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Zamoshye Bandits | Zamoshye Bandits Given by Mikhay Time limit Unlimited Reward 100 thaler+5 Relation (Village)+2 Relation (Faction)+200 Exp2 Wheat3 Flour1 Oil Zamoshye Bandits is one of the tutorial quest you can choose from. Contents 1 Summary 2 Walkthrough 3 Quest Line 4 Transcript Summary[] A gang has settled around the village of Zamoshye. The elder asks that you to deal with the bandits who are camped in the nearby forest. Walkthrough[] The quest is simple to do as you need to eliminate a group of bandits consists of 7 men. You are definitely recommended to recruit villagers as you can't take on the group alone. (Unless you are confident that you can take on on your own) These bandits will have guns, you would have dodge their fire as guns have deadly damage. Once you defeat the bandits, return to the village and collect your reward. Quest Line[] Talk to the Zamoshye Elder Zamoshye Bandits Peasant Taxes Bring Goods to Zamoshye Transcript[] Main article: Zamoshye Bandits/Transcript |
Zaporozhian Cavalryman | Zaporozhian Cavalryman Troop Information Culture Cossack Hetmanate Wages 23 thalers/week Acquired from... Personal Guard Commander Upgrades to... Zaporozhian Cavalryman (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Zaporozhian Cavalrymen are personal guard horse archers of the Cossack Hetmanate. Tactics[] High level horsemen making up part of Cossack scouting parties and able to act as heavy dragoons, they are the Hetmanate's heaviest and most expensive troops. Lacking both the lances and armor of true heavy cavalry - wearing mail at best and cloth at worst - but carrying excellent firearms - the best Miquelet Carbine in the game among them - as well as riding light but fast Coursers, Zaporozhian Cavalrymen show reasonable power against all kinds of troops - as with all cavalry, however, they will quickly fall if surrounded by infantry. Zaporozhian Cavalrymen are best employed against any lighter cavalry - dragoon-alikes may shoot down their horses before they get in reach - and any vulnerable infantry lacking firearms and polearms. Being a lot weaker on foot than one would expect, be sure not to round Zaporozhian Cavalrymen up against ranged infantry with higher-power firearms - using a lure to aim enemy firearms and pikes away from them may allow an effective charge to commence, provided your lure isn't obliterated. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Zaporozhian Cavalryman - Default Stats and Equipment Attributes Stat Points Level 18 Strength 11 Agility 10 Intelligence 0 Charisma 0 Health 54 Armor Head Cossack Cap Body Armor-clad ZupanLeather-clad ZupanCossack Zupan Hand None Foot Good Cavalry BootsCavalry BootsGood BootsCossack Boots Skills Skill Points Ironflesh 4 Power Strike 3 Grenade Throwing 0 Power Draw ? Weapon Master 5 Shield ? Athletics ? Riding 5 Shooting from Horseback 7 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 165 Two Handed Weapons 145 Polearms 155 Archery 0 Firearms 155 Throwing 0 Weapons Melee Cavalry LanceChekanCrowbillSaberCossack Saber Ranged Miquelet CarbineGood PistolHeavy BulletsBullets Shield None Mount Courser Gallery[] In-game stats and equipment Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran) |
Zaporozhian Cavalryman (veteran) | Zaporozhian Cavalryman (veteran) Troop Information Culture Cossack Hetmanate Wages ? thalers/week Acquired from... Zaporozhian Cavalryman Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Zaporozhian Cavalrymen (veterans) are veteran personal guard horse archers of the Cossack Hetmanate. Tactics[] High level horsemen making up part of Cossack scouting parties and able to act as heavy dragoons, they are the Hetmanate's heaviest and most expensive troops. Lacking both the lances and armor of true heavy cavalry - wearing mail at best and cloth at worst - but carrying excellent firearms - the best Miquelet Carbine in the game among them - as well as riding light but fast Coursers, veteran Zaporozhian Cavalrymen show reasonable power against all kinds of troops - as with all cavalry, however, they will quickly fall if surrounded by infantry. Veteran Zaporozhian Cavalrymen are best employed against any lighter cavalry - dragoon-alikes may shoot down their horses before they get in reach - and any vulnerable infantry lacking firearms and polearms. Being a lot weaker on foot than one would expect, be sure not to round veteran Zaporozhian Cavalrymen up against ranged infantry with higher-power firearms - using a lure to aim enemy firearms and pikes away from them may allow an effective charge to commence, provided your lure isn't obliterated. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Zaporozhian Cavalryman (veteran) - Default Stats and Equipment Attributes Stat Points Level 22 Strength 12 Agility 11 Intelligence 0 Charisma 0 Health 57 Armor Head Rich MisiurkaMisiurkaMisiurka CapCossack Cap Body Chain ArmorChain-mail ZupanArmor-clad ZupanLeather-clad Zupan Hand None Foot Good Cavalry BootsCavalry BootsGood BootsCossack Boots Skills Skill Points Ironflesh 5 Power Strike 4 Grenade Throwing 0 Power Draw ? Weapon Master 6 Shield ? Athletics ? Riding 7 Shooting from Horseback 8 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 180 Two Handed Weapons 160 Polearms 170 Archery 0 Firearms 170 Throwing 0 Weapons Melee Cavalry LanceGood ChekanGood CrowbillFlanged MaceMaceSaberCossack Saber Ranged Good Miquelet CarbineGood PistolHeavy BulletsBullets Shield None Mount Courser Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran) |
Zaporozhian Infantryman | Zaporozhian Infantryman Troop Information Culture Cossack Hetmanate Wages 5 thalers/week Acquired from... Infantry Commander Upgrades to... Zaporozhian Infantryman (veteran) Upgrade Cost 20 thalers XP for Kill ? experience Ransom Value ? thalers Zaporozhian Infantrymen are regular archers of the Cossack Hetmanate. Tactics[] Musketeers armed with a saber for fighting infantry in melee, they are tough, fast, and have better armor, muskets, and stats than both Zolnier and Musketeers. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Zaporozhian Infantryman - Default Stats and Equipment Attributes Stat Points Level 8 Strength 9 Agility 9 Intelligence 0 Charisma 0 Health 52 Armor Head Cossack Cap Body Cossack Zupan Hand None Foot Cossack Boots Skills Skill Points Ironflesh 4 Power Strike 1 Grenade Throwing 0 Power Draw ? Weapon Master 3 Shield ? Athletics 3 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 110 Two Handed Weapons 90 Polearms 100 Archery 0 Firearms 130 Throwing 0 Weapons Melee Simple SaberSimple Cossack Saber Ranged Wheellock MusketSimple Wheellock MusketGood Matchlock MusketHeavy BulletsBullets Shield None Mount None Gallery[] In-game stats and equipment Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran) |
Zaporozhian Infantryman (veteran) | Zaporozhian Infantryman (veteran) Troop Information Culture Cossack Hetmanate Wages 9 thalers/week Acquired from... Zaporozhian Infantryman Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value 40 thalers Zaporozhian Infantrymen (veterans) are veteran regular archers of the Cossack Hetmanate. Tactics[] Musketeers armed with a saber for fighting infantry in melee, they are tough, fast, and have better armor, muskets, and stats than both veteran Zolnier and veteran Musketeers. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Zaporozhian Infantryman (veteran) - Default Stats and Equipment Attributes Stat Points Level 12 Strength 10 Agility 10 Intelligence 0 Charisma 0 Health 55 Armor Head Cossack Cap Body Cossack Zupan Hand None Foot Cossack Boots Skills Skill Points Ironflesh 5 Power Strike 2 Grenade Throwing 0 Power Draw ? Weapon Master 4 Shield ? Athletics 3 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 125 Two Handed Weapons 105 Polearms 115 Archery 0 Firearms 145 Throwing 0 Weapons Melee SaberCossack Saber Ranged Miquelet MusketWheellock MusketHeavy BulletsBullets Shield None Mount None Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran) |
Zbarazh Fortress | Zbarazh Castle Settlement Information Type Fortress Kingdom Polish Commonwealth Villages Slavuta World Map With Fire & SwordZbarazh CastleTemplate:World Map/With Fire & Sword Zbarazh Fortress is a fortress of the Polish Commonwealth, initially ruled by Colonel Jan Skrzetuski. It has the village Slavuta. Layout[] Accessible area Player Lord's Hall Prison Siege Ladders As the player passes through the gates, the Lord's Hall and the prison are on the opposite side of the fortress. During a siege, four ladders are placed on the right side of the fortress. Trivia[] The town was besieged in 1649 by a combined force of Cossacks and Crimeans. The defending Polish garrison managed to hold off the defenders and sign a ceasefire with the attackers. This siege is described in the novel With Fire and Sword by Henryk Sienkiewicz which the game is based on. Wikipedia has an article on this subject at:Zbarazh Castle This article is a stub. You can help out by expanding it. Territory of the Polish Commonwealth TownsKrakov Lviv Smolensk Vilna Warsaw FortressesBar Fortress Berestye Fortress Dubensk Castle Kovno Fortress Lida Castle Lodz CastleLublin Minsk Myadzelsk Castle Polotsk Slutsk Zbarazh Fortress VillagesAmere Babice Baranovichi Chenstokhova Dobrush Ilyintsy Krivichi LudinovoMolodechno Nesvizh Ostroleka Ostrovets Ovruch Plotsk Ponyri Radzilow RudnyaSambir Slavuta Snechko Sofronovo Solechniki Staronowice Stryi Trakai VendauVydzy Wadowice Widawa Yartsy Zamoshye |
