediately! He won't wait on you, the moment you leave town he'll already be far away. Destroy Bandit Lair: You will be asked to find and eliminate a hideout for nearby bandits within 60 days. It will appear once you walk close enough to it on the map, but you can often guess its location by watching the movement of nearby bandits. The sight range might be affected by spotting range, so searching for it during daylight is advisable. Note that you cannot usually follow bandits back to their hideout, because upon seeing you they abandon their original route and flee directly away from you. Though, you may be able to follow the tracks from their wanderings. Completing the mission will reward you with a boost in relation (+4) with the lord, 3000 experience and 1500 denars. Denounce Lord: You will be asked to denounce a rival lord, either to their face or to the faction's king. Simply go to the party and select the dialog option. Denouncing a lord to his face will cause a large drop in his disposition towards you. Failing when denouncing a lord to the king causes a large drop in his disposition towards you as well. You are then given the option to turn in the lord who gave you this quest. If this is done, you lose honor but regain all but 1 of the disposition you lost with the king. If you don't turn the lord in, you gain honor. If you succeed in denouncing the lord, you get a large boost (~8) to disposition when you return to the lord who gave you the quest. Rescue prisoner: A lord will beseech you to recover one their family members from a prison in an opposing castle or town. Unfortunately, the ransom option does not appear to work in this situation. You can bribe the prison guard 100 denars to be allowed entry to the prison, but this does not help much as the guard keeps the key to the lord's chains (probably designed for the Deliver message to prisoner lord quest). It is necessary to fight the guards (convincing a nearby village with a bribe of up to 300 denars to fake a fire drastically reduces the number of guards). Oddly enough, whatever your method in completing the quest, neither your relationship with the lord of the castle, nor that of the faction he represents will be harmed. However, you will receive a fair relationship boost with the freed prisoner and a significant boost with the quest giver in addition to 2000 denars and 4000 experience points. Sometimes, you may encounter a bug where the prisoner lord become hostile to you which makes it impossible to complete the quest. This can only be fixed by shutting down and reopening the game. Also, be aware that once you have rescued the prisoner, if the lord is defeated again the quest will be cancelled and you cannot collect your reward. Raid caravan: A lord will ask that you provoke a war with another faction within 30 days. Accepting the quest will require you to attack a caravan of the other faction. Attacking a caravan will cause you to lose 5 relation with the opposing kingdom and also net a loss of one honor, but you do get the goods that come with destroying a caravan. Once the quest is completed, you will gain 10 relation with the lord who gave you the quest as well as 500 denars and 2000 experience; unfortunately, you will also lose another point of honor. Monarch[] The rulers of factions provide most of the same quests as regular lords, but there are a few exceptions. Give an oath of homage: Go to the king and give him your oath of homage. Marshall[] The chosen marshall will often summon the player when on a military campaign. When first summoned, you are given directions to his current location, though if you are far away when you receive them, it can sometimes be difficult tracking him down. Report to the marshall: Go to the marshall of your faction. Talk to him and he will give you another quest. Follow Marshall: Follow the army of the marshall. If you get too far away from the army you will fail, although the game will give you a warning first. In Warband, you can right-click on the marshall's party and select 'Accompany Party' to automatically follow him. This quest is postponed while completing any other quests given by the marshall, and reinstated upon their completion. Following the marshall until his campaign is over can grant you a lot of experience. Deliver Heads of Cattle (Marshall): You have to buy (or steal) cattle in a village and deliver them to the marshall's army. Join an assault: Your marshall asks you to join an assault of a town or a castle. Scout: You will be asked to scout three places (usually nearby castles and villages) and then report back to the marshall. To scout the places, you must move close enough to them until a message appears saying that (name) has been scouted. Ladies[] Found in towns or castle keeps, ladies need the player to champion themself for their sake. Deliver message to prisoner lord: Duel for lady: You will be asked to defend the honor of the lady and defeat the lord that sullied her name. You must visit that lord and challenge him, in a one-on-one full equipment battle in the tournament area. If you win, you'll lose a lot of relationship points with the lord but gain a lot with the lady, who also gives you a reward (usually 3000 denars) no matter what you say. Rescue prisoner lord: You will be asked to free a noble (normally the lady's husband) from a prison in an opposing castle or town. This is essentially the same quest as given by lords. Resolve dispute: Two lords have a dispute with each other, requiring your intervention. Minister[] Found at your court if you have your own faction, he helps manage your realm and can also issue quests that will increase your control over it. The Minister can also give you the Resolve dispute quest. Warband[] The following quests were added in Mount&Blade: Warband. Quest Merchant[] Five new tutorial quests through the Quest Merchant. Collect Five Men: Recruit at least 5 troops through any means and return to the Quest Merchant in the town's tavern. Learn Where the Hostages are Held: Defeat the Band of Robbers that are just outside the town to reveal the location of the bandit lair where the Merchant's brother is being held. Attack the Bandit Lair: Attack the bandit lair then return to the Merchant. Save Town from Bandits: After defeating the bandits, the Merchant will ask you to assist him in defending the town. If you accept, you will lead a group of townspeople and guards against a band of looters and bandits. Removed Quests[] These quests can still be found in the game code but are disabled and/or unfinished. Warband[] Hunt down raiders: A group of raiders have attacked a village. The player must stop them before they reach their camp. Bring back deserters: Lord is worried about amount of deserters. Player must go and capture a certain amount of deserters and bring them back to the lord to force them to join the ranks. Deliver supply to center under siege: A town is under siege. Player must take supplies from a set location and deliver the supplies to the towns seneschal. Bring reinforcements to siege: Allied lord has besieged a town. Player must escort a set amount of troops to help him/her take down the town. Rescue lady under siege: Lord's relative is trapped within the walls of a sieged town. Player must travel to the town and save set lady. Bring prisoners to enemy: Faction enemy wants to ransom prisoners from your allied lord. Player must transport prisoners to random location in exchange of 100 denars. Capture messenger: The enemy is plotting something. A lord will send the player to capture a messenger. Deliver message to lover: A lord has requested the player to deliver a love letter he has written to a lady. The player must deliver the letter to said lady. Player can also betray the quest giver by delivering the letter to said lady's father instead. A Hunger for Crows: Nothing is known about this Quest except there was a character named Askeladd Bjornsson.
Radzilow
Radzilow Settlement Information Type Village Kingdom Polish Commonwealth Fortification Warsaw World Map With Fire & SwordRadzilowWarsawTemplate:World Map/With Fire & Sword Radzilow is a village of the Polish Commonwealth, subordinate to Warsaw. Layout[] Player Elder Fugitive Radzilow is built on flat terrain. It is a Polish/Cossack-style village with fourteen houses, grouped in two or three. In the middle of the village there is a church. There are two horses under a stable. The Village Elder can be found in front of the first house on the right from the player's entrance. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be standing in front of the middle house in the group of three houses furthest from the player's entrance. Wikipedia has an article on this subject at:Radziłów Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye
Ramun the Slave Trader
Ramun, upstairs in the Tihr tavern. Ramun the Slave Trader is a dealer in galley slaves. When first approached, the player assumes he is a trader but wonders where his merchandise is. After dropping a few hints, it is made clear that he sells prisoners to ship captains to serve as oarsmen. Ramun performs a similar function to the Ransom Brokers except he almost always resides at Tihr. If not on ground level, he probably is upstairs. He also can occasionally be found in Yalen. He buys prisoners like other ransom brokers but also instructs the player how to efficiently capture prisoners. Ramun buys all prisoners with a fixed value of 50 denars, meaning the player can get more money for bottom tier units, like farmers and bandits, but will sacrifice profits on any unit starting from tier 2 (with the exception of Camp Followers), being completely wasteful for elite units such as Swadian Knights or Nord Huscarls. In With Fire & Sword, Ramun resides at Reval. He buys at a much higher price than other ransom brokers, buying even mere bandits for often over 150 thalers. However, he actually pays one-tenth the listed price, which is probably a bug. Dialogue[] With Fire & Sword[] Main article: Ramun the Slave Trader/Interactions/With Fire & Sword See Also[] Aethelmaer, the Slaver, his equivalent in Viking Conquest
Ramun the Slave Trader/Interactions/With Fire & Sword
This is a list of interactions with Ramun the Slave Trader from With Fire & Sword. Introduction[] Good day to you, (young man/my lass). You look like a trader... but I don't see any merchandise. A trader? Oh, aye, I certainly am that. My merchandise is quite special, however. It has to be fed and watered twice a day and tries to run away if I turn my back. You sell livestock? Near enough. It is thanks to me that the galleys of the Sublime Porte move, by my grace sail the taridas of the king of Sicily and even the ships of Louis the king of France. Ah, galley slaves... Galley slaves, indeed! This city prospers thanks to my living goods. I am but its humble servant -- so to speak. Where do your slaves come from? They come to me in a number of ways -- some are Yesir, Tatar captives or prisoners of war, or bandits and deserters captured during raids... You can't be picky about your suppliers in this line of work. You wouldn't happen to have any prisoners yourself, would you? Me? And why not? You're a warrior clear enough, and in your battles you might take a prisoner or two. Anyhow, I pay good money for every man you can offer. Hmm. I'll think about it. See that you do! There's a lot of silver to be made, make no mistake. More than enough for the both of us. I beg your pardon -- there's no time for talk just now. Trade[] Hello, player. What can I do for you? I have something that might be of interest to you. Well, then. Let's see what you have... A pleasure doing business with you. Could you give a few tips on how to take somebody prisoner? Ha, you're new to this, aren't you? Well it's not complicated. The basic rule of taking someone prisoner is to knock him down with a blunt weapon, like a mace or a club, instead of cutting him open with a sword. That way he goes to sleep for a little while, instead of bleeding to death, you see? You do have a blunt weapon, don't you? Of course. Good. So, all you need to do is beat the sorry sod down with your weapon, and then when the fighting's over you clap him in irons. It's a bit different for nobles and such, since they tend to be protected well enough that it won't matter what kind of weapon you use. But your average rabble-rouser will bleed like a stuck pig if you go at him with anything sharp. I'm not too picky about what I'll buy, so long as they can walk. Umm, I don't think so. No? Heh, well, this must just be your lucky day. I've got an old club lying around that I was going to throw away. Here, have it, it's still strong enough to knock someone unconscious. Thank you. I'll give it a try. Can you tell me again about taking prisoners? Alright, I'll try and explain it again in simple terms. The basic rule of taking someone prisoner is to knock him down with a blunt weapon, like a mace or a club, instead of cutting him open with a sword. That way he goes to sleep for a little while, instead of bleeding to death, you see? It's a bit different for nobles and such, since they tend to be protected well enough that it won't matter what kind of weapon you use. But your average rabble-rouser will bleed like a stuck pig if you go at him with anything sharp. Alright, I think I understand. Anything else? Well, it's not as simple as it sounds. Blunt weapons don't do as much damage as sharp ones, so you'll have a little more trouble bringing your enemies down. And trust me, most of the scum you run across would just as soon kill you as look at you, if you give them half a chance. So don't expect any courtesy when you pull out a club instead of a sword. Plus, having to drag prisoners around will slow down your party, which is why some people just set their prisoners free after the fighting's done. Me, I call that madness. How could anyone turn down all that cash, eh? Is that it? Ah yes, just one last thing. Managing prisoners is no easy task -- you could call it a skill in itself. If you want to capture a lot of prisoners, it'll take no little sweat, or you won't be able to hang on to a single man you catch. Thanks, I'll keep it in mind. I need to get going... Remember, any prisoners you've got, bring them to me. I'll pay you good silver for every one.
Ranged Weapons (With Fire & Sword)
For the ranged weapons featured in the first games, see Ranged weapons. The Ranged Weapons in Mount&Blade: With Fire & Sword are somewhat different compared to the preceding games. Guns are introduced as powerful ranged weapons that are often one-shot kill. There are no crossbows, and thrown weapons are replaced by expensive grenades, though strangely you can take Throwing Knives from the hero, Fatima. Contents 1 Firearms 1.1 Muskets 1.2 Carbines 1.3 Pistols 2 Bows 3 Grenades Firearms[] There are a large amount of guns; the most expensive is the handcrafted double-barrelled Dutch pistol which is 126,000 thalers. This is the same one which is shown on the game main menu, where the soldier has one in his left hand as well as a grenade in his right. Muskets[] Muskets are quite inaccurate, but with a large group of musketeers, in "fire at will" mode for example, guns can be highly effective, especially in wagon forts and siege defenses against infantry. Muskets are very good weapons on average, they have low accuracy and long reload time, but they do high damage and can also be used as a makeshift blunt weapon by pressing x. Their ammo comes around 15 bullets per bag. They are more expensive than bows by quite a lot, but they are perfect for beginners. The best muskets cannot be used on horseback. Carbines[] Carbines are light, two handed firearms that are capable of firing mounted or unmounted from horseback. Carbines are lighter, less powerful, and have lower range and accuracy than their full length counterparts. Pistols[] Pistols are one-handed smooth-bore firearms. They can be used from horseback and their being one-handed means it is also possible to use a shield with one. Pistols are also cheaper and reload faster, though they have correspondingly lower damage and lower accuracy owing to lighter shot and shorter barrels. Once discharged, pistols can be used as a small mace by pressing X. Bows[] Bows return in With Fire & Sword, featuring larger quivers and several name changes. While guns feature loud noises and powerful strikes, bows still have much higher rates of fire and significant staying power with their larger quivers. Bows are more accurate than their gunpowder brethren, however arrows are relatively slow and suffer from severe drop making them less useful at long distances. In addition, bow raw damage is usually insufficient to incapacitate a trooper in one shot and will usually require several follow up hits to finish off. Composite Bows are the best bows, but are very expensive and usually require 6 Power Draw, which requires at least 18 Strength. A gunline facing an bowline would inflict greater initial casualties, but may have trouble reloading as they take fire from the faster firing bows. Bows are rarer to find than guns though, as most of Europe has modernized. Bows are still far cheaper than guns in every way, including their ammo. However, the outdated Crimean Khanate still uses tactics it used nearly a thousand years ago, meaning bows are more widespread. Unfortunately, this makes protectorate duties from the Ottoman Empire an absolute necessity. Bowmen can also be seen among Muscovite Tsardom and Polish Commonwealth ranks, although strictly confined to cavalry and mercenary. Grenades[] Grenades are expensive items that have a very limited range and a heavy arc. They also can't refill unlike ammunition and since they are very expensive, the player might not deem the price worth it. However, they have massive damage and splash and can kill up to 15 enemies in one hit, and injure countless more if you time it right. This makes them useful in siege attack and defense, where large clusters of slow-moving soldiers beneath walls make for perfect grenade targets. After the updates, they do not refill after battles but have more ammo.
Ranged weapons
Ranged Weapons are the alternative to hand-to-hand combat. They are very useful in most situations, but are difficult to handle effectively against enemies that manage to get in close - this means short-ranged melee weapons are still a good idea even if you want to specialize in archery. Other than bows, crossbows, and thrown weapons, Warband features the the hidden Flintlock Pistol which cannot be seen in the game without cheating or editing the game code. If any ranged weapons run out of ammunition in the field, players may pick up dropped quivers. Additionally, both Warband and With Fire & Sword permit players to pick up arrows, bolts, and some thrown weapons from the terrain, which may then be fired again. An important thing to remember when using ranged weapons is that when firing in third person view, the shot is actually aimed about a foot and a half below the targeting reticule when at point blank range, meaning that different levels of compensation are needed to accurately hit targets between the two views at the same range. Contents 1 Stats 2 Types 2.1 Bows 2.2 Crossbows 2.3 Thrown 3 Ranged Modifiers Stats[] Name: The name of the weapon. This may include a single modifier, indicating improved or reduced stats. Type of Handling: Certain thrown weapons may be wielded as melee weapons by toggling the weapon mode ("X" by default). Other ranged weapons can only be used from a distance. Sell Price: Without any modifiers, this price is exactly one tenth of the true value of the item, and one twentieth of the purchase value from a store. When looted from battle, items will display their true value. Modifiers will change this value. Weight: Affects overall encumbrance (the speed at which you travel). This also increases the delay after parrying or blocking before another attack can be made with the weapon. Blocking a high weight weapon with a low weight weapon results in a short stun period. With the roles reversed, the result is a standard block of the lighter weapon. The weight of the weapon also affects its ability to crush through blocks. For most ranged weapons outside of those with melee capability, the weight only serves to encumber the wielder. Damage "c" (cut): Damage dealt by swinging the weapon. Cutting weapons often do bonus damage against lightly armored targets, but deal significantly lower damage to heavily armored assailants (compared to piercing and blunt damage). Throwing Axes, Throwing Daggers, and Throwing Knives inflict this type of damage, as well as the various Throwing Spears and Javelins when swung in melee. Damage "p" (pierce): Damage dealt by firing bows, crossbows, and using Javelins or Throwing Spears. Piercing weapons have higher armor penetration than cutting weapons without losing as much effectiveness against lightly armored targets compared to blunt weapons. Damage "b" (blunt): Stones and arena weapons are currently the only ranged weapons that deal blunt damage. Accuracy: The maximum effective accuracy of the weapon once the optimum proficiency is reached. The minimum proficiency needed increases alongside the weapon's base damage. Exclusive to ranged weapons. Speed Rating: Affects attack and block speed, as well as weapon speed bonus (bonus damage based on weapon speed while attacking). This also affects the weapon's ability to crush through blocks. For ranged weapons without a melee mode, this only shows the rate of fire and reload speed of the weapon. Missile Speed: This determines how fast fired projectiles will travel. Higher rating will increase the distance a missile can travel, how much the weapon's aim must be offset to account for missile drop, the chance for the missile to bypass a blocking defender's shield, and adds bonus damage in the same way as the speed bonus for melee attacks. The "Speed" stat determines the rate of fire. All projectiles drop at the same rate, so range is determined by the projectile's flight speed as well as its trajectory. The speed of any given projectile is a hidden value not shown in-game, and must be discovered by accessing the document "item_kinds1.txt" in the "Native" module folder. Weapon Length: This attribute is exclusive to certain thrown weapons when used as a melee weapon. Requirements: Many ranged weapons require a certain level of Strength, Power Draw, or Power Throw in order to be used. Types[] There are three types of ranged weapons in the game. Bows[] Bows are the standard ranged weapon. They are cheaper and can have larger supplies of ammunition than alternative weapons, but their accuracy and damage suffer with low proficiencies. ▼ Show/Hide Bows ▼ Weapon Power Draw Damage Accuracy Attack Speed Missile Speed Weight Price Modifiers Hunting Bow - 15(pierce) 99 100 52 1.0 17 MasterworkStrongBentCracked Short Bow 1 18(pierce) 99 97 55 1.0 58 MasterworkStrongBentCracked Nomad Bow 2 20(pierce) 99 94 56 1.3 164 MasterworkStrongBentCracked Long Bow 3 22(pierce) 99 79 56 1.8 145 MasterworkStrongBentCracked Khergit Bow 3 21(pierce) 99 90 57 1.3 269 MasterworkStrongBentCracked Strong Bow 3 23(pierce) 99 88 58 1.3 437 MasterworkBentCracked War Bow 4 25(pierce) 99 84 59 1.5 728 MasterworkStrongBentCracked ▲ Show/Hide Bows ▲ Crossbows[] Crossbows do more base damage than other ranged weapons, but they don't receive the same damage bonuses from player skills, and so they quickly fall behind. ▼ Show/Hide Crossbows ▼ Weapon STR Damage Accuracy Attack Speed Missile Speed Weight Price Modifiers Other Hunting Crossbow - 37(pierce) 99 47 50 2.3 22 MasterworkBentCracked Light Crossbow 8 44(pierce) 99 45 59 2.5 67 MasterworkBentCracked Crossbow 8 49(pierce) 99 43 66 3.0 182 MasterworkBentCracked Cannot be used on horseback Heavy Crossbow 9 58(pierce) 99 41 68 3.5 349 MasterworkBentCracked Cannot be used on horseback Siege Crossbow 10 63(pierce) 99 37 70 3.8 683 MasterworkBentCracked Cannot be used on horseback ▲ Show/Hide Crossbows ▲ Thrown[] Thrown weapons are ranged weapons cast directly from the hand. They suffer from very low ammunition counts and can be quite expensive, but offer excellent damage. ▼ Show/Hide Thrown weapons ▼ Weapon Stack Amount Power Throw Throw Damage Attack Damage Attack Speed Missile Speed Weight Price Modifiers Stones 18 - 11(blunt) - 97 30 4.0 1 Large Bag Throwing Knives 14 - 19(cut) - 121 25 3.5 76 Large BagBalancedHeavyBent Throwing Daggers 13 - 25(cut) - 110 24 3.5 193 Large BagBalancedHeavyBent Darts 7 1 22(pierce) - 95 28 5.0 155 Large BagBalancedHeavyBent War Darts 7 1 25(pierce) - 93 27 5.0 285 Large BagBalancedHeavyBent Javelins 5 1 34(pierce) SWING12(cut)THRUST14(pierce) SWING91THRUST95 25 5.0 300 Large BagBalancedHeavyBent Throwing Spears 4 2 44(pierce) SWING18(cut)THRUST23(pierce) SWING87THRUST91 22 4.0 525 Large BagBalancedHeavyBent Jarids 4 2 45(pierce) SWING16(cut)THRUST20(pierce) SWING89THRUST93 24 4.0 560 Large BagBalancedHeavyBent Light Throwing Axes 4 2 35(cut) SWING26(cut)THRUSTNone 99 18 5.0 360 Large BagBalancedBent Throwing Axes 4 3 39(cut) SWING29(cut)THRUSTNone 98 18 5.0 490 Large BagBalancedBent Heavy Throwing Axes 4 4 44(cut) SWING32(cut)THRUSTNone 97 18 5.0 620 Large BagBalancedBent ▲ Show/Hide Thrown weapons ▲ Ranged Modifiers[] Both ranged weapons and their ammunition may have modifiers. Equipment Modifiers One Handed Two Handed Two Handed / One Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Masterwork +4 +6 +5 +9 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Polearms Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Bent - -3 -3 -35% 100% Rusty - -3 - -45% 100% Cracked - -5 - -50% 100% Polearm / Two Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Bows Name Power Draw Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Strong +2 +3 -3 +360% 40% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Crossbows Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Thrown Name Power Throw Requirement Damage Missile Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Bent - -3 -3 -35% 100% Ammunition Name Stack Amount Damage Price Shop/Loot Chance Large Bag +13% - +90% 30% Bent - -3 -35% 100% Note: Thrown weapons can only carry the "bent weapon" modifier. Firearms Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Armor Name Protection Price Shop/Loot Chance Lordly +6 +1050% 25% Reinforced +4 +550% 25% Hardened +3 +290% 30% Thick +2 +160% 35% Sturdy +1 +70% 50% Crude -1 -17% 100% Battered -2 -25% 100% Ragged -2 -30% 100% Rusty -3 -45% 100% Tattered -3 -50% 100% Cracked -4 -50% 100% Shields Name Durability Resistance Price Shop/Loot Chance Reinforced +83 +4 +550% 25% Thick +47 +2 +160% 35% Battered -26 -2 -25% 100% Cracked -56 -4 -50% 100% Horses Name Riding Requirement Armor Speed Maneuver Charge Damage Hit Points Price Shop/Loot Chance Champion +2 - +4 +2 +2 - +1350% 20% Spirited - - +2 +1 +1 - +550% 60% Heavy - +3 - - +4 +10 +90% 70% Stubborn +1 - - - - +5 -10% 100% Swaybacked - - -4 -2 - - -40% 100% Lame - - -10 -5 - - -60% 100% Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment
Rank Cossack
Rank Cossack Troop Information Culture Mercenaries Wages 14 thalers/week Acquired from... Infantry Commander Upgrades to... Rank Cossack (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Rank Cossacks are regional mercenary horse archers of the Cossack Hetmanate and the Polish Commonwealth. They can be hired in Lviv, Krakov, Minsk, and Slutsk. Tactics[] Essentially mounted Town Cossacks, they mostly use two sets of arms - either lance and pistol or carbine and saber - and ride weak-but-very-fast Bahmat horses. The fast-horse-with-lance combination makes Rank Cossacks great shock troops that, thanks to their firearms, can also fight at range. One tactic able to ensure victory over enemy forces - even those stronger than the player's army - consists of having Rank Cossacks repeatedly charge enemy lines followed by instant withdrawal, discharging their firearms while pursued by enemy troops, turning back when far from the bulk of the enemy army, then charge again. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Rank Cossack - Default Stats and Equipment Attributes Stat Points Level 12 Strength 12 Agility 11 Intelligence 4 Charisma 5 Health 51 Armor Head Rank Cossack Cap Body Rank Cossack Uniform Hand None Foot Cavalry Boots Skills Skill Points Ironflesh 2 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 5 Shooting from Horseback 5 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 135 Two Handed Weapons 115 Polearms 125 Archery 0 Firearms 145 Throwing 0 Weapons Melee Cavalry LanceSaberSimple SaberSimple Cossack Saber Ranged Simple Wheellock CarbinePistolOld Pistol Shield None Mount Steppe Horse Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran) Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Rank Cossack (veteran)
This article is a stub. You can help out by expanding it. Rank Cossack (veteran) Troop Information Culture Mercenaries Wages ? thalers/week Acquired from... Rank Cossack Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Rank Cossacks (veterans) are veteran regional mercenary horse archers of the Cossack Hetmanate and the Polish Commonwealth. Tactics[] Essentially mounted veteran Town Cossacks, they mostly use two sets of arms - either lance and pistol or carbine and saber - and ride weak-but-very-fast Bahmat horses. The fast-horse-with-lance combination makes veteran Rank Cossacks great shock troops that, thanks to their firearms, can also fight at range. One tactic able to ensure victory over enemy forces - even those stronger than the player's army - consists of having veteran Rank Cossacks repeatedly charge enemy lines followed by instant withdrawal, discharging their firearms while pursued by enemy troops, turning back when far from the bulk of the enemy army, then charge again. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Rank Cossack (veteran) - Default Stats and Equipment Attributes Stat Points Level 17 Strength 17 Agility 14 Intelligence 5 Charisma 1 Health 58 Armor Head Rank Cossack Cap Body Rank Cossack Uniform Hand None Foot ? Skills Skill Points Ironflesh 3 Power Strike 2 Grenade Throwing 0 Power Draw ? Weapon Master 4 Shield ? Athletics ? Riding 5 Shooting from Horseback 6 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 150 Two Handed Weapons 130 Polearms 140 Archery 0 Firearms 160 Throwing 0 Weapons Melee ? Ranged ? Shield None Mount ? Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran) Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Ransom
You can ransom common prisoners (soldiers, bandits, etc.) for 50-300 denars. Kingdoms will often offer to ransom any captured lords in your possession for anywhere between 1,500-5,000 denars, while leaders (kings, queens, etc.) go for much higher prices (even over 80,000 denars at times). As selling prisoners to Ransom Brokers can be a highly profitable enterprise, especially early to mid game, there are a number of ways to increase the number of captured prisoners. One way to do so is simply to order your troops to use blunt weapons to knock the enemy out. Another way is to recruit Manhunters to your army, since they exclusively use bludgeoning weapons and can be upgraded to potent light cavalry, though this can be difficult as the only way to acquire them is to recruit them from prisoners. Finally, one shouldn't ignore the possibility of equipping a bludgeoning weapon and hunting down prize enemies personally. Noble prisoners[] Common prisoners can be handed over in taverns to wandering Ransom Brokers, however, lords can not be ransomed this way. You have two other options with lords: you can hold onto them and wait for their kingdom to offer a reward, or sometimes a competing kingdom will offer to take them off your hands when talking to their lords or leader. If you don't hand them over to someone else, you will most likely receive repeated events over time requesting that the captured noble be returned to their native kingdom for a price. If the offer is rejected, the player's reputation with the nation in question will decrease, as will their honor. Oftentimes, the request will be repeated, occasionally with a higher price. It may be in your interest to keep lords as prisoners for as long as possible, an opposing nation can only have as many armies as they have lords. So if the player captures 7 out of 40 lords, only 33 armies could possibly be in play on the opposing side at any one time. Galley slaves[] In the Nordic city of Tihr there is almost always an NPC named Ramun the Slave Trader who resides there and acts as a Ransom Broker, but only pays 50 denars per captive, regardless of rank. As only the bottom tier of soldiers and bandits can be ransomed for a lower price than this, it is generally considered a waste of money and prisoners. Ramun can be found in With Fire & Sword too, but the ransom cost, although it changes from soldier to soldier, doesn't change in practice (13 thalers per soldier sold). Furthermore, the theoretical price he gives isn't analogous to the soldier's experience (for example, a Rebel costs 160 thalers while an Armored Cossack costs 51 thalers). No nobles may be sold as slaves. See also[] Prisoner Management skill Prisoners Prison Tower Ransom Broker Ramun the Slave Trader
Ratsherr Alexander Leslie
Alexander Leslie Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male Ratsherr Alexander Leslie is initially a Vassal of the Kingdom of Sweden, and starts as the ruler of Leal. He commands a unique retinue of Scottish Pikemen, Musketeer and Swordsmen. Wikipedia has an article on this subject at:Alexander Leslie, 1st Earl of Leven Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet
Ratsherr Carl Lebenhaupt
Carl Lebenhaupt Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male Ratsherr Carl Lebenhaupt is initially a Vassal of the Kingdom of Sweden. He begins the game as the ruler of Vyborg. Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet
Ratsherr Dirich Werneken
Ratsherr Dirich Werneken Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male Ratsherr Dirich Werneken is initially a Vassal of the Kingdom of Sweden. He begins the game as the ruler of Narva. Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet
Ratsherr Fabian Von Wersen
Fabian Von Wersen Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male Ratsherr Fabian Von Wersen is initially a vassal of the Kingdom of Sweden. Wikipedia has an article on this subject at:Fabian von Fersen Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet
Ratsherr Hans von Koenigsmark
Hans von Koenigsmark Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male Ratsherr Hans von Koenigsmark is initially a Vassal of the Kingdom of Sweden. His name is a reference to Hans Christoff von Königsmarck (1600-1663) who had a great part in the Battle of Prague. Wikipedia has an article on this subject at:Hans Christoff von Königsmarck Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet
Ratsherr Konrad Marenfeld
Konrad Marenfeld Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male Ratsherr Konrad Marenfeld is initially a vassal of the Kingdom of Sweden. Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet
Ratsherr Lennart Torstenson