Zolnier | Zolnier Troop Information Culture Polish Commonwealth Wages 3 thalers Acquired from... Prisoners or Commander Upgrades to... Zolnier (veteran) XP for Kill 40 XP Ransom Value 30 thalers The Zolnier is a Polish Commonwealth infantry marksman, the generic Musketeer class of the Polish commonwealth. Lightly armored and armed with a musket and saber, the Zolnier is a competent, if stunningly unexceptional infantryman that can be deployed in bulk. However, without cavalry support, don't expect them to be very skilled. In Captain modes in multiplayer they have Armor-clad Kuntush instead of Hajduk Uniform. Contents 1 Tactics 2 Stats and equipment 3 Trivia 4 Gallery Tactics[] Like any other marksmen unit, they work well in firing lines. Under the fire at will command, a good number of Zolniers (50 or more) will provide a constant musket fire, preventing enemies from getting close. Zolniers can also be used as anti-cavalry for a short time. When a battle begins, arrange them in rows quickly and deploy them in a good position in the map, wait for the enemy cavalry to get close before giving them the order to open fire. While waiting for the enemy to get close, arrange your cavalry in attacking formation so that they can relieve the Zolniers when they get overrun by enemy troops. During a siege, Zolniers will excel in shooting down defenders. Zolniers shouldn't be used to storm fortifications because they lack heavy armor and weaponry in melee combat. At the start of a siege, hold your other troops and let the Zolniers open fire in a safe distance in rows, let them empty all their bullets before deploying your other troops to attack. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Zolnier - Default Stats and Equipment Attributes Stat Points Level 6 Strength 8 Agility 7 Intelligence 0 Charisma 0 Health 43 Armor Head Polish Uniform Hat Body Hajduk Uniform Hand ? Foot Old Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 1 Shield ? Athletics 3 Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 80 Two Handed Weapons 60 Polearms 70 Archery 0 Firearms 100 Throwing 0 Weapons Melee Simple Saber Ranged Simple Wheellock Musket, Bullets Shield ? Mount ? Trivia[] Żołnierz is the Polish word for soldier. They look like hajduk, Polish XVI c. infantryman created by King Stefan Batory. They were based on Hungary's troops. They were armed with muskets, sabres, axes, and anything they could take. Their role was to cover enemies in fire and sapper activities. Wages (lafa, or żołd in Polish) were 3 złoty (commanders got 4) per month. Gallery[] Captain modes version in multiplayer Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran) |
Zolnier (veteran) | Zolnier (veteran) Troop Information Culture Polish Commonwealth Wages 7 thalers Acquired from... Zolnier Upgrades to... None The Zolnier (veteran) is an upgraded version of the regular Polish musketeer, the Zolnier. The upgraded version has a better musket. Tactics[] In battle, the Zolnier should be considered an equivalent of the Swadian Crossbowman. Though of lesser level, it has similar stats and equipment, except for the much lighter armor, which is the case with the most units in With Fire & Sword. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Zolnier (veteran) - Default Stats and Equipment Attributes Stat Points Level 10 Strength 9 Agility 8 Intelligence 0 Charisma 0 Health 46 Armor Head Polish Uniform Hat Body Hajduk Uniform Hand ? Foot Old Boots Skills Skill Points Ironflesh 1 Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master 2 Shield ? Athletics 3 Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 95 Two Handed Weapons 75 Polearms 85 Archery 0 Firearms 115 Throwing 0 Weapons Melee Simple Saber Ranged Simple Wheellock Musket, Wheellock Musket, Bullets Shield ? Mount ? Troops of the Poles Village Recruits Scythe Wielder Garrison Militia Polish Militia Pikeman (veteran) Musket Militiaman (veteran) Regular Infantry Scythe Wielder Polish Pikeman (veteran) Zolnier (veteran) Guard Infantry German Infantry Pikeman (veteran) German Infantry Musketeer (veteran) Regular Cavalry Polish Dragoon (veteran) Volunteer (veteran) Heavy Cavalry Polish Reiter (veteran) Armored Cossack (veteran) Personal Guard Cavalry Winged Hussar (veteran) Camp Mercenaries(directly south of Krakov) Polish Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Polish Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Polish Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Warsaw Polotsk Kovno Fortress) Lithuanian Musketeer (veteran) Lithuanian Tatar (veteran) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries Scottish Swordsman (veteran) Scottish Pikeman (veteran) Scottish Musketeer (veteran) Prisoners Lisowczyk (veteran) |