Lennart Torstenson Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male Ratsherr Lennart Torstenson is initially a vassal of the Kingdom of Sweden. At the start of a campaign, he is randomly given some villages. The hero Karlsson once served under Torstenson's leadership. Trivia[] Strangely, Karlsson refers to him as "General Lennart Torstenson", despite the fact that Torstenson bears the rank "Ratsherr" in-game. Lennart Torstenson is based on a real person, but even though he could not ride a horse in real life due to health issues, he fights mounted in the game. The real-life Lennart Tortensson died in 1651, four years before the setting of With Fire and Sword. Wikipedia has an article on this subject at:Lennart Torstensson Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet
Ratsherr Nilson Kagg
Nilson Kagg Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male Ratsherr Nilson Kagg is initially a Vassal of the Kingdom of Sweden. Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet
Ratsherr Otto Standbok
Standbok Official Information Kingdom Kingdom of Sweden Monarch King Carl Gustaf Title Vassal Personal Details Gender Male Ratsherr Otto Standbok is initially a vassal of the Kingdom of Sweden. He begins the game as the ruler of Dorpat Fortress. He is based on Gustaf Otto Stenbock, a real Swedish politician and soldier who lived from 1614 - 1685 and led armies during the Swedish invasion of the Polish-Lithuanian Commonwealth known as the Deluge. Wikipedia has an article on this subject at:Gustaf Otto Stenbock Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet
Raw Silk
Raw Silk Games Base value 600 Weight 30.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Raw material Made From... N/A Made Into... Velvet Raw Silk is a non-consumable trade good. It is used by a velvet weavery and dyeworks along with dyes to produce velvet. Silk can be bought at Rivacheg for around 230 denars, or as low as 70 denars in the surrounding villages, depending on the player's trade skill. This means it is extremely profitable to buy silk from these areas and sell it for up to 700 denars in Khergit or Sarranid lands. Some direct action may be needed to ensure that the sites around Rivacheg are productive however, as Sea Raiders are often based in the area. If you own a Velvet Weavery and Dyeworks you can give the raw silk to your master dyer to cut down on the weekly cost of owning the business. In With Fire & Sword, silk can be bought for under 500 thalers at towns and villages, and sold at fortresses for amounts ranging from 600 to over 1,000. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth
Reaver
Reaver Troop Information Culture Bandits Wages 50 peningas/week Acquired from... Brigand Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? peningas Reavers are tier-four bandit archers in Viking Conquest. They can be found in raiding parties on land or at sea. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Reaver - Default Stats and Equipment Attributes Stat Points Level 26 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 69 Armor Head Helm with Nassal Body GambesonTunic Hand None Foot Tattered Quality Wrapping Boots Skills Skill Points Ironflesh 8 Power Strike 5 Power Throw 3 Power Draw 3 Weapon Master 8 Shield ? Athletics 4 Riding 5 Horse Archery ? Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 5 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management ? Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 205 Two Handed Weapons 90 Polearms 70 Archery 20 Crossbows 20 Throwing 185 Weapons Melee Chipped Briton Sword Ranged Bent Throwing Spears Shield Cracked Round Shield Mount None Trivia[] They are the only Ruffian upgrade equipped with swords. Making them look less armored than they can truly be, their stats screen shows them with no helmets and wearing Poor Tunics when they actually wear Helms with Nassal and can spawn with Gambesons. Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Rebel
For the classic version, see Deserters. For the Bannerlord version, see Deserter (Bannerlord). Rebel Troop Information Culture Bandits Wages ? thalers/week Acquired from... Prisoners Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Rebels are bandit archers in Mount&Blade: With Fire & Sword. Tactics[] A short step up from Looters and Bandits yet similar of quality, they are somewhat dangerous to new players. They spawn in groups of 3-60. Rebels wear little armor and wield poor weapons, thus an experienced, well-equipped player can easily do away with them. What armor they do wear is very light - making them vulnerable to missiles and melee attacks - yet their weapons may include handmade firearms, making them dangerous in large numbers to any rookie or veteran player. They nonetheless pose no significant threat and can be cut down very easily with a large, well-equipped party. Rebels attack head on and, if their numbers are large enough, en masse. The "marksmen" carrying handmade firearms shoot from a distance while their "infantry", armed with axes or lances, charge. If the marksmen are hit with melee attacks, they'll do the same with short carpenter axes. You can circle them and shoot at them, for they are never mounted. Rebels also love to use numbers to their advantage, and will swarm straggling troops - make sure this doesn't happen to you if you're just starting out on the game! Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Rebel - Default Stats and Equipment Attributes Stat Points Level 6 Strength 7 Agility 6 Intelligence 4 Charisma 4 Health ? Armor Head (Possible) Cap Body Kuntush Hand None Foot Village Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw 2 Weapon Master ? Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Firearms 100 Throwing 100 Weapons Melee BludgeonCarpenter Axe Ranged Handmade FirearmLight Bullets Shield None Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Recruitment
Recruitment of troops may be accomplished through several ways in the Mount&Blade series. Recruit cultural troops from villages. Hire mercenaries from taverns. Free the enemy-held prisoners. Conscript your own prisoners. Hire mercenaries from Mercenary Camps (With Fire & Sword only). Steal garrisons from freshly occupied castles or settlements (must be the attacker's vassal - this does not negatively affect relationship) Each method has a variety of advantages and drawbacks which should be considered when planning your force composition. Additionally, several permanent companions can be recruited from taverns. Contents 1 Cultural Recruits 2 Mercenaries 3 Prisoner Ranks 3.1 Freeing Enemy-Held Prisoners 3.2 Conscripting Captured Enemies 4 Recruitment Method Comparison 4.1 Deciding Which to Choose Cultural Recruits[] The cheapest, most consistent, and easiest method is to recruit cultural recruits from villages. The culture of the recruit is determined by which faction or nation held the village in the initial stage of the game. Recruiting cultural recruits can be achieved by visiting a village and selecting 'Recruit volunteers', which come at ten Denars each. You can recruit from any village whose faction you are not at war with and the village is at least indifferent toward you, although if a village has sufficiently high relation with you, you can still recruit from them even if you are at war with that village's faction. The number of recruits you get depends on your reputation with that particular village. If your relation is between 0-3, you can get 0-8 recruits. If it is 4 or higher, your relation will be divided by 2, then added to 6 to determine your maximum (e.g. at 10 you can get 0-11; at 20 you can get 0-16). Normally recruits are base units: Tribesmen or Recruits. However, if the village has a high enough positive relationship with the player, higher tier units may become available; this is, however, not necessarily beneficial, as it can limit the player to an unwanted tier path (such as getting Khergit Lancers when wanting Khergit Horse Archers). For every 10 relation, you can recruit one higher tier of troops. The chance to get higher tiers is 10%. As they gain experience through training or battle, they can be upgraded. Upgrading units makes them stronger, and at some points, when the player is given the option of two different upgrades, can determine the path along the tier tree the unit takes. These points of diversity occur when there are different classes of unit to be had at the same tier in the upgrade tree. These normally fall where a unit can become infantry, cavalry, or archery specific. Aside from allowing units to become specialized, they also become more powerful and skilled within their chosen specialization. Each time a unit is upgraded, a fee must be paid (Warband only) and their weekly wage increases. The cost of the next upgrade also doubles with each tier, starting with ten denars for a cultural recruit. One exception to this is when upgrading recruited looters to bandit level and bandits to cultural recruit level. The top tier units of local recruits have higher stats and lower wages than their mercenary counterparts. Mercenaries[] Hiring mercenaries from taverns is a fast, but expensive way to bulk up your forces with more formidable troops. However, as they are mercenaries, their promotion trees are different, and they often will cost much more than practical for a lower level player. Mercenaries are freelance warriors. They require higher wages, but their first tier unit is better than base cultural recruits. They can also be upgraded faster. You can upgrade your Watchmen into Hired Blades very quickly. Bands of mercenaries are randomly generated from all levels of their tier tree in groups of 3-7 (2-9 in With Fire & Sword), in the taverns of towns. They require a sum of money, dependent on the number of men and their tier level, before they will join your party. If the player is unable to pay this 'recruitment fee' they may still recruit a fraction of the men with the relevant fraction of the total. The player cannot, however, choose the number desired; they may only choose to take the maximum that can be afforded. Mercenaries are powerful when compared to lower-tier local recruits, but at higher tiers, they generally become weaker and significantly more expensive than their counterpart units within the cultural tiers. Mercenaries are also not affected by cultural morale modifiers such as positive modifiers for being within home territory and negative modifiers for having to fight against their own faction. Garrisoning mercenaries at a town has a hidden benefit of increasing the likelihood that caravans hire them and spawn from that town. Thereby increasing prosperity and town wealth. With Fire & Sword expands on the ways that mercenaries can be hired. In addition to tavern mercenaries, there are five Mercenary Camps scattered across the map, one associated with each nation. From a mercenary camp one can hire infantry, marksmen or cavalry mercenary units with the characteristics of the nation that the camp is near. One can also upgrade existing mercenaries by giving them better armor or weapons, but only those hired in the same camp can be upgraded. There are two other types of mercenaries that can be hired from fortresses or towns: national mercenaries can be hired after joining the nation, from a fortress or town with a Mercenary Captain, and regional mercenaries can only be hired from certain fortresses and towns on the map, and that place must have an Infantry Commander. Prisoner Ranks[] Party members can also be recruited from captured prisoners, either your own or the enemies'. These methods are the only way to obtain certain units such as bandits and peasant women. While this method is unreliable as a way to keep your forces maintained, it is, however, useful in a number of situations. Freeing Enemy-Held Prisoners[] Having defeated a party which held prisoners, you are given the option of recruiting them into your party at the same time as you choose prisoners of your own from the wounded ranks of your enemies (the option is given even if there are no enemy prisoners to take). Doing so costs one week's wage in advance per unit, and is therefore much cheaper than training them from recruit level. Doing so is advantageous if you have lost men in extended campaigns and are unable to return and train up new recruits. Prisoner units can also be recruited from the dungeons of captured castles and towns in a similar fashion, where it is especially useful for bolstering the garrison with units that would otherwise come from your own ranks, as well as replenishing any units lost in the siege. You can only do this directly after capturing a town or castle; leaving the screen releases previous prisoners and any remaining prisoners from the battle are then stored in the fiefs’ dungeons. You can take prisoners from dungeons of towns/castles you personally control, but cannot directly recruit them. They are added to your prisoner ranks and can be recruited from there (see below). Conscripting Captured Enemies[] Arguably, the least efficient method of gaining troops is by recruiting them from your personal prisoners. This can be achieved opening the camp menu, and taking the action "Recruit from Prisoners". Doing this has some advantages. Notably it is the only method of obtaining party members free of charge (aside from specific Companions), although weekly wages are still required. It may also be of use to bolster your forces if you have recently suffered heavy losses. The disadvantages are significant. For each prisoner that is accepted into the party, you lose 3 party morale. Conscripted prisoners are likely to take advantage of their new freedom and escape; more than 50% of the new units escape during the first night after recruitment. You can get around this by putting them into a garrison the first night. They will not escape and you can take them into your army the next day (you do still lose morale, however). You can also prevent the conscripts escaping if you level them up in combat before nightfall. The prices obtainable by selling the prisoners will cover the cost of recruiting and training a new unit to the same level along a path of your choice, so selling the prisoners and training new recruits is more effective and allows you to build an army more suited to your combat tactics. Prisoners accept your offer per type, not per troop. This means if you have three captured Sea Raiders, either all three will accept or all three will refuse. Recruitment Method Comparison[] Mercenaries Cultural Recruits Freed Prisoners Captured Prisoners Availability Always available from tavern Inconsistent troop type Higher recruitment cost It only takes 10 Denars per head to recruit from villages Cultural recruits won't join your party if your relationship with the village is negative or at 0 when you are at war with the nation holding the village. Cultural recruits become the much better source when you have a good relationship with a prospering nation and/or the specific village. Free to recruit Dependent on what enemy parties capture Free to recruit Dependent on what you capture Conscripted prisoners will often abandon your party and frequently steal from you when departing. Diversity Mercenaries have a generally wider tier tree that includes heavy infantry, light/medium cavalry and crossbowmen. There are no kingdom-specific units in the mercenary's tier tree, e.g. Nord Huscarls or Khergit Horse Archers. Cultural recruits can have a somewhat limited tier tree, e.g. with the Khergit you can only train horsemen, and with the Nords and Rhodoks you can only train infantry; although these troops are much more specialized than a mercenary at the same level. Dependent on what enemy parties capture Offers unique troop tree access (e.g. Sword Sisters) Dependent on what you capture Offers unique troop tree access Wage Mercenaries require a relatively high recruitment fee and regular weekly wage. Cultural recruits require lower wages than their mercenary counterparts at the low tiers but it becomes pretty close when they advance to the final tier. Dependent on recruited Dependent on recruited Early Use Mercenaries can be sent into battle almost immediately. They can almost always hold their own against bandits. Cultural recruits, if you want them to survive long enough to become more powerful, must be carefully watched and supported during battle and subsequently die much more easily than their mercenary counterparts if they are not. You must use a careful mix of getting them experience through fighting and keeping them alive. The Trainer skill can help immensely with this and allows you to keep them out of battle. Another use for cultural recruits, if you have the money and multiple villages with good relations, is to hire them en masse and send them into battle in survival of the fittest fashion. Dependent on recruited troop Dependent on recruited troop Deciding Which to Choose[] If you need a strong initial force to quickly respond to a situation (e.g. needing an army to join a campaign) and have extra coin, hire mercenaries to get the job done. If you want a force that is more specialized (Vaegir Marksmen or Swadian Knights) or you are low on coin, upgrading cultural recruits is usually ideal. If you don't want pay the high cost of mercenaries, and need to quickly acquire quality troops, recruit from prisoners.