Zolotonosha | Zolotonosha Settlement Information Type Village Kingdom Cossack Hetmanate Fortification Kiev World Map With Fire & SwordZolotonoshaKievTemplate:World Map/With Fire & Sword Zolotonosha is a village of the Cossack Hetmanate, subordinate to Kiev. Layout[] Player Elder Fugitive Zolotonosha is built on flat terrain, with seven Polish/Cossack-style houses. In the middle of the village there is a water well. There are two horses under a stable, as well as wood and barrels stored under shelter. What is presumably the Village Elder's residence has grapes growing inside the fence, and behind it is a field of yellow flowers. Next to the flower field is a cabbage field. If sent here during a Hunt Down Fugitive quest, the Nervous Man will be standing on the field to the left of the player's entrance, behind one of the haystacks. Wikipedia has an article on this subject at:Zolotonosha Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha |
1866 | 1866 Version Mount&Blade 1.011 Type Single Player Links Forum: 1866 is a western-themed module for Mount&Blade set in year following the American Civil War. The module features gunplay, gambling, banditry and other traditional elements of the Wild West setting. Contents 1 Features 1.1 Factions 1.2 Character Creation 1.3 Items and Equipment 2 Setting 3 Reviews 4 Gallery Features[] In most respects, 1866 plays like the original Mount&Blade. The player can join one of several factions, take quests from NPCs (including many custom ones, though they are unfinished), and try to grow both in wealth and renown. The game is in a sandbox format as in the original game, allowing the player to decide his or her path in the world. 1866 does have adult content. Foul language is used in the dialogue, and players can solicit prostitutes to raise their party's morale. Although no graphic depictions of sexual activity are ever displayed in game, there are occasional paintings of nude women. Factions[] 1866 features four major factions and several minor ones that the player can associate themselves. The major factions are the United States, Mexico, Comanche, and Apache. The player is unable to recruit party members from towns unless they have aligned themselves with one of the major factions, though they can still hire gunman or other help from saloons. Bandit gangs, lawmen, and Confederate renegades make up some of the minor factions in 1866, and the player can gain positive or negative reputations with all of them. One change in 1866 from the standard renown and relations system in Mount&Blade is that each week, if a player has not worked to maintain or improve (or damage) his or her relationship with a faction, then their relations move a little closer to neutral. Thus, it's possible that if a player has angered a faction by his actions, those relations will eventually cool given time in-game. Quest giver NPCs within the factions are often drawn from actual historical figures of the time period, such as military leaders from the Civil War or the Apache leader Geronimo. Character Creation[] The custom war paint editor. Upon character creation, players in 1866 can choose to be American, Mexican, or Native American. Then they answer a series of questions related to their character's background, including their father's background and whether they took a side in the Civil War. These choices, as usual, affect a character's starting attributes and equipment. When distributing attributes and skill points, players of 1866 will notice a few changes from standard Mount&Blade. A "stockpiling" skill is included, which allows the player to hold larger amounts of ammunition with more ranks in the skill. This replaces the "Shield" skill from the standard game. In addition, rather than having a single firearms proficiency as seen in With Fire & Sword, the skill is separated into different proficiencies for long guns and pistols. A unique feature of 1866 for Indian characters is the