Redkino
Redkino Settlement Information Type Village Kingdom Muscovite Tsardom Fortification Tver' World Map With Fire & SwordRedkinoTver'Template:World Map/With Fire & Sword Redkino is a village of the Muscovite Tsardom. It is subordinate to the fortress Tver'. Layout[] Player Elder Fugitive Redkino is built on flat surface. It is a Russian-style village with ten houses and a chapel. As the player enters the village, he/she sees a water well. Turning right from here, there is a fenced area with three houses and two sheltered areas. One is a stable with two horses, and under the other, straw is stored, and beside that is a pile of wood. Near the center of the village is another stable with two more horses. The Village Elder stands in front of the largest house inside the fenced area. If sent here during a Hunt Down Fugitive quest, the Nervous Man will stand under a tree that is far beyond the area of the village, to the left of the village, if looking towards the village from the player's starting point. Territory of the Muscovite Tsardom TownsCherkassk Moscow Pskov FortressesBryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' VillagesKlin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa TarusaValuiki Yefremovo
Reiter
For other uses, see Reiter (disambiguation). Reiter Troop Information Culture Mercenaries Wages ? thalers Acquired from... Infantry Commander Upgrades to... Black Reiter (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Reiters are regional mercenary horse archers of the Kingdom of Sweden. They can be hired in Narva and Allenstein Castle. Tactics[] Able to be recruited 5 at a time and having very good stats and armor, they are comparable to Swedish Reiters and, given they take up different spots from the Infantry Commander, the player can recruit both at the same time. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Reiter - Default Stats and Equipment Attributes Stat Points Level 19 Strength ? Agility ? Intelligence ? Charisma ? Health 60 Armor Head Reiter Helmet Body Cuirass On Leather Coat Hand Infantry Gloves Foot Old Jackboots Skills Skill Points Ironflesh 4 Power Strike 3 Grenade Throwing 0 Power Draw ? Weapon Master 5 Shield ? Athletics ? Riding 5 Shooting from Horseback 6 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 155 Two Handed Weapons 155 Polearms 155 Archery 0 Firearms 140 Throwing 0 Weapons Melee Broadsword Ranged Good PistolBullets Shield None Mount Troop Horse Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran)
Reiter (Custom Battle)
Reiter The Reiter is a character playable in the Custom Battle mode of With Fire & Sword. In-game description[] The Reiters (from the German word Ritter, meaning knight) are a complement of heavily armored soldiers with firearms. They can weaken the enemy by shooting, and then destroy them in melee combat. However, the Reiters are inferior in skill to both professional shooters and 'true' heavy cavalry. Reiter regiments comprise up to 2000 cavalrymen, with one squadron equipped with lances and the rest with pistols. Like waves, ranks of Reiters gallop towards the enemy and overwhelm them by pistol fire. Stats[] Reiter - Default Stats and Equipment Attributes Stat Points Level 25 Strength 14 Agility 10 Intelligence 0 Charisma 0 Health Armor Head Reiter Helmet Body Cuirass On Leather Coat Hand Armor Gauntlets Foot Old Jackboots Skills Skill Points Ironflesh 5 Power Strike 2 Grenade Throwing 0 Power Draw 0 Weapon Master 5 Shield 0 Athletics 1 Riding 4 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 200 Two Handed Weapons 200 Polearms 200 Archery 200 Firearms 200 Throwing 200 Weapons Melee Good Broadsword Ranged Good Pistol, Heavy Bullets Shield Mount Troop Horse This article is a stub. You can help out by expanding it. With Fire & Sword Custom Battle Troops Reiter Hussar Boyar Cuirassier Mounted Archer Musketeer Netyag Swordsman Rondartschier Pikeman Halberdier
Reiter (disambiguation)
This article is a disambiguation page for Reiter (disambiguation) The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Reiter may refer to: Moscow Reiter (veteran) Polish Reiter (veteran) Swedish Reiter (veteran) Reiter (veteran) Reiter (Custom Battle)
Religions
Religions are individuals' or groups' beliefs in higher powers. The core Mount&Blade series do not feature a religion mechanic but Viking Conquest and several mods do. Contents 1 In Mount&Blade/Warband 1.1 Examples of Religions 2 In Viking Conquest 2.1 Featured Religions 3 In With Fire & Sword 4 In Bannerlord In Mount&Blade/Warband[] Religions are only alluded to in the core series. Starting with Warrider, characters would on occasion mention deities, spirits, or other supernatural beings, various religion-themed NPCs would be added or removed between versions, certain shields and banners would feature religious imagery, and religious buildings could be found in towns and castles, though only as decorations. As already mentioned, religions are not a mechanic in Mount&Blade and thus their presence is very superficial and is largely to add a bit of flavor to the game's world. Examples of Religions[] Mentions of religions are most prominent in Warrider (Mount&Blade v0.202). This is only fair given the dark fantasy setting of the game. Later versions have cut back on religious mentions but have expanded the visuals. Calradian religion: The religion inspired by Christianity and adhered to by the Swadians, Rhodoks, and Vaegirs. Adherents of this religion believe in a "God", in the "Seven Saints", and in the holy mandate of nobles. Clergy are called "priests" and addressed to as "Father". The main evil force in this religion is the "Devil". Examples of adherents include - most notably in Warrider - the kingdoms' Counts, and Fathers Larchas and Erascus, who are priests. Additionally, the followers Firentis, Katrin, and Klethi also seem to be adherents, at least when it comes to superstitions. In subsequent versions of Mount and Blade, "God", the "Saints", and the "Devil" are mentioned less frequently. Certain troop-types such as Inquisitors and Pilgrims were introduced and removed between versions - they were apparently quest-related. Various religious buildings began appearing as the game developed further. In v0.808, one could see a cross standing atop town towers. In later versions, dedicated church or chapel buildings were also added to some town and castle scenes. Crosses were also a common symbol on banners and on certain shields present in older versions of the game. Some in the fan community speculate that the follower Jeremus is either a priest or a monk in this religion given the fact that he wears a robe, fights with a staff, has a stereotypical "monk" haircut, and practices medicine as real-world Christian priests and monks did. However, he never speaks on any religious topics, rather fancying himself a man of science. Khergit religion: Mentioned exclusively in Warrider and adhered to only by Khergit NPCs such as khans Barthai and Nuyukh, among others. This religion apparently is a form of shamanism and ancestor worship, similar to real-life counterparts. Among the supernatural entities recognized by this religion are the "Gods of the Six Winds" - who seem to be presiding over the Khergit nomadic lifestyle - and the "Black Wolf", a Grim-Reaper-like entity that comes for the spirits of those who die. Shamans make up this religion's clergy and elders are respected for their wisdom. Ancestor spirits are often also sought for advice and appeased when misdeeds are committed. Dark Deities: Only mentioned in Warrider. This is less of a religion because the only individuals practicing it are Ecatha and Akhad Thell, the game's two necromancers, whose actions can be seen more as a way to obtain power rather than actual worship. The Hand of Tsannuh is apparently an artifact in this religion and is said to be a literal hand of a god. Given that human sacrifice is required to charge the Hand, it is likely that Tsannuh is one of the Dark Deities. The aforementioned "Devil" may also be considered one of the Dark Deities, even though most real-life religions do not treat the Devil as a god, even an evil one. Cult of Harlaus: Akhad Thell was planning to resurrect, fully restore, and make King Harlaus immortal so that the latter could become a god-king. For this end, he needed to charge the Hand of Tsannuh by sacrificing the Khergit princess Uruzuge at a special Sacrificial Ground during an eclipse. He was only partly successful, as the player character stopped both him and the undead king. Jumne religion: Sea Raiders, a bandit type added in versions after Warrider, when encountered, sometimes say "Today the gods will decide your fate!" before attacking the player's party. It is unclear if they refer to their own pantheon of gods or to gods in general. Given the fact the Sea Raiders are based on real-world Vikings, it is quite possible they are adherents of a religion based on Scandinavian Paganism. Their hostile approach to negotiations may also suggest that their pantheon consists of warrior-gods. The Nords, much like the Sea Raiders, are also originally from Jumne and may or may not adhere to this religion. Given the fact the Nords settled in Calradia, it is more likely that they adopted the Calradian religion. Then again, the Nords are also known to have a good head for commerce - this might suggest that if they still adhere to the Jumne religion, at least one of their gods is also a god of commerce or cunning. In real life Norse religion, the chief-god Odin is often equated to the Roman god Mercury, who was a god of commerce, among other things. Sarranid religion: With the introduction of the Sarranid Sultanate in Warband, the existence of a religion based on Islam was also alluded to. New kinds of buildings for scenes were added that are based on Islamic architecture, with the minaret being the most prominent. Sarranid banners feature the crescent moon - an important symbol in Islam - and there is a deactivated green shield in the game files that also features the crescent moon symbol. Green is also an important color in Islam. At the same time, is it possible that the Sarranids originally practiced a form of in-universe Zoroastrianism, given that some of their banners also feature flames. Additionally, several characters in Warband, including the player, speak of the "Heavens", as of a divine force. This is most likely a neutral term so as to not place characters into a particular religion, since most religions mention the sky in some way. In Viking Conquest[] In Viking Conquest, religions are a game mechanic. They affect NPCs' and kingdoms' attitudes towards the player and each other. Priests of either religion can be spoken to for certain services such as preaching, which can increase troop morale. The player can convert between religions and may also wish to make donations to priests of a chosen religion in exchange for its favor. This can grant access to special troops or other benefits, such as gameplay bonuses. For example, a high enough favor with the Norse religion can add bonus points to the player's combat skills. Minor religious buildings can be built in fiefs in order to convert the population to the desired religion, which increases loyalty and decreases the chance of assassination attempts. Featured Religions[] There are two primary religions featured in the game that can be joined: Christianity (Roman Catholicism): The religion of most kingdoms in Britain and northern Europe. It worships "God". Its clergy are called "priests". "monks" and "abbots" are a special category of faithful that dedicate themselves to worship without being clergy. Its buildings are called "monasteries". The player can visit these to learn to read Latin and/or buy wine. Additionally, abbots or monks can be hired to preach to troops for a morale boost, or to join to the player's court. Priests are also standalone units in all Christian nations' troop trees. Norse Paganism: The religion practiced largely by the Scandinavian kingdoms as well as certain kingdoms in northern Britain. This religion primarily worships "Odin" (or "Wotan") but other deities such as "Thor" and "Loki" are mentioned and have dedicated locations in the overland map. The player can make sacrifices to the Norse gods at Hofs - the religion's temples - in order to gain their favor. With enough favor, they can hire Berserkrs, a powerful type of troop. The Gothi - this religion's clergy - can be hired to preach to the troops for a morale bonus and to join the player's court. There are a few religions that cannot be joined and can be interacted with only to a minor degree: Roman Paganism: The religion of the Old Roman and his son Caio. It is only mentioned a few times during dialogue but cannot be otherwise interacted with. Caio is a dedicated follower of this religion and, if both are in the player's party, even gets into conflict with some of the Christian followers. Celtic Paganism: The religion of non-Christian and non-Norse Pagan Celts and/or Picts. The game treats it as paganism, although it is different from Norse Paganism. Dwywei is an adherent, with possible others. There are also several locations around the map, most prominently in the British Isles, that are connected to the Celtic religion. One such location has the player fight a large group of bandits for a treasure. Another such location acts like a Hof where the player may sacrifice prisoners to the Celtic deities, although the local priest himself admits that the cult's practices are not necessarily accurate to the historical Celtic/Pictish religious practices. In With Fire & Sword[] In With Fire & Sword, religions are likewise implied but are not a mechanic per se. Most factions and characters have a religion. Roman Catholic Christianity: The religion of the Polish Commonwealth, Spain, and France. Victor de la Buscador is Spanish and thus likely Roman Catholic. Jaques de Clermont and his companions, Cardinal Mazarin, D'Artagnan, the Queen of France, and "young Louis" are all French and thus Roman Catholic. (Eastern) Orthodox Christianity: The religion of the Cossack Hetmanate, the Muscovite Tsardom, and of Transylvanian Vlachs. Tepes is Vlach and is implied to be Orthodox Christian - that is, if he is not a vampire, which is also implied. Followers from the Cossack Hetmanate and the Muscovite Tsardom are also likely Orthodox Christians. Lutheran Protestant Christianity: The religion of the Kingdom of Sweden. Karlsson and Ingri are Swedes and thus likely adherents of Lutheranism. Islam: The religion of the Crimean Khanate. Bakhyt, Nogai, and Fatima are apparently Muslims. Folk Religion: Although Oksana is originally from the Cossack Hetmanate, her backstory implies she doesn't adhere to Orthodox Christianity and instead practices a form of folk-religion that involves soothsaying and healing. Alternatively, she might be a stereotypical gypsy, practising "gypsy magic". Additionally, nation-specific mercenary troops are also probably adherents of these religions, or others. The Kalmyk mercenaries of the Moscovite Tsardom, although not stated as such, are most likely Buddhists. German mercenaries come from the Holy Roman Empire and, as such, are likely to be Catholics, Lutherans, or Calvinists. The Azaps, Cebelus, and Janissaries of the Crimean Khanate come from the Ottoman Empire and thus are also Muslims or possibly Orthodox Christians (Janissaries). Scottish mercenaries are likely either Catholics or Calvinists. In Bannerlord[] This section is to be expanded Like in the original games, religions in Mount&Blade II: Bannerlord are only implied and, in fact, are barely even present in the game itself, with most mentions coming from the game's Digital Companion. Calradic religion: The religion of the Calradic Empire and its people as well as, possibly, the Vlandians and at least some Sturgians. It is through the Empire's influence that this religion spread across the continent. By the time of Warband, the pan-Calradic religion seems to be one based on Catholic Christianity but, in the time of Bannerlord, the Calradic religion seemed to be one based on Greco-Roman paganism. Cult of Emperor Darusos: A minor cult within the Empire, worshiping the deceased emperor Darusos, who was too young to successfully rule and was toppled by one of his generals. Members of this cult believe that Darusos will one day return and lead the world into a golden age. Prominently, the cult is represented by Embers of the Flame, a minor faction within the Empire. Emperor Arenicos was sanctified as a demigod during his lifetime. It is unclear if all emperors - or only select individuals - were treated as divine but it corresponds to real-world Roman tradition, namely the Imperial Cult. One (type of) imperial companion claims to have been a member of an underground cult that wanted to build the Kingdom of Heaven but ended up resorting to banditry in order to continue existing after its leader died. The cult managed to fight off several imperial punishing parties but was ultimately brought down. Battanian religion: Most likely based on real-world Celtic and Thracian paganism. Animism - the belief that gods or spirits inhabit objects and places - plays a central role in the Battanians' beliefs. They hold sacred the ancient yew grove next to the city of Dunglanys, using the trees growing on its outer edges for bow crafting - the ones in the centre of the grove, however, are off-limits. It is said that, in the olden days, the so-called Holy Men - the religion's clergy - would hang human sacrifices on the tree branches in the grove. Dunglanys itself is considered a place of religious significance due to the great cliff around which the city was built - and Seonon likewise, due to its lake. It is said that Holy Men can talk to deceased ancestors by drinking only the water of this lake. The Holy Men live ascetically, are allowed to travel unhindered anywhere in the land, and speak freely to anyone they wish. Other practices in this religion include: tattooing, collecting the heads of defeated enemies, and sending youths to live as animals in the local forests. The latter is an ancient practice that allows warriors to get in touch with their wild side. It is believed that, so long as a warrior lives like an animal, they are exempt from the laws of man. In-game this is represented by the Wolfskins, a minor Battanian faction. Additionally, several Battanian scenes feature carved wood and stone statues representing either great heroes or gods. Sturgian religion: Nothing is known about the Sturgian religion outside of the Nordic influences. Just like the Nords in Warband, the Sturgians are known as good traders and, as such, commerce and/or cunning may be tied to a particular deity from their pantheon. In real life, Veles is a Slavic god whose sphere - among others - includes trickery and wealth. Given that the Sturgians are seemingly based on the pre-Christian Kyivan Rus, it's likely they have their own version of Veles. Vakken religion: Nothing is known about Vakken beliefs. Since they are based on the real-world Finno-Ugric peoples, Vakken religion is probably also inspired by them. The Vakken are represented in-game by the Forest People, a minor Sturgian faction. Jumne religion: The religion of the Sea Raiders, the Skolderbroda minor faction, the Nord miners in northern Vlandia, and of a good number of Sturgians. As written above, this religion's most prominent gods are most likely war gods. Khuzait religion: Little is known about the Khuzait religion but they most likely share their beliefs with the Khergit, as described above. Even so, the clans in the Khanate all believe themselves descended from the "Great She-Wolf" and value freedom and clan loyalty above all else. The Iltanlar, a mountain people related to the Khuzait, worshiped a god named Iltan. It is unknown if Mount Iltan was named after the god - or if it was the other way around - but there is no way of finding out seeing as the Iltanlar were completely assimilated into the Khuzait Khanate, Sturgia, and the Calradic Empire. There is a removed Khuzait faction called the "Chosen of the Sky" in the game files and whose names implies it to be a religious group. Aserai religion: Little is known about the Aserai religion. They hold superstitious beliefs about the jinn, considering them dangerous if not outright evil. Another superstition is tied to the Kannic people, whom the Aserai believe practiced evil magics and cavorted with jinn and demons. TaleWorlds described the Aserai as inspired by pre-Islam Arabs and thus their religion is most likely based on Arabic paganism. Beni Zilal: The Sons of the Shadows are a quasi-religious order of assassins and warriors led by a messianic preacher. Not much is known about their beliefs and practices aside from the fact they keep some great secret and consume hallucinogenic herbs. They are a minor faction of the Aserai Sultanate and are most likely inspired by the real-world Order of Assassins, a Shia Islam order of warriors. There is mention in the game files of a character called "Father of the Night", which may or may not be the faction's formal leader. Darshi religion: The religion of the Darshi people. Nothing is known about it but, since the Darshi are inspired by Persians, it is possible their beliefs are based on pre-Islam Iranian paganism and Zoroastrianism. The Darshi are represented by the Ghilman, a minor Aserai faction. Additionally, people in Calradia observe various quasi-religious activities: People in the Empire, Vlandia, Battania, and parts of Sturgia seem to be observing solstices and equinoxes, lighting bonfires at nights and organizing gatherings. Many people throughout Calradia hold superstitious beliefs. One companion (type) backstory is that she believes herself to have been born cursed, because all her suitors ended up dying prematurely. Another companion (type) was disowned by her family because of a body mark she had been born with, which the family believed to be a mark of evil.