ability to customize the player's war paint. This feature is made available through the camp menu in game, and the war paint can be displayed on the character by equipping an inventory item. Items and Equipment[] <a href=" class="image"><img alt="Apache and his Horse" src=" decoding="async" loading="lazy" width="180" height="131" class="thumbimage" data-image-name="Apache and his Horse.jpg" data-image-key="Apache_and_his_Horse.jpg" data-relevant="1" data-src=" /></a> An Apache warrior and his horse. A number of historically accurate items and weapons are available in game, from Derringer or Smith & Wesson firearms to Union soldier uniforms to feathered headgear for Native Americans. Horse breeds are also updated to the Western setting, and some can be purchased with Indian war paint. Weapons Available: Rifles & "Long Guns": Confederate Enfield Rifle Cavalry Musket Henry Repeating Rifle Pistols: North Navy Colt Peacemaker Double Barrel Pistol Swords and Bladed Weapons: Bows: Other: Setting[] <a href=" class="image"><img alt="Western Town" src=" decoding="async" loading="lazy" width="310" height="174" class="thumbimage" data-image-name="Western Town.jpg" data-image-key="Western_Town.jpg" data-relevant="1" data-src=" /></a> A town from 1866. The wild west setting is detailed on the overland map and in in-game scenes. Old western saloons, banks, and barbershops can be seen along the streets of cities and settlements, the heads of buffalo adorn the walls of commanding officers' quarters, and Indian camps are filled with tents. Many towns have smaller locations nestled within them, such as hotels or banks. The hotels are often bases for gangs of bandits or lawmen. Currency in 1866 is rendered in dollars and cents. Though vendors list their items only in cents (thus, a pistol might cost 2200 cents, or $22), in the player's inventory the game converts currency to include dollars and cents. 1866 also offers some unique custom elements add authenticity to the western setting. Players can gamble at blackjack in a minigame simulation available in the saloons. Players can also hunt deer or buffalo by finding herds of the creatures on the overland map, then entering a battle scene. Players must be quick to kill the animals before the herds scatter. Successfully hunting a deer or buffalo rewards the player with meat (a food item) and skins which can be sold for cash. Reviews[] 1866 has tended to receive high reviews from players. It has received a composite score of 4.7/5 in voting on the Mount&Blade Unofficial File Repository. Gallery[] A lawman stands vigilant in the western desert.Players can stalk herds of buffalo in 1866. |
Achievements | For achievements awarded for contributing to this wiki, see Mount & Blade Wiki:Achievements. For With Fire & Sword achievements, see Achievements (With Fire & Sword). You may earn achievements when you buy Mount&Blade: Warband (but not the original Mount&Blade) on Steam by completing certain tasks in the game. These tasks vary from upgrading your skills up to a level, to killing foes in special ways to conquering different fiefs and eventually controlling all of Calradia. As is typical with most Steam achievements, many are pop culture references. You cannot gain achievements when cheats are enabled, it is however possible to use cheats to gain power, then turn them off and continue to gain achievements with the same character. Achievements[] Image Name Description Get up Stand up Cleanse the town of bandits in the opening mission Good Samaritan Help a lord or party win a fight Talking helps Engage in a conversation with a hero character through the party screen Abundant Feast Eat 6 different types food concurrently Medieval Times Enter and win a tournament Sold into Slavery Sell 5 people to the ransom broker Migrating Coconuts Visit every major town in Calradia Morale Leader Raise your soldiers' morale from low to excellent Old dirty scoundrel Have a -50 relation with a lord, village, or faction Royality Payment Be granted your first fief Holy Diver Kill or wound at least 500 enemies Sarranidian Nights Camp in the Sarranid region of the map Force of Nature You and your army have killed or wounded 5,000 enemy troops Help Help I'm being Repressed Harass wandering peasants on the map Community Service Install and play one mod Best served cold Defeat 10 enemy parties in the snowy regions of Calradia Might makes Right Get either two strength related skills to 5 or one to 7 None Shall Pass Successfully defend a castle Pugnascious D Pick a fight with a lord by insulting