Reval
Reval Settlement Information Type Town Kingdom Kingdom of Sweden Villages Leal World Map With Fire & SwordRevalLealTemplate:World Map/With Fire & Sword Reval is a town of the Kingdom of Sweden, initially ruled by Governor Anders Eriksson. It has the village Leal. The hero Ingri is a native of Reval. Reval is also where Ramun the Slave Trader resides. Contents 1 Layout 2 Trade 2.1 Produces 2.2 Trades With 3 Trivia Layout[] At peace: Accessible area Player Lord's Hall Prison Tavern Merchants In a siege: Accessible area Player Siege Ladders During a siege, four ladders are placed around a corner on the left side of the gates. Trade[] Produces[] Linen, Smoked Fish Beer, Salt Oil Trades With[] Cherkassk Riga Vilna Warsaw Trivia[] In real life, Reval has been renamed to Tallinn in 1918 and is the capital of Estonia. Wikipedia has an article on this subject at:Tallinn Territory of the Kingdom of Sweden TownsKoenigsberg Reval Riga FortressesAllenstein Castle Dorpat Fortress Dynaburg Fortress Dzvinsk Castle Narva Vyborg VillagesElbing Leal Nidritsa Panevezys Pilve Plunge Salis Siauliai Siegevold Tapiau TormaWeissenstein Wesenberg
Rheinbund
Der Rheinbund, or Confederacy of the Rhine, is a playable Nation in Napoleonic Wars. Contents 1 Background 2 Troops 2.1 Infantry 2.2 Cavalry 2.3 Specialists Background[] The Confederacy of the Rhine, known as "Der Rheinbund" in the game, was a German confederation forged from 16 German nation-states in 1806 that the Grande Armee had invaded in 1803, such as Wurttemberg, Saxony, and Bavaria. The Confederation of the Rhine would supply Napoleon with 61,000 German troops that would help in his 1812 invasion of Russia, and would finally be disbanded on the 30th May 1814, following the Treaty of Paris. Troops[] Infantry[] 2. Infanterie-Regiment Kronprinz, Bayern - Line Infantry Infanterie-Reg, No.2 Herzog Wilhelm, Wurttemberg - Line Infantry Infanterie-Regiment, Prinz Friedrich August, Sachsen - Line Infantry Infanterie-Reg, No.4 Von Franquemont, Wurttemberg - Line Infantry Grenadiers de la Garde, Westphalen - Foot Guard Infanterie-Reg, Gross- und Erbprinz, Hessen-Darmstadt - Light Infantry 7. Leichtes Infanterie-Battalion, Bayern - Light Infantry/Riflemen Cavalry[] Reitende Jaeger, Nassau - Hussars Ulanen Regiment, Prinz Clemens, Sachsen - Lancers Leichtes Dragoner Regiment, Baden - Light Horse/Light Dragoons 1er Regiment De Cuirassiers, Westphalen - Cuirassiers Garde du Corps, Sachsen - Heavy Cavalry Specialists[] Artillerie Regiment, Bayern - Artillery Medecin de 2e Classe, Frankreich - Surgeon Pioniere, Berg - Engineer Friedrich August I, Konig Von Sachsen - Commander Wikipedia has an article on this subject at:Confederation of the Rhine Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed
Rich Misiurka
The Rich Misiurka is an Eastern European light helmet, consisting of a flat-topped cap and a mail coif. In With Fire & Sword, it is commonly worn by cavalry troops of most factions, except for those of the Kingdom of Sweden. "Give us images or taste steel" This article does not have any images.Please help the M&B Wiki by uploading one! This article is a stub. You can help out by expanding it.
Riga
Riga Settlement Information Type Town Kingdom Kingdom of Sweden Villages Salis, Panevezys, Siauliai World Map With Fire & SwordRigaSalisPanevezysSiauliaiTemplate:World Map/With Fire & Sword Riga is a town of the Kingdom of Sweden, initially ruled by Governor-General Magnus De la Gardie. It has the villages Salis, Panevezys and Siauliai. The hero Priest Spasokukotsky was a priest under the bishop of Riga before his defrocking and excommunication. Contents 1 Layout 2 Trade 2.1 Consumes 2.2 Produces 3 Trivia Layout[] At peace: Accessible area Player Lord's Hall Prison Tavern Merchants In a siege: Accessible area Player Siege Ladders During peacetime, there is no boundary to the accessible area outside of the town, but inside the town there are invisible barriers. During a siege, three ladders are placed to the right of the gates, around a corner in the walls. Trade[] Consumes[] Produces[] Smoked Fish Wool Cloth Oil Pottery Trivia[] Riga is currently the capital and largest city in Latvia. Wikipedia has an article on this subject at:Riga Territory of the Kingdom of Sweden TownsKoenigsberg Reval Riga FortressesAllenstein Castle Dorpat Fortress Dynaburg Fortress Dzvinsk Castle Narva Vyborg VillagesElbing Leal Nidritsa Panevezys Pilve Plunge Salis Siauliai Siegevold Tapiau TormaWeissenstein Wesenberg
Robber
Robber Troop Information Culture Bandits Wages 30 peningas/week Acquired from... Footpad Upgrades to... Highwayman Upgrade Cost 368 peningas XP for Kill ? experience Ransom Value ? peningas Robbers are tier-three bandit infantry in Viking Conquest. They can be found in raiding parties on land or at sea. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Robber - Default Stats and Equipment Attributes Stat Points Level 23 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 67 Armor Head ? Body Tattered Common GambesonCrude Gambeson Hand None Foot Tattered Ankle Shoes Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 7 Power Strike 5 Power Throw 2 Power Draw 1 Weapon Maintenance 0 Weapon Master 7 Athletics 2 Riding 3 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 170 Two Handed Weapons 110 Polearms 190 Archery 20 Crossbows 20 Throwing 155 Slings 140 Weapons Melee Bent Heavy SpearSeax Ranged None Shield Crude Round Shield Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Rondartschier
Rondartschier The Rondartschier is a character playable in the Custom Battle mode of Mount&Blade: With Fire & Sword. In-game description[] From the second half of the 16th century to the beginning of the 17th, the obsolete free lances were replaced by a new type of troop -- the Rondartschiere. They wore a cuirass and carried a sword and a small round shield. A highly disciplined corps, the Rondartschiere were effective in melee, against both infantry and light cavalry. On the other hand, the Rondartschiere would scarcely be able to stand against musketeers or heavy cavalry. Gradually, this type of infantry declined, due to the rapid development of firearms and the overall shift from close- to long-range combat. Pikemen, however, remained active, and in certain countries were employed into the beginning of the 19th century. Stats[] Rondartschier - Default Stats and Equipment Attributes Stat Points Level 20 Strength 13 Agility 9 Intelligence 0 Charisma 0 Health Armor Head Cabasset Body Pikeman Uniform Hand Foot Shoes with Stockings Skills Skill Points Ironflesh 10 Power Strike 1 Grenade Throwing 0 Power Draw 0 Weapon Master 3 Shield 6 Athletics 2 Riding 0 Shooting from Horseback 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 150 Two Handed Weapons 150 Polearms 150 Archery 150 Firearms 150 Throwing 150 Weapons Melee Old Short Broadsword Ranged Shield Buckler Mount This article is a stub. You can help out by expanding it. With Fire & Sword Custom Battle Troops Reiter Hussar Boyar Cuirassier Mounted Archer Musketeer Netyag Swordsman Rondartschier Pikeman Halberdier
Rudnya
Rudnya Settlement Information Type Village Kingdom Polish Commonwealth Fortification Smolensk World Map With Fire & SwordRudnyaSmolenskTemplate:World Map/With Fire & Sword Rudnya is a village of the Polish Commonwealth, subordinate to Smolensk. Layout[] Player Elder Fugitive Rudnya is built on flat terrain, as a Polish/Cossack-style village with seventeen houses and a church. There are two stables, each having two horses. The Village Elder can be found standing in front of the largest straw-roofed house, which is the first house on the right from the player's entrance. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be hiding in front of a small brick-roofed house on the right, nearest to the player's entrance. Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye
Ruffian
Ruffian Troop Information Culture Bandits Wages 13 peningas/week Acquired from... Slave- or -Prisoners Upgrades to... Bandit- or -Footpad Upgrade Cost 192 peningas XP for Kill ? experience Ransom Value ? peningas Ruffians are tier-one bandit archers in Viking Conquest. They can be found in raiding parties on land. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Ruffian - Default Stats and Equipment Attributes Stat Points Level 12 Strength 16 Agility 8 Intelligence 12 Charisma 12 Health 59 Armor Head Phrygian Body Tattered Simple Tunic Hand None Foot Tattered Leather Shoes Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 4 Power Strike 3 Power Throw 3 Power Draw 3 Weapon Maintenance 0 Weapon Master 5 Athletics 5 Riding 0 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 2 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 105 Two Handed Weapons 100 Polearms 70 Archery 20 Crossbows 20 Throwing 115 Slings 110 Weapons Melee Staff Ranged Fustibalus Shield None Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Rumors
Rumors are a feature in Mount&Blade: With Fire & Sword that allow the player to inspect what kind of improvements a fortress, town or village currently has without having to talk to the mayor or elder. This is useful because the option to improve the place appears only if the player owns the fief, but by reading the rumors of the fief that the player does not own, it will help the player in deciding which fiefs to keep for himself. Every time the player enters the fief, a maximum of two rumors appear on the screen. To fully inspect what improvements are already there, leave and reenter the fief, and check for new rumors that did not repeat themselves (it might be necessary to repeat this several times as the rumors are randomly chosen). Rumors have flavor text depending on the nation that controls the fief. If the fief has no improvements, the text will simply say "Nothing of interest happened in[sic] (type)." Otherwise, the following rumors will appear: Fortress and Town Rumors Improvement Flavor text Polish Commonwealth Muscovite Tsardom Crimean Khanate Kingdom of Sweden Cossack Hetmanate Armory The city is full of talk about the new arsenal. Since the armory was built, the city's public order has much improved. Long live the Bek! The city now has its own arsenal! The stores are full of weapons, and well-guarded. Word has it that the new arms stores in the city have countless pistols inside. Water supply Now there is new construction in the city, and plenty of fresh water. Laundresses now gather at the city well, spreading the latest rumors. Today at the bath-house I heard that salt prices are going down! Ever since the sewers were laid through the city, no one in my family has had dysentery. Yesterday there was quite a party at the pond. Girls were jumping into the water naked... Academy Holy Mother of God! My inn grows very prosperous, thanks to the academy! Yesterday a pair of rich scholars rented my quarters. Now I shall have enough money to buy a cow! A madrassa is a good thing, but now one cannot find paper or ink anywhere. These wise men buy it all! After the university was constructed, our pastor finally managed to repair the church -- and the repentant townswomen come every day. The students were engaged in a drunken brawl at the inn again. Seems they only learn how to drink vodka at that college... Merchant guild Yesterday the Sejmic resolved to ban foreign merchants from the market. Trading will be easier now. A scandal in the city -- the merchant guild used its weight to drive out of business a merchant who didn't want to join. Yesterday a merchant became intoxicated at the caravanserai, and gave away all his silk cloth for free. The merchant guild found those merchants who were avoiding tax, and placed them all under arrest. Today a libertine will receive ten lashes for lechery at the Maidan. Good places at the windows are being sold for ten thaler. Fortifications Yesterday our warlord returned boozy from a party, and fell right in the pit. What a laughing stock! The women like the log barricade. It is a handy place to put out clothes for drying! Our mufti fell from the fortress walls, but Allah be blessed, he fell straight into the new moat full of water. Too bad he couldn't swim... There city is mourning -- a drunken patron of the pubs fell into the underground tunnels during the night. Word has it that the commander went up the tower yesterday to inspect the guards, and looked on as an armor-bearer left his house by the back door. Oh, you should have heard him swearing... Hidden Treasury(Safe House, Treasury, Banking House, City Treasury) Our lord is a wise man. He always keeps a purse of thaler for a gloomy day. Word goes around the market that a pair of fools decided to rob the treasury yesterday. They had no money for the pub, it seems... Yesterday our lord gave to charity. That must mean his treasury is far from empty... Our lord opened a banking house, you know! We took a loan and bought some new furniture. Yesterday the city commander gathered all the Cossacks to drink some vodka. Word is, he took some thaler from the treasury to pay for it. Barracks Word is, a caserne was built in the city. Stable Word is, a new stable was built in the city. Weapon-master Word has it that the executioner uses the new axe he bought from the city weapon-master to shave his beard in the morning... Word has it that even the nobles come to the new armorer for their pistols. Word has it that our armorer learned his art in Damascus... Word has it that a musket made by our new armorer can strike a target five hundred feet away! The armorer made a new sword for the commander. It can cut a flying feather in two! Armor-master On Sundays, the master demonstrates how strong his armor is. He puts a cuirass on the wall and offers folks to shoot it with a pistol. He charges one thaler for each shot... The warlord flaunted his new helmet yesterday. Word has it he bought it for a full thousand thaler! Our Bek got himself a new set of armor, covered in gold! The master of armor is not taking any new orders. He's been ordered to make armor for a whole regiment of Reiters! Yesterday the Sich Cossacks came, and ordered trousers and whole rolls of mail. Horse Master The horse master has bred amazing stallions. He says that they'll be brought to the fair tomorrow. A tetchy mare threw the warlord off her back yesterday. Our new equerry found a calmer steed for him, so now our commander falls asleep while riding. The Bek has taken a new herd of horses from the steppe. We've never seen such horses as these in our town before! Even Reiters come to our city for hoses! Our horse-herd breeds excellent horses -- though word has it, he stole them from the Tatars... Messenger Rumors are spreading that a messenger arrived at the burgomaster with an important deed. Word has it that a herald with a secret deed arrived in the city. What sort of deed, no one knows. Our Bey received an urgent message. These new messengers fly like the wind... Today the courier brought some mail -- another message from the relatives... War again! Messengers run between the cities like mad! Watchman Embezzlers now tremble in fear of their own shadow. Our new komornik sure is a tough one. If the watchman keeps hunting thieves so fervently, soon half of the city will lose their ears. The new mufti is a kind soul. He sentenced a rebel to death by hanging, when he could have had him impaled. The watchman has accused a wealthy merchant of treason. The hearings promise to be quite intense. Yesterday the watchman judged a horse thief. Turned out he was a Tatar spy. He was hanged, of course... Tax collector The city gentry are full of ire! -- They are required to pay into the treasury! Yesterday the paymaster went around the farmsteads, looking for taxes owed. He took our pig and two cocks. Allah the Great! Our wise lord so cares about his subjects that takes away all their excess money. I gave all my money to pay taxes, and now I can't even buy a new robe! Of course, taxes are no easy burden. But let us hope our money will not be used only for feasts and parties. Yesterday the townsmen gathered to go and beat up the tax collector. Ever since he took command, the town has known no peace. Merchant Word has it, there was a scandal at the stocks today. Our lord's own merchant thought he would commit theft. Another merchant went out of business. Soon only those traders who work for our lord will remain in the city. Word has it that the caravan-bashi is smuggling hashish. No wonder he can do it! He's under our lord's protection... The new sutler has taken all the city's supplies for himself. People say he's in cahoots with the government. The vodka in that new shop is three times more expensive, but what can you do? -- All the others were banned from trading spirits. High Priest Rumor has it that the new Bishop greatly enjoys the choir. He has all our best voices in his cathedral choir... The abbot christened the warlord's son just yesterday. By nightfall he could barely speak a word. Yesterday the imam read a sermon. He said that Allah is furious with those who don't pay taxes. The chaplain in person led a raid on the markets the other day. Word has it they collected thrice the usual taxes. The priest heard the confession of a widow lately. He was so enthusiastic about relieving her sins that now she's planning to give birth! Commander The commander has disciplined the soldiers so well they even go to the toilet marching. The commander educated the troops the other day. Cracked a few jaws and broke several ribs. Thanks to the new commander, all our men now go for military training every day. No one is left to do the work! Damn the new commander! He trains innocent townsmen to death, as if they were recruits... The new commander is a tough fellow. He gave the lads training poles to make pikes, and ordered them to run around the field until they collapsed. Infantry Commander Word is, the zolniers now have a new commander. Word is, a new commander was appointed. Men of duty argue only about what place they would raid next spring. Men say a new infantry commander has been appointed. Word has it that a new commander was appointed. Cavalry Commander There's been a lot of talk about the new cavalry captain. There's been a lot of talk about the new cavalry commander. There's been a lot of talk about the new aga. There's been a lot of talk about the dragoon captain. There's been a lot of talk about the new yesaul. Guard Commander Word has it that a new infantry commander was appointed. Word has it that a new marksman commander was appointed. Muskets rumble through the city - the new azab-aga is training the recruits quite well. Word has it that a new infantry captain has been appointed. Word has it that a new commander was appointed. Heavy Cavalry Commander There is much talk about the new commander. There's quite a lot of excitement in the city. The beshli-aga trains his new warriors as if they were to fight for the Khan himself! There is much talk about the new cuirassier captain. Personal Guard Captain[note 1] Personal Guard Captain There is much talk about the new forces which shall bring us victory. Mercenary Captain The city is a mix of nations, like ancient Babylon. There are many foreign mercenaries about. ↑ Most likely something else was meant to be written here, and this is most likely a bug, as Personal Guard Captain is the next item in the localization file. Village Rumors Improvement Flavor text Polish Commonwealth Muscovite Tsardom Crimean Khanate Kingdom of Sweden Cossack Hetmanate Mill People say the old miller almost killed himself when he learned about the new mill. The miller is spreading rumors that the new mill puts some foul stuff into their bread. Bless Allah! Now there are several mills in the city, and the faithful can choose where to mill their grain. Since the new mill was built, the price of flour has dropped. Rumor has it that the miller is a sorcerer... Storehouse People say that the lord keeps not only grain, but gold in the new storehouse. I heard yesterday the warlord's shed was robbed. He had it coming. The greedy Bek filled his barn with grain, and sells it at three times the price at the end of winter. Our lord is cunning as a fox. Stored the grain in his shop and sells it for an inflated price. Mice ate all the grain in the new granary, and the people rolled with laughter! School We put our son in school. Now we'll have to spend all our money on books. That school is nothing but nonsense, and with our children away all day, who will watch after the goose? Our children are attending the school. Perhaps they will grow up to become kadis or muftis? Of course, reading is good for children. It's quite expensive though... Cossack children have no use for reading. But if our lord says it's important, then we shall send them to school as ordered. Hidden Treasury Folks say the elder is hiding a treasure somewhere -- a full twenty thaler! The elder hid all the vodka somewhere, and the men haven't been to work for three days. They've spent all their time searching for the hiding place! Our Bey is a greedy one. He built a storehouse but no one knows where. The men say there's a huge stock of goods in a hidden cache somewhere. Now we no longer fear raids so much. Yesterday the lads found a secret cache filled with vodka and lard. The elder almost burst from ire -- they ate and drank all the stocks! Council House The elder and the tax collector sat in council the other day until early morning. When the sun arose, the townspeople carried them both out by their ankles. One of the townspeople got himself drunk and made quite a nuisance of himself all night long. He was forced to spend three days in captivity for his behavior. The village caught a thief the other day. He was held captive in the Bey's house until the guards arrived. My neighbor was arrested yesterday. What did he do? Nothing much -- he just stole a horse... Since the village house was built, you can't find the lads wandering the streets in the evening. -- They all gather in the village house to talk politics. Judge Folks say the new judge will accept no bribes. How hard must it be for him to make judgments? The new judge only takes bribes in liquid thaler. He'll be a drunkard in no time. Kadi Astakh hears a new dispute every evening. All the folks gather to watch -- his elaborate judgments are wonders to behold. Word has it that the new judge will not yield to corruption! How can the villagers live now? Yesterday the judge decided that the neighboring monastery's floodfield should in fact belong to the warlord. The warlord bribed him with a mere piece of meat. Treasurer The new bursar shortchanged innkeeper Yankel. The latter in his misery decided to turn to the Christian faith. The villagers found out that the new treasurer used to be a clerk at the mint. Word has it that he was fired for drinking. Our baskak must have learned math in Baghdad! He shortchanges you in an eyeblink. The treasurer has began keeping a book of accounts. Whatever he's writing there, only God knows, but now folks have to pay more... The village paymaster came here the other day. Said we have to pay back taxes for two hundred years or so. We have him a quart of vodka, and now we're in debt only for a hundred years. Priest Our priest gave communion to two women from our parish -- the whole night long. The holy father expelled a witch from the village the other day. The people say that she took the holy host right out of his mouth. The new mullah is very young, but he knows all the Quran surahs by heart! The new pastor gives absolution twice as frequently than the old one, but charges twice as much! Our priest has a new wife -- his fifth or sixth, I think. Marshal Our marshal is a great guy. He put an end to the bandits in the nearby forest. The marshal found a stolen pig -- in a neighbor's kennel. The new muhtasib caught a pickpocket the other day. The marshal found out and put and end to a gang of counterfeiters. The marshal caught a horse thief. That poor guy didn't live long enough to see a trial.
Russia
The banner of Russia. This article is about the faction in Napoleonic Wars. For the faction in With Fire & Sword, see Muscovite Tsardom. Russia, or Rossiyskaya Imperiya, is a nation in the Mount&Blade: Warband downloadable content, Napoleonic Wars. Contents 1 Background 2 Units 2.1 Infantry 2.2 Cavalry 2.3 Specialists 3 Battle Cries 3.1 Regular Rank Soldiers 3.2 Surrendering 3.3 Officer Commands Background[] Ever since the Muscovite Tsardom transformed into the Russian Empire, expansionist ambitions has formed her foreign policy. Having successfully contested Sweden, Prussia and the Ottoman Empire for lands, St. Petersburg has now reached another level of ambition. The young Russian monarch, Alexander I, cares little for the new lands. His ambitions are much higher than that - to defeat Napoleon himself and “save Europe” from French tyranny. Russian armies have marched against Napoleon twice, and both times they were repelled with heavy casualties on both sides. The third clash, which is about to come in 1812, will be completely different. Belorussian forests and endless Russian steppes are quite different from the fields of Europe with their well-developed road networks and numerous villages. And the Russian peasant will not allow himself to be exploited by an enemy army - instead he will rather grab his axe and escape to the nearest forest. With the forest behind them filled with partisans, and the Russian army endlessly retreating in front of them, the French can look forward to a truly unique experience... Units[] Infantry[] Partizani - Partisan Irregulars Sankt-Peterburzhskoye Opolcheniye - Line Militia Simbirsky Pehotniy Polk - Line Infantry Pavlovskiy Grenaderskiy Polk - Line Infantry Leib-Gvardii Preobrazhenskiy Polk - Foot Guard 21-y Yegerskiy Polk - Rifleman Cavalry[] Sumskoy Gusarskiy Polk - Hussar Litovskiy Ulanskiy Polk - Lancer Donskoy Kazachiy Polk - Lancer Kievskiy Dragunskiy Polk - Dragoon Kavalergardskiy Polk - Cuirassier Specialists[] 8-ya Batarejnaya Rota - Artillery Saper - Engineer Feldmarshal Mikhail Kutuzov - Commander Battle Cries[] Regular Rank Soldiers[] "Ура"! (urah) - Hooray "Славься Отечество!" (Slavsya Otechestvo) - Glory to the Fatherland "Пуля - дура, штык - молодец!" (Pulya - dura, shtick - molodets) - Bullet is stupid, bayonet is good (literal). "Бей басурман!" (Bey basurman) - Kill infidels! "Воруй! Убивай!" (Voruy! Ubevay!) - Steal! Kill! Surrendering[] "Я сдаюсь!" (Ya zdoyus') - I give up! "Помилуйте!" (Pomiluyte) - Spare me! "Пощадите!" (Poshadite) - Show mercy! "Не стреляйте!" (Ne strelyayte) - Don't shoot! Officer Commands[] “Товсь!” (Tovs) - Make ready! “Кладсь!” (Klads) - Make ready! “Пли!” (Plee) - Fire! “Марш-марш! В атаку (в штыки)!” (Marsh-marsh! V ataku (v shtiki)) March into attack (or bayonet) “В атаку!” (V ataku) - Attack! “В штыки! Ура!” (V shtiki! Urah!) - Attack, hurray! "Батальон! Вперед марш!" (Batalyon! Vperod, marsh!) - Battalion, forward march! ”Батальон! Марш!” (Batalyon, marsh!) - Battalion, march! ”Вперед шагом марш!” (Vperod shagom marsh!) - Forward quick march! Держать позицию! (Derzhat' pozitsiyu) - Hold position. Стрелять по готовности! (Strelyat po gotovnocti) - Shoot when ready! “За мной!” (Za mnoy) - With me! “Солдаты, за мной!” (Soldati, za mnoy!) - Soldiers, with me! Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed
Ryazan
Ryazan Settlement Information Type Fortress Kingdom Muscovite Tsardom Villages Tarusa World Map With Fire & SwordRyazanTarusaTemplate:World Map/With Fire & Sword Ryazan is a fortress of the Muscovite Tsardom, ruled by Warlord Afanasiy Ordin-Naschokin. It has the village Tarusa. It is the home of the hero Yelisei. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders Most of the fortress is accessible. The Lord's Hall can be found by going directly forward after passing the gates, on the second floor of a two-floored house. The prison is on the right side near the walls. During a siege, two ladders are placed to the right of the gates. Wikipedia has an article on this subject at:Ryazan Territory of the Muscovite Tsardom TownsCherkassk Moscow Pskov FortressesBryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' VillagesKlin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa TarusaValuiki Yefremovo
Rzhev Fortress
Rzhev Fortress Settlement Information Type Fortress Kingdom Muscovite Tsardom Villages Staritsa World Map With Fire & SwordRzhev FortressStaritsaTemplate:World Map/With Fire & Sword Rzhev Fortress is a fortress of the Muscovite Tsardom, initially ruled by Prince Yakov Cherkassky. It has the village Staritsa. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders The fortress has few structures, and the Lord's Hall is directly on the left of the player as he/she passes through the gates. The prison is in a closed space attached to the stairs on the opposite end of the fortress. During a siege, the player spawns on the opposite end of the fortress and uses one of two ladders to attack the fortress from behind or from the side. Strangely, a third unused ladder can always be seen on the ground near the player's spawn point. Wikipedia has an article on this subject at:Rzhev Territory of the Muscovite Tsardom TownsCherkassk Moscow Pskov FortressesBryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' VillagesKlin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa TarusaValuiki Yefremovo
Saber Briquet
The Saber Briquet is a melee weapon in Napoleonic Wars. It is a short, slightly curved sword with a golden handle, and is carried by most infantry units, including flag-bearers, musicians, and engineers. Trivia[] The real-life saber briquet was introduced around 1780, however, soldiers found that in close quarters, bayonets or the stocks of their muskets were better suited for combat, and the order was given to abandon the saber briquet in 1807. Some regiments continued to carry them until 1815, though.
Saber/With Fire & Sword
Saber SaberOne-handedBase value: 1100 thalersWeight: 1.25Swing: 25cSpeed rating: 96Weapon reach: 95Requires strength: 7With Fire & Sword Saber SaberOne-handedBase value: 950 thalersWeight: 1.25Swing: 24cSpeed rating: 95Weapon reach: 95Requires strength: 7With Fire & Sword Saber SaberOne-handedBase value: 650 thalersWeight: 1.25Swing: 22cSpeed rating: 94Weapon reach: 95Requires strength: 7With Fire & Sword <a href=" class="image"><img alt="Saber (With Fire &amp; Sword) itm sablya d" src=" decoding="async" loading="lazy" width="104" height="166" class="thumbimage" data-image-name="Saber (With Fire &amp; Sword) itm sablya d.png" data-image-key="Saber_%28With_Fire_%26_Sword%29_itm_sablya_d.png" data-relevant="0" data-src=" /></a> Saber SaberOne-handedBase value: 800 thalersWeight: 1.25Swing: 24cSpeed rating: 97Weapon reach: 95Requires strength: 7With Fire & Sword <a href=" class="image"><img alt="Saber (With Fire &amp; Sword) itm sablya turk a" src=" decoding="async" loading="lazy" width="99" height="134" class="thumbimage" data-image-name="Saber (With Fire &amp; Sword) itm sablya turk a.png" data-image-key="Saber_%28With_Fire_%26_Sword%29_itm_sablya_turk_a.png" data-relevant="0" data-src=" /></a> Saber SaberOne-handedBase value: 1300 thalersWeight: 1.0Swing: 26cSpeed rating: 93Weapon reach: 85Requires strength: 7With Fire & Sword <a href=" class="image"><img alt="Saber (With Fire &amp; Sword) itm sablya turk b" src=" decoding="async" loading="lazy" width="95" height="161" class="thumbimage" data-image-name="Saber (With Fire &amp; Sword) itm sablya turk b.png" data-image-key="Saber_%28With_Fire_%26_Sword%29_itm_sablya_turk_b.png" data-relevant="0" data-src=" /></a> Saber SaberOne-handedBase value: 1600 thalersWeight: 1.25Swing: 30cSpeed rating: 95Weapon reach: 90Requires strength: 8With Fire & Sword <a href=" class="image"><img alt="Saber (With Fire &amp; Sword) itm sablya turk c" src=" decoding="async" loading="lazy" width="96" height="159" class="thumbimage" data-image-name="Saber (With Fire &amp; Sword) itm sablya turk c.png" data-image-key="Saber_%28With_Fire_%26_Sword%29_itm_sablya_turk_c.png" data-relevant="0" data-src=" /></a> Saber SaberOne-handedBase value: 1450 thalersWeight: 1.25Swing: 28cSpeed rating: 94Weapon reach: 90Requires strength: 8With Fire & Sword
Salis
Salis Settlement Information Type Village Kingdom Kingdom of Sweden Fortification Riga World Map With Fire & SwordSalisRigaTemplate:World Map/With Fire & Sword Salis is a village owned by the Kingdom of Sweden, subordinate to Riga. Layout[] Player Elder Fugitive Salis is built on a flat surface within uneven terrain, as a Swedish-style village with six houses. Near the player's entrance, on the left side, is a graveyard with twelve graves, and an isolated doorframe, which could be the entrance to the graveyard. On the right side is a wheat field. There are stacks of barrels around the village, and curiously, the residents of this village have placed empty baskets onto roofs of the houses. The Village Elder can be found standing by the isolated doorframe. If sent here during a Hunt Down Fugitive quest, the Nervous Man can be found behind a group of bushes sandwiched between two houses. Wikipedia has an article on this subject at:Salacgrīva Territory of the Kingdom of Sweden TownsKoenigsberg Reval Riga FortressesAllenstein Castle Dorpat Fortress Dynaburg Fortress Dzvinsk Castle Narva Vyborg VillagesElbing Leal Nidritsa Panevezys Pilve Plunge Salis Siauliai Siegevold Tapiau TormaWeissenstein Wesenberg
Salt
Salt Classic/Warband Viking Conquest Games Base value 255 255 255 305 Weight 50.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Trade Made From... N/A Made Into... N/A Salt is a non-consumable trade good found in all games in the Mount&Blade series. It can be found at the goods vendor in towns and villages. Strictly a trade item, salt is not used in any Productive Enterprises in Warband. Salt can be bought very cheaply in Wercheg and sold at a premium in nearby Rivacheg. This route is often plagued by Sea Raiders, however. It can also be found for low prices in Sargoth, Tihr, Halmar, Narra, Tulga, and Bariyye. Selling salt to Curaw and taking iron from there back to Halmar can be profitable, as each item trades well in the other town. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth
Sambir
Sambir Settlement Information Type Village Kingdom Polish Commonwealth Fortification Krakov World Map With Fire & SwordSambirKrakovTemplate:World Map/With Fire & Sword Sambir is a village of the Polish Commonwealth, subordinate to Krakov. Layout[] Player Elder Fugitive Sambir is built on relatively flat terrain, as a Polish/Cossack-style village with fifteen houses, and a church in the middle. Looking from the player's entry, on the other side of the church is a water well. There are two empty stables, each next to a pair of houses. The Village Elder can be found standing in front of a large brick-roofed house with an empty stable nearby. If sent here during a Hunt Down Fugitive quest, the Nervous Man will stand in front of a large plank-roofed house close to the player's entrance. Wikipedia has an article on this subject at:Sambir Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye
Sarabun
Sarabun Appears in Official Information Culture Cossacks Character Details Hire Cost 600 thalers Likes Yelisei Liked by Fedot Dislikes Algirdas, Varvara, Kill local merchant, Bring back runaway serfs, robbing or raiding villages Disliked by Ingri, Victor De La Buscador Sarabun is one of the Heroes in With Fire & Sword. Because he specializes in medicine, he is similar to Jeremus of the previous games. Dialogue[] Main article: Sarabun/Interactions Stats and equipment[] Sarabun - Default Stats and Equipment Attributes Stat Points Level 6 Strength 7 Agility 7 Intelligence 14 Charisma 8 Health 42 Armor Head ? Body Pilgrim Disguise Hand ? Foot Village Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment 3 Surgery 3 First Aid 4 Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 50 Two Handed Weapons 50 Polearms 50 Archery 50 Firearms 50 Throwing 50 Weapons Melee Bludgeon Ranged ? Shield ? Mount ? Player's Companions Algirdas Bakhyt Colonel Zagloba Fatima Fedot Ingri Karlsson Mamai NogaiOksana Priest Spasokukotsky Sarabun Tepes Varvara Victor de la Buscador Yelisei
Sarabun/Interactions
This is a list of interactions with Sarabun. Contents 1 Introduction 2 Reencounter 3 Retirement 4 Rehire 5 Story: Kiev 6 Like Quotes 6.1 Yelisei 7 Dislike Quotes 7.1 Algirdas 7.2 Varvara Introduction[] The color of your face worries me, sir. Perhaps you should apply leeches... Leeches? What are you, a doctor? "I am from Kiev. Learned to read and write at the Kiev-Bratsk college, and then I became a doctor. Until now, I offered myself to the Cossacks of the Kurenevskoe community. Healed them from hang-overs, offered bloodletting, dressed their wounds. And what a life it would have been, have I not met that French cartographer... what was his name... Guillaume de Beauplan. He fell ill as he was passing through Kiev, and I was summoned to apply leeches... The Frenchman was certainly talkative. While I was treating him... my what stories he told! About cherry-trees under Pereyaslav which would grow only up to the waist, and of the crayfish in the Ukrainian rivers nigh the size of a cat! And that the Tatar children are born blind like puppies, and only open their eyes on the second week... Among other stories, Beauplan told me that the Sick Cossacks treat fever by mixing vodka with gunpowder..." The next day I was called to a sick Cossack colonel in Kurenevka, and I gave him that very treatment. The poor chap guzzled down the cure, and cried out like mad -- for the whole day, until he died in the evening. The nitre in the powder had burned his intestines. The people of Kurenevka learned of this, and sent almost a full regiment after me, threatening to put my skin on a drum." In fact I do need a doctor for the party. Please, join me. I am most grateful. I can not only heal fever and apply leeches. I can also dress battle wounds! Just note one thing... I am of the simple folk, and I have no love for those masters who would earn their fortune by robbing the ordinary folks... I always do as honor demands. Come now, prepare for the journey. Sir, I would only like to settle some formalities, a little advance, so to speak -- just 600 thaler. Well, I should expect you to serve me hand and foot for this. Here, take it. And what else are serfs for? Nay, I need no rebels among my men. Oh no, friend! You might poison me too! Take these worms of yours and begone, bloodsucker! Reencounter[] Now, naturally, I am searching for a trusty patron -- one whom I might relieve of any illness. Retirement[] Well, the time has come for us to part ways, good commander. The locals have persuaded me to stay and heal them. I am grateful for your help and protection, and shall you have need of my leeches, you know where to find me. Rehire[] With the scarce pay these villagers can offer me, I had almost given up. No, I am much better off serving as an army doctor. Would you accept me back? Story: Kiev[] We are approaching Kiev! That is a wonderful city! The years have taken their toll, but the capital of the Ancient Rus is even now the finest place on earth. Were it not for the dreadful Kurenevka Cossacks, I would never have left my homestead in Podolsk. But fate never seems to ask my opinion... We are all blown in the wind. Even moreso, people who are masters of a trade like mine, which is so ungratefully received. Like Quotes[] Yelisei[] By the way, Yelisei is a great fellow. He never boasts about his family grandeur like some do, and he's always ready to lend a hand to a comrade. 'Tis quite a shame he took the path of a warrior. He would have made a marvelous doctor. Dislike Quotes[] Algirdas[] I have tried to constrain myself, good commander, but Algirdas drives me to despair. In his eyes I am but a serf, a bondsman with no right to even raise my eyes to him. But I am a member of our party just like he! Oh, what a noble he is, with not even a single plot of arable land. I can no longer stand this humiliation! Varvara[] I would be content and have no complaints, were it not for Varvara. The witch hates me. She complains that I remind her of her late husband... When she takes up her weapon, it sends shivers down my spine. I cannot get it out of my head these days.