him or by challenging him to a duel Trick Shot Land a shot with a difficulty of 10 while using a bow and arrow Every breath you take (MP) In any multiplayer mode have more kills than deaths Book Worm Finish reading one book through the camping screen Old school Sniper Land a shot with a difficulty of 6 while using a crossbow Look at the Bones! Face off against 100 enemies using custom battle mode This is our land (MP) Your team successfully defended a castle in siege battle mode The Bandit Raid 3 caravans and raid 3 villages Khaaan! Kill 75 enemies with horse archery Medieval Emlak Become the owner of at least 5 fiefs Knights of the Round Recruit 6 hero characters Art of War Have two of the following skills at a 5; Trainer, Tactics, Leadership, or Persuasion Melee Master Make one of your melee weapon skills 250 Last man standing (MP) Win one round in battle mode Man Eater Kill 50 men as a female character Choppy Chop Chop (MP) Slay 50 foes with slashing weapons Happily ever after Get Married Glorious Mother Faction (MP) Win a round of team deathmatch mode Gold Farmer Amass a fortune of 100,000 denars Agile Warrior Get either two agility related skills to 5 or one to 7 Calradian Tea Party Make your own faction Mountain Blade Kill 10 parties of Mountain Bandits Romantic Warrior Learn 3 poems from tavern bards Got Milk? Steal 3 cattle from a single village Calradian Army Knife Kill 10 enemies with a throwing weapon's secondary function. Dexterous Dastard Make one of your ranged weapon skills 250 Autonomous Collective Be chosen as marshall Concilio Calradi As a ruler have 3 vassals Mind on the Money Have two of the following skills at a 5; Looting, Inventory Management, Trade, or Prisoner Management Sassy! As a female character get into a duel with male lord by insulting him. Bring out your Dead Get one of your healing skills to 5 I dub thee Promote one of your followers into a position of power Trojan Bunny Maker Get the engineering skill up to 5 Victum Sequens As a ruler conquer 10 towns or castles Shish Kebab (MP) Perform 25 lance kills while mounted Gambit Land a shot with a difficulty of 5 while using a throwing weapon Talk of the town As a female character, raise your renown to 50 Baron got back Win a battle against a lord or party who previously beat or captured you The Holy Hand Grenade Kill 75 enemies with throwing weapons Elite Warrior (MP) Win a round of deathmatch mode The Ranger Have a 7 in one of the following skills or a 5 in two; Tracking, Path-finding, or Spotting Lady of the Lake As a female character, give a companion character a great sword Mace in yer Face! (MP) Kill 25 foes with a blunt weapon Spoil the charge (MP) Kill 50 cavalry while on foot, the enemy must be killed while mounted Heart Breaker Get a character to elope Throwing Star (MP) Kill 25 people with throwing weapons King Arthur You have completed the following achievements: Melee Master, Knights of the Round, Every breath you take, I dub thee/Good Samaritan Ruin the Raid (MP) Win in Conquest mode Svarog the Mighty You have completed the following achievements: Might Makes Right, Choppy Chop Chop, Glorious Mother Faction, and Old school Sniper Legendary Rastam You have completed the following achievements: Abudant Feast, Mace in yer Face!, Sarranidian Nights, and Art of War/Melee Master Kingmaker Put a pretender on their rightful throne Queen As a female character, make your own faction The Huscarl (MP) Kill 50 foes with throwing axes Iron Bear You have completed the following achievements: Mace in yer Face!, Spoil the Charge, Agile Warrior, and This is our land Harassing Horseman (MP) Kill 100 people with mounted projectiles Son of Odin You have completed the following achievements: Might makes Right, The Huscarl, Melee Master/Dexterous Dastard, and Holy Diver/Elite Warrior The Golden Throne Rule all of Calradia! Manifest Destiny Assist your faction in conquering Calradia Kassai Master You have completed the following achievements: Trick Shot, Khaaan!, Agile Warrior, and Harassing Horseman Man Handler As a female character, Capture and sell three NPC lords. This refers to the pop-up screen you will get when an Empire offers to ransom a lord off your hands during wartime (Buggy—Some reported to have gotten while using certain conversion mods, e.g. Floris Mod Pack). Girl Power As a female character, help a female claimant reclaim her throne (Buggy—It is best to help Lady Isolla of Suno rather than Arwa the Pearled One, as Arwa doesn't work.) Empress As a female character, become queen of all Calradia (You can also simply assist a different faction conquer Calradia as in 'Manifest Destiny', you don't need to make your own faction.) |