Sarranid Sultanate
Sarranid Sultanate Banner Troops Official Information Ruler Sultan Hakim Claimant Arwa the Pearled One The Sarranid Sultanate is a new faction introduced in Mount&Blade: Warband, located in the southern deserts of Calradia. It is led by Sultan Hakim, while the claimant to the throne is Arwa the Pearled One. Sarranid lords are called Emirs, an Arab title for a ruler. Their national animal appears to be the desert eagle, as it is depicted on their emblem. However, Hakim's banner is one of the two monarch banners that does not match up with the emblem, and the only one that does does not contain a heraldic eagle. Interestingly, Arwa has an eagle's head on her banner (and so does one of the most powerful lords of the Sultanate, Emir Uqais, initial lord of Durquba, for that matter), which could be related to her claim hinging on Sultan Ayzar's, while Hakim's hinges on Baybak's. Contents 1 History 2 Rulers 3 Vassals 4 Tactics 4.1 Strengths 4.2 Weaknesses 4.3 Summary 5 Troop Tree 6 Territory 7 Trivia History[] The Sarranids were ruled by Sultan Ayzar prior to the events of Warband. Ayzar purchased a slave, Arwa the Pearled One, who would later endear herself to him so much that he eventually let her manage his kingdom and practically adopted her as his daughter. After Ayzar's death, Arwa was allowed to rule on the condition that she marry the realm's general, Emir Baybak, and they ruled together for ten more years. However, after Baybak was killed in a skirmish with the Khergit Khanate (likely under the rule of Janakir Khan at that point). His nephew, Hakim, staged a coup against Arwa, ousting her from power on grounds of her bewitching both the previous Sultan and his uncle. The Sarranids are possibly descendants of the Aserai. They occupy a similar portion of the maps (they likely occupied Charas/Shariz from the Vlandians/Swadians), they have very similar troop trees and the Sarranids share a name with the Banu Sarran, one of the Aserai clans. If this is true, Sultan Ayzar would have descended from Adram or Addas (Nimr had no heirs) and Arwa the Pearled One would share her name with another member of the Banu Sarran, Arwa. Rulers[] Sultan Hakim Initial Ruler Arwa the Pearled One Claimant Vassals[] Emir Amdar Emir Atis Emir Ayyam Emir Azadun Emir Biliya Emir Dhashwal Emir Dhiyul Emir Ghanawa Emir Ghulassen Emir Hamezan Emir Hiwan Emir Lakhem Emir Muhnir Emir Mundhalir Emir Nuam Emir Nuwas Emir Quryas Emir Raddoun Emir Tilimsan Emir Uqais Tactics[] Main article: Sarranid Sultanate Tactics. Strengths[] Good skirmishing ability with overall versatility, thrown weapons and polearms, and high Athletics skill. Powerful heavy cavalry, rivalling the knights of Swadia. Weaknesses[] Infantry is easily outmatched in direct engagements. Archers are outclassed at long range by those of other factions. Summary[] Starting in the Sarranid Sultanate is difficult, as many bandits roam the deserts outside of villages and towns. When you can, leave the area and come back with a large force if you want to attempt to drive out the bandits. Most of their units are relatively weak, excluding some of the higher tier archers and cavalry. The Sarranids use units and tactics that seem to be a blend between those of the Swadians and Vaegirs, giving them more versatility. The top-tier Sarranid cavalry unit, the Sarranid Mamluke, is on a par with the Swadian Knight as the toughest horsemen in the game while Sarranid infantry and archers are tactically closer to Vaegir military units, although they are generally more heavily armored and bear heavier shields than Vaegir troops. Their weakness lies in a lack of specialization arising from this blending. While their archers are relatively tough in melee, they are not as devastating in their main role as archers. Similarly, their infantry have throwing weapons, but lack staying power in melee combat, and their horsemen are slightly less well-armored than their Swadian counterparts (but still quite powerful) and carry more blunt weapons to capture prisoners. Used well, the Sarranids are a formidable force, but it is hard to squeeze a significant amount of damage out of the archers during a siege because they quickly exhaust their ammunition. Sarranid Master Archers are a hedged bet. They are better in melee combat, and thus a good backup when things go awry, but less effective compared to other ranged troops when things go according to plan. Ultimately, Master Archers may not be capable of clinching victory against powerful enemy forces. Mamlukes rule the open desert and their blunt weapons will help them pay their recruitment costs and salaries by capturing prisoners, but their expensive horses are of no use when besieging a town or castle. Sarranid infantry might score a few kills with throwing weapons, but when you need them to hold the line they simply may not be capable of holding their own against other factions' infantry in a direct clash. The Sarranid territory is mostly open desert, making battles very favorable for cavalry and archers. Unlike the Khergits, their cavalry are melee only and have no bows, making them less versatile. However, their mounted knights (Mamlukes) are some of the strongest in the game, rivaling Swadian Knights. Their infantry are considered the weakest in the game when compared to the other factions, and they are not as heavily armed as similar units in other kingdoms. However, they are reliable in large numbers and can be very useful if supported. Sarranid archers use bows and jarids rather than crossbows, and while they can out-shoot Nord Veteran Archers, they are outclassed by Vaegir Marksmen. They have a very fast rate of fire, which allows a small number of troops to lay down an impressive volley in a short amount of time. But, Sarranid archers are not always reliable because of their low damage and poor accuracy, made worse when they spawn with jarids instead of bows. Troop Tree[] Troops of the Sarranids Desert Bandit Recruit Footman Veteran Footman Skirmisher Infantry Horseman Archer Guard Mamluke Master Archer Territory[] The territory of the Sarranid Sultanate contains the following towns, castles, and villages: Territory of the Sarranid Sultanate TownsAhmerrad Bariyye Durquba Shariz CastlesBardaq Castle Caraf Castle Durrin Castle Jameyyed Castle Samarra Castle Sharwa CastleTeramma Castle Weyyah Castle VillagesAab Ayn Assuadi Dhibbain Fishara Habba Hawaha Iqbayl Mawiti MazighMijayet Mit Nun Qalyut Rushdigh Sekhtem Shibal Zumr Tamnuh Tazjunat TilimsalUnriya Uzgha Note that, over the course of the game, other kingdoms may besiege and take over these lands and the Sultanate may gain more or less land. However, these places are the only places from which you can recruit Sarranid troops. The Sarranid Sultanate is the only faction in which no castle shares its name with that castle's village. You can buy Date Fruit cheaply which, when sold to the neighboring Khergit Khanate, can fetch a price of up to 100 denars. Trivia[] The Sarranid ruler and vassals, unlike those of the other factions, wear their combat attire all the time, including in the castle halls where the other lords usually wear civilian clothing. Internally, this is because the Sarranids were not given an alternate set of clothes in their inventory and so have nothing else to wear. Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed
Sausages
Sausages Classic/Warband Viking Conquest Games Base value 60 85 85 35 Weight 10.0 Item Quantity 40 40 40 120 Morale Bonus +5 +5 +4 +5 Spoils No Goods Type Food Made From... N/A Made Into... N/A Sausages are a food item that provides a moderate morale bonus. In With Fire & Sword, sausages provide the highest morale of any solid food, beaten only by beer and wine. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth
Saxons
The Saxons are a Christian culture in Viking Conquest. History[] Anglo-Saxon and Brittonic Kingdoms in England The first Anglo-Saxons in England were there because the King of the Britons, Vortigern, needed help against the Gaelic and Pictish invasions in his new lands. This was right after the Roman Empire's collapse, so he was not in a powerful position in the new Roman-free Britain. The leaders of the Anglo-Saxon mercenaries were Hengest and Horsa and, as a reward for their help against the Gaels and the Picts, they were given control of Kent, a small piece of land in Southern Britain. Seeing that Britain was in a weak spot with their King, the Anglo-Saxons invaded England and quickly conquered it for their people. In the centuries that followed, more and more Anglo-Saxons came to England, turning Britain into separate Kingdoms but a powerful land. Factions[] The Saxons have much in common with the Angles. There is only one Saxon kingdom: the West Seaxe. Banner Name Color Ruler Claimant Capital Kingdom of West Seaxe #ff4f38 Brytenwalda Aethelred Aethelwulfing Aetheling Ceorl Cippanhamm Troops[] Saxon Troops Peasant Priest Freeholder Bowman Spearman Companion Warrior Horseman Veteran Standard Bearer Noble Bodyguard Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed
Scottish Broadsword/With Fire & Sword
The Scottish Broadsword is a unique basket-hilted sword, a popular type of backsword or broadsword during the Renaissance, made especially popular by the mercenaries which wielded it and traveled Europe. Funnily enough, this sword is not Scottish at all -- in fact, it is an Italian Schiavona, but those too were popular among the kinds of troops you would expect in With Fire & Sword. Scottish Broadsword Scottish BroadswordOne-handedBase value: 3000 thalersWeight: 1.75Swing: 32cThrust: 20pSpeed rating: 94Weapon reach: 105Requires strength: 10With Fire & Sword
Scottish Musketeer
For other uses, see Musketeer (disambiguation). Scottish Musketeer Troop Information Culture Mercenaries Wages 4 thalers/week Acquired from... Mercenary Commander Upgrades to... Scottish Musketeer (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Scottish Musketeers are national mercenary archers of the Kingdom of Sweden and the Polish Commonwealth. Tactics[] Armed with Wheelock Muskets of average-yet-decent firepower, they excel in firing lines - especially in tandem with their Eastern European counterparts - while their iconic Scottish Broadswords of above-average cutting and piercing power - as well as easily recognizable for their exquisitely decorated handguards - give them an unexpectedly fierce edge in melee combat. Protection-wise, however, Scottish Musketeers are weak to melee retaliation - especially from most types of cavalry - due to only wearing clothing in the form of unique plaid designated uniforms and berets. Mostly fielded by the Swedes, Scottish Mercenaries as a whole are somewhat redundant on their side but much more useful when occasionaly fielded by the Poles, offering a good melee soldier, a good pikeman, and a strong musketman - compared to standard Polish troops, they hit harder in melee and generally have more hitpoints, although at the expense of some skill values. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Scottish Musketeer - Default Stats and Equipment Attributes Stat Points Level 7 Strength ? Agility ? Intelligence ? Charisma ? Health 51 Armor Head ? Body Scottish Musketeer Camisole Hand None Foot ? Skills Skill Points Ironflesh 1 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 3 Shield ? Athletics 3 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 80 Two Handed Weapons 80 Polearms 80 Archery 0 Firearms 95 Throwing 0 Weapons Melee Scottish Broadsword Ranged Wheellock MusketBullets Shield None Mount None Trivia[] Scotland became heavily embroiled in the Thirty Years' War in continental Europe for mainly religious reasons, sending soldiers to Germany, Denmark-Norway, and Sweden in an effort to aid its fellow Protestant nations - some Scottish soldiers, believing in the Catholic counter-reformation rather than Protestantism, also (independently) traveled to Catholic countries, which may explain why the Polish-Lithuanian Commonwealth sometimes fields Scottish troops in-game. Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Scottish Musketeer (veteran)
This article is a stub. You can help out by expanding it. For other uses, see Musketeer (disambiguation). Scottish Musketeer (veteran) Troop Information Culture Mercenaries Wages 8 thalers/week Acquired from... Scottish Musketeer Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Scottish Musketeers (veterans) are veteran national mercenary archers of the Kingdom of Sweden and the Polish Commonwealth. Tactics[] Armed with better muskets than their recruitable counterparts, they excel in firing lines - especially in tandem with their Eastern European counterparts - while their iconic Scottish Broadswords of above-average cutting and piercing power - as well as easily recognizable for their exquisitely decorated handguards - give them an unexpectedly fierce edge in melee combat. Protection-wise, however, veteran Scottish Musketeers are weak to melee retaliation - especially from most types of cavalry - due to only wearing clothing in the form of unique plaid designated uniforms and berets. Mostly fielded by the Swedes, Scottish Mercenaries as a whole are somewhat redundant on their side but much more useful when occasionaly fielded by the Poles, offering a good melee soldier, a good pikeman, and a strong musketman - compared to standard Polish troops, they hit harder in melee and generally have more hitpoints, although at the expense of some skill values. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Scottish Musketeer (veteran) - Default Stats and Equipment Attributes Stat Points Level ? Strength ? Agility ? Intelligence ? Charisma ? Health ? Armor Head ? Body Scottish Musketeer Camisole Hand None Foot ? Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons ? Two Handed Weapons ? Polearms ? Archery 0 Firearms ? Throwing 0 Weapons Melee ? Ranged ? Shield None Mount None Trivia[] Scotland became heavily embroiled in the Thirty Years' War in continental Europe for mainly religious reasons, sending soldiers to Germany, Denmark-Norway, and Sweden in an effort to aid its fellow Protestant nations - some Scottish soldiers, believing in the Catholic counter-reformation rather than Protestantism, also (independently) traveled to Catholic countries, which may explain why the Polish-Lithuanian Commonwealth sometimes fields Scottish troops in-game. Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Scottish Pikeman
For other uses, see Pikeman. Scottish Pikeman Troop Information Culture Mercenaries Wages 4 thalers/week Acquired from... Mercenary Commander Upgrades to... Scottish Pikeman (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Scottish Pikemen are national mercenary infantry of the Kingdom of Sweden and the Polish Commonwealth. Tactics[] They are slightly more armored and have higher skill values than Swedish Pikemen. Mostly fielded by the Swedes, Scottish Mercenaries as a whole are somewhat redundant on their side but much more useful when occasionaly fielded by the Poles, offering a good melee soldier, a good pikeman, and a strong musketman - compared to standard Polish troops, they hit harder in melee and generally have more hitpoints, although at the expense of some skill values. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Scottish Pikeman - Default Stats and Equipment Attributes Stat Points Level 7 Strength ? Agility ? Intelligence ? Charisma ? Health 48 Armor Head Morion Body Scottish Uniform Hand None Foot ? Skills Skill Points Ironflesh 1 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 1 Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 110 Two Handed Weapons 110 Polearms 110 Archery 0 Firearms 0 Throwing 0 Weapons Melee ? Ranged None Shield None Mount None Trivia[] Scotland became heavily embroiled in the Thirty Years' War in continental Europe for mainly religious reasons, sending soldiers to Germany, Denmark-Norway, and Sweden in an effort to aid its fellow Protestant nations - some Scottish soldiers, believing in the Catholic counter-reformation rather than Protestantism, also (independently) traveled to Catholic countries, which may explain why the Polish-Lithuanian Commonwealth sometimes fields Scottish troops in-game. Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Scottish Pikeman (veteran)
For other uses, see Pikeman. Scottish Pikeman (veteran) Troop Information Culture Mercenaries Wages ? thalers/week Acquired from... Scottish Pikeman Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Scottish Pikemen (veterans) are veteran national mercenary infantry of the Kingdom of Sweden and the Polish Commonwealth. Tactics[] They are slightly more armored and have higher skill values than veteran Swedish Pikemen. Mostly fielded by the Swedes, Scottish Mercenaries as a whole are somewhat redundant on their side but much more useful when occasionaly fielded by the Poles, offering a good melee soldier, a good pikeman, and a strong musketman - compared to standard Polish troops, they hit harder in melee and generally have more hitpoints, although at the expense of some skill values. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Scottish Pikeman (veteran) - Default Stats and Equipment Attributes Stat Points Level ? Strength ? Agility ? Intelligence ? Charisma ? Health ? Armor Head Morion Body Scottish Uniform Hand None Foot ? Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons ? Two Handed Weapons ? Polearms ? Archery 0 Firearms 0 Throwing 0 Weapons Melee ? Ranged None Shield None Mount None Trivia[] Scotland became heavily embroiled in the Thirty Years' War in continental Europe for mainly religious reasons, sending soldiers to Germany, Denmark-Norway, and Sweden in an effort to aid its fellow Protestant nations - some Scottish soldiers, believing in the Catholic counter-reformation rather than Protestantism, also (independently) traveled to Catholic countries, which may explain why the Polish-Lithuanian Commonwealth sometimes fields Scottish troops in-game. Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Scottish Swordsman
For other uses, see Swordsman (disambiguation). Scottish Swordsman Troop Information Culture Mercenaries Wages 10-18 thalers/week Acquired from... Mercenary Commander Upgrades to... Scottish Swordsman (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Scottish Swordsmen are national mercenary infantry of the Kingdom of Sweden and the Polish Commonwealth. Tactics[] They wear a breastplate and wield a giant sword with enough Power Strike to make it hurt, which makes them hands down the best Scottish troops and best used at defending fortresses. Skills-wise identical to Swedish Swordsmen but with higher Power Strike yet less armored, using either or both comes down to player choice. Mostly fielded by the Swedes, Scottish Mercenaries as a whole are somewhat redundant on their side but much more useful when occasionaly fielded by the Poles, offering a good melee soldier, a good pikeman, and a strong musketman - compared to standard Polish troops, they hit harder in melee and generally have more hitpoints, although at the expense of some skill values. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Scottish Swordsman - Default Stats and Equipment Attributes Stat Points Level 13 Strength ? Agility ? Intelligence ? Charisma ? Health 60 Armor Head ? Body Scottish Uniform Hand None Foot ? Skills Skill Points Ironflesh 3 Power Strike 3 Grenade Throwing 0 Power Draw ? Weapon Master 5 Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 140 Two Handed Weapons 140 Polearms 140 Archery 0 Firearms 0 Throwing 0 Weapons Melee ? Ranged None Shield None Mount None Trivia[] Scotland became heavily embroiled in the Thirty Years' War in continental Europe for mainly religious reasons, sending soldiers to Germany, Denmark-Norway, and Sweden in an effort to aid its fellow Protestant nations - some Scottish soldiers, believing in the Catholic counter-reformation rather than Protestantism, also (independently) traveled to Catholic countries, which may explain why the Polish-Lithuanian Commonwealth sometimes fields Scottish troops in-game. Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Scottish Swordsman (veteran)
This article is a stub. You can help out by expanding it. For other uses, see Swordsman (disambiguation). Scottish Swordsman (veteran) Troop Information Culture Mercenaries Wages 18 thalers/week Acquired from... Scottish Swordsman Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Scottish Swordsmen (veterans) are veteran national mercenary infantry of the Kingdom of Sweden and the Polish Commonwealth. Tactics[] They wear a breastplate and wield a - slightly better than regular Scottish Swordsmen's - giant sword with enough Power Strike to make it hurt, which makes them hands down the best Scottish troops and best used at defending fortresses. Skills-wise identical to veteran Swedish Swordsmen but with higher Power Strike yet less armored, using either or both comes down to player choice. Mostly fielded by the Swedes, Scottish Mercenaries as a whole are somewhat redundant on their side but much more useful when occasionaly fielded by the Poles, offering a good melee soldier, a good pikeman, and a strong musketman - compared to standard Polish troops, they hit harder in melee and generally have more hitpoints, although at the expense of some skill values. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Scottish Swordsman - Default Stats and Equipment Attributes Stat Points Level ? Strength ? Agility ? Intelligence ? Charisma ? Health ? Armor Head ? Body Scottish Uniform Hand None Foot ? Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding ? Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons ? Two Handed Weapons ? Polearms ? Archery 0 Firearms 0 Throwing 0 Weapons Melee ? Ranged None Shield None Mount None Trivia[] Scotland became heavily embroiled in the Thirty Years' War in continental Europe for mainly religious reasons, sending soldiers to Germany, Denmark-Norway, and Sweden in an effort to aid its fellow Protestant nations - some Scottish soldiers, believing in the Catholic counter-reformation rather than Protestantism, also (independently) traveled to Catholic countries, which may explain why the Polish-Lithuanian Commonwealth sometimes fields Scottish troops in-game. Troops of the Swedes Village Recruits Town Militiaman Garrison Militia Swedish Militia Pikeman (veteran) Militia Musketeer (veteran) Regular Infantry Town Militiaman Swedish Pikeman (veteran) Musketeer (veteran) Guard Infantry Swordsman (veteran) Lifeguard (veteran) Regular Cavalry Swedish Dragoon (veteran) Heavy Cavalry Cuirassier (veteran) Cuirassier Spearman (veteran) Personal Guard Cavalry Swedish Reiter (veteran) Camp Mercenaries(between Siegevold and Weissenstein) European Mercenary Infantryman (recruit) (experienced) (veteran) (elite) European Mercenary Rifleman (recruit) (experienced) (veteran) (elite) European Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Koenigsberg Riga) Finnish Harquebusier (veteran) Regional Mercenaries(Narva Allenstein Castle) German Pikeman (veteran) Reiter (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Scythe Wielder
Scythe Wielder Troop Information Culture Polish Commonwealth Wages 1 thaler Acquired from... Prisoners or Commander Upgrades to... Militia Pikeman, Musket Militiaman Upgrade Cost 10 thalers Scythe Wielders are Polish Commonwealth conscripts armed with scythes. Tactics[] With their poor melee weaponry, virtually non-existent training, and near complete lack of armor, they are militia not to be relied upon heavily. They should be upgraded to Musket Militiamen or Militia Pikemen as soon as possible. As they are very cheap, they can be recruited en masse and used as cannon fodder, distracting enemy troops so that far superior allied forces can destroy them. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Scythe Wielder - Default Stats and Equipment Attributes Stat Points Level 3 Strength 7 Agility 6 Intelligence 4 Charisma 4 Health 42 Armor Head Cap Body Kuntush Hand ? Foot Village Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 70 Two Handed Weapons 50 Polearms 60 Archery 10 Firearms 20 Throwing 0 Weapons Melee Scythe Ranged ? Shield ? Mount ? Wikipedia has an article on this subject at:Kosynierzy Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran)
Scythe/With Fire & Sword
Scythe ScythePolearmBase value: 20 thalersWeight: 2.0Swing: 16cThrust: 12pSpeed rating: 79Weapon reach: 180
Sea Raider
Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Sea Raider Troop Information Culture Bandits Wages 13-7 denars/week Acquired from... Prisoners Upgrades to... Nord Recruit Upgrade Cost 80 denars XP for Kill 134 experience Ransom Value 112 denars Sea Raiders are bandit infantry in Mount&Blade and Warband. Contents 1 Tactics 2 Quotes 3 Stats and Equipment 4 Trivia Tactics[] Roaming the northern coastal areas of Calradia in Nord and Vaegir lands, they spawn in groups of 5-50. Sea Raiders are the heaviest type of bandits. They are a good source of experience and money during mid-game but are very dangerous to new or ill-prepared players - without good armor or a shield, one is likely to be torn apart by them. Unlike other Bandit parties, Sea Raiders are a hostile, non-negotiable bandit and will not make you pay - they will just attack you instead. Similar to Looters, they will charge at you in large groups. Most Sea Raiders with Longbows will stop to fire on you and your troops, and those with Throwing Axes will continue to run, stopping every once in a while to throw. Up close, they will pull out their melee weapons and attack their opponents ruthlessly. To an experienced player, Sea Raiders are easy foes. It is not recommended for new players to go up against them unless they have played the game before. This is because Sea Raiders can easily break through shields and, in a swarm, it can be difficult to block all of their attacks. Ranged weapons are usually effective against Sea Raiders in the hands of an average archer, provided the targets don't have shields. Suggested troops to use in battle against Sea Raiders are at least tier-three faction troops, Hired Blades, or some form of cavalry. A good tactic against Sea Raiders that avoids losing any troops is to ride out alone and circle the Raiders from a distance while mounted. Once they form a tight group, shoot arrows at their feet until most of them are wounded, then order your cavalry to charge. Sometimes the Raiders lack head armor and shields - go for headshots in this case. If the player has a heavy War Axe or comparable high-damage two-handed weapon, they may simply ride in circles around the Sea Raiders, cutting down those on the edges of the swarm or who stray too far outside the group. Spears or lances are equally effective at picking off Sea Raiders one by one. If you manage to capture and recruit any Sea Raiders without them taking off in the night, their ability in melee means they can usually come out victorious against tier-two troops or other bandits. When against a larger or stronger force, Sea Raiders can weaken the enemy with their ranged weapons before moving in to attack. When recruited in Warband, Sea Raiders can be upgraded into Nord Recruits for 80 denars. This can be a poor decision, as Sea Raiders are level 16 but Nord Recruits are level 6 and are poorly equipped, so they lose a lot of strength by being upgraded. However, Nord Recruits will eventually upgrade into Huscarls, which are one of the strongest foot soldiers in the game. If you expect difficult fights to occur soon, you should wait on the upgrades, as Sea Raiders are comparable to Nord Warriors. Quotes[] If a party of Sea Raiders is caught up to or catches up to the player, they will say one of a few lines: "I will drink from your skull!" "That's a nice head you have on your shoulders." "Less talking! More raiding!" "Today the gods will decide your fate!" Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Sea Raider - Default Stats and Equipment Attributes Stat Points Level 16 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 48 Armor Head (Possible) Nasal Helmet(Possible) Nordic Helmet Body Mail ShirtByrnieNomad Vest Hand None Foot Leather BootsNomad Boots Skills Skill Points Ironflesh 2 Power Strike 2 Power Throw 2 Power Draw 3 Weapon Master ? Shield ? Athletics 2 Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 110 Two Handed Weapons 110 Polearms 110 Archery 110 Crossbows 110 Throwing 110 Weapons Melee SpearBattle AxeFighting AxeNordic Sword (a)Nordic Sword (b) Ranged (Possible) Long Bow(Possible) Arrows(Possible) Throwing Axes(Possible) Javelins Shield Nordic ShieldWooden Shield Mount None Trivia[] According to Matheld, Sea Raiders and Nords are from the realm of Nordland, located far to the north of Calradia. Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Secrets and oddities
Man? Lady? Both? A spy found in With Fire & Sword This is a list of several odd and hidden things in the Mount&Blade games. The Strange set, a suit of Samurai armor and swords. The village of Glunmar has an odd collection of items. There is a skeleton in Bulugha Castle. When undergoing a certain quest from King Carl in With Fire & Sword, you will be asked to collect data from a spy in a nearby town. When the spy was located, he (she) looked like the picture. This may be the spy's disguise or may be a little joke implemented by the developers. When besieged, the towns of Durquba and Ahmerrad have a destructible door besides the usual ladder. The player can break through them to get behind the enemies. Dhirim and Suno do not have a door to the arena accessible from the streets. If one goes into the arena from the menu and then leaves through the door, they will be out of bounds. There is nowhere to go in Suno, but Dhirim allows the player to explore the entire map. Reyvadin has a gap in the invisible walls that are supposed to block the player from exploring beyond the intended area, allowing one to get out of bounds and explore the entire map. During the Main Quest Rescue Your Family, when the main character talks to Radagos in the hideout, they will say the iconic bandit quote, "Less Talking More Raiding!" from Warband. In the code of With Fire & Sword, the nations are referred to by the names of the five factions from the original Mount&Blade. Removed Features[] Some concepts existed at one time, but were later removed from the game. Remnants of these may still exist. The Dark Knight bandits. The Undead and Ghouls. The town of Zendar.