Ada Kulun | Ada Kulun Settlement Information Type Village Kingdom KhergitKhergit Fortification NarraIchamur World Map Mount&BladeAda KulunNarraTemplate:World Map/Mount&BladeWarbandAda KulunIchamurTemplate:World Map/Warband Ada Kulun is a village initially owned by the Khergit Khanate. Layout[] Player Elder Fugitive The Village Elder is located straight ahead, on the left from where the player enters, next to a campfire and stool under an awning. Ada Kulun lies in a flat stretch of land with a few scattered trees and low hills on every side. It has a total of five structures. There aren't any crops growing, but there is a very large field filled with haystacks. A pile of animal bones lay near the village as well. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the village from where the player enters, behind an open barn that can been seen through. Trivia[] Ada Kulun's name is strikingly similar to the Chinese rendition of the former name of the Mongolian capital city, Ulaanbaatar: Da Kulun. Territory of the Khergit Khanate TownsHalmar Ichamur Narra Tulga CastlesAsugan Castle Distar Castle Malayurg Castle Sungetche Castle Tulbuk Castle Uhhun Castle Unuzdaq Castle VillagesAda Kulun Amashke Bhulaban(WB) Bulugur Dashbigha Dirigh Aban Dugan Dusturil Kedelke Peshmi Tash Kulun Tismirr(M&B) Tulbuk Uhhun Zagush |
Akhad Thell | Akhad Official Information Faction The Undead Monarch King Harlaus Title HealerNecromancer Fiefs Clunmarr Keep Culture Swadian or Vaegir (possibly) Clan Thell Religion Dark Deities Character Details Found in SerrepaKhergit CampClunmarr KeepOverland map Likes King HarlausThe dark arts Dislikes WarsNobles Disliked by Ecatha, the Necromancer Connections Ecatha, the Necromancer (initially)Khergits (briefly)Undead King Harlaus Noble No Character Background Home Clunmarr Keep Akhad Thell was a character in the very early versions of Mount&Blade. Contents 1 Biography 1.1 Early life 1.2 Serrepa 1.3 In Khergit service 1.4 The master plan and death 2 Quotes Biography[] Early life[] Little is known about Akhad Thell's early life. At some point he became the apprentice of Ecatha, the necromancer, and would learn of the dark arts from her. He was talented, but reckless, and this frustrated Ecatha to the point that she banished him. Serrepa[] Thell settled in the village of Serrepa, where he apparently incited the local peasants to revolt against their noble overlords. A rebellion broke out, but when the nobility sent punishing parties to quell it, Thell feigned death and avoided the brutal fate to which his fellow villagers were subjected. In Khergit service[] Days after the Serrepa rebellion, Thell was found by Khergit scouts, to whom he introduced himself as a healer. The scouts took him to their leader, who tasked him with healing his daughter from a mysterious illness. Thell used his knowledge to brew a potion that weakened the disease, but said that he still required a magical amulet — the Hand of Tsannuh - to fully cure the Khergit princess. When an envoy from one of the kingdoms came to recruit the Khergits for an upcoming campaign, the Khan tasked them with helping Thell recover the amulet. Upon receiving the amulet, Thell cured Uruzuge and left for parts unknown. The master plan and death[] After some time had passed, Thell revealed himself as a necromancer by using the powers of the Hand of Tsannuh to resurrect an army of undead soldiers and the vengeful King Harlaus. He planned to have the latter rule the earth as a god-king. However Thell was only moderately successful, as the amulet was losing power and required the sacrifice of a special human, to be fully charged. Thell planned the kidnapping and ritual murder of Uruzuge. To this end he bribed Nuyukh Khan, a rival of Barthai Khan, to kidnap the princess, and bring her to the sacrificial ground at Mount Dhorak. The plan ultimately failed, as Nuyukh was intercepted and killed by the same envoy that initially helped Thell recover the amulet. They later lured Thell out of his hideout and killed him as well. With his last breath, Thell realized the error of his ways and implored the envoy to stop King Harlaus, who by that point was on his way to have Ecatha complete the ritual. Quotes[] “ I have bad news for you Barthai Khan. Uruzuge is being taken west not east. Your men won't be able to rescue her. Akhad Thell, has resurrected an army of undead over there. Now he needs to sacrifice Uruzuge to dark deities so that they give him more power. ” — player to Barthai Khan “ I know him. I thought him everything he knew. He was talented but he was reckless. As students of the dark arts we deal with powers beyond your imagening. One must always be cautious and maintain control. Make the smallest mistake and they will use it to get to you, to burn you, to destroy you. The fruit of the dark arts is like a strong poison. Only by drinking a drop at a time, can one live to enjoy it. That fool Akhad Thell did such stupid things, I drove him away. But that was a mistake. I should have killed him. ” — Ecatha the Necromancer |
Alayen | Alayen Portrait Full Body Appears in Official Information Culture Kingdom of Vaegirs Character Details Found in Taverns Hire Cost 300 denars Likes Ymira Liked by Ymira Dislikes MarnidNizarBaheshtur as emissaryFailing questsRetreating Disliked by MarnidNizar Connections Reyvadin Noble Yes Character Background Home Vaegir Homeland Background Mercenary Noble Gender Male Parents Unnamed fatherUnnamed stepmother Siblings Unnamed stepbrother Alayen is a Vaegir mercenary noble and a companion in Mount&Blade and Warband. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Stats and Equipment 7 Trivia Biography[] Alayen was the son of a Vaegir noble who was part of the Vaegir forces that defended Rivacheg from a Nord invasion. At some point, his father remarried to another woman after his birth mother died. He had a hostile relationship with his new stepmother because she wanted her son to inherit his father's wealth. One day, his dog became sick from meat Alayen fed it, an event which he blames on his stepmother because she supposedly poisoned said meat. However, Alayen's father didn't believe this and he was disinherited from his inheritance. He left to Calradia to work as a mercenary and worked for various lords with minor tasks. He can be recruited by the player and will demand 300 denars to buy proper clothing to distinguish from the common soldier. Personality[] An honourable man who has a sense of righteousness towards his own gold-sighted ideas due to his noble upbringing, even though he is disinherited by his own father. He is straight-forward to talk to yet he remains a polite etiquette to those who speak with him even if they are from a lower class than he is. He can be a bit of arrogant and demanding at times to show his nobility like ordering someone to fetch him something. He is prideful yet remains courteous about the idea of nobility and actions of landlords from the past which made him to be the type of a person who values the old traditions in his life. He is also sociable and curious to learn about the concerns of others in the faction, probably as a way to get more recognition. Relationships[] Marnid - He dislikes Marnid for messing with the class hierarchy, when Marnid 'stole' his kill which, in Alayen's view, a noble is higher than a merchant. Nizar - Alayen dislikes Nizar's arrogance and dishonourable action toward women, his hatred against Nizar led him to be discourteous to him. Ymira - He finds attraction for Ymira and is impressed with her fighting skill. Although he won't court her, due to her merchant background rather than noble, he found comfort in talking with her. Gameplay[] Alayen is a level 2 hero who specializes in combat. While his weapon proficiencies are high, he can also be shaped into an Agility based or Intelligence based hero. It is recommended to give him some decent armor. His weapon of choice is preferably sword or lance as per his dialogue. However, you can give him different types of weapons without issue since his weapon proficiency is 100 for all weapon types. Since he is a noble, he can be elected to become a vassal without suffering the concurring lord relation penalty. He will recruit Vaegir type troops if raised to Lord status. Dialogue[] Main article: Alayen/Interactions Stats and Equipment[] Alayen - Default Stats and Equipment Attributes Stat Points Level 2 Strength 11 Agility 8 Intelligence 7 Charisma 8 Health 48 Armor Head ? Body Tabard Hand ? Foot Nomad Boots Skills Skill Points Ironflesh 1 Power Strike 3 Power Throw ? Power Draw ? Weapon Master 3 Shield 1 Athletics 1 Riding 3 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics 1 Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership 1 Trade ? Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Crossbows 100 Throwing 100 Weapons Melee Short Sword Ranged ? Shield ? Mount ? Trivia[] His Reencounter and Rehire dialogue referenced the same quests also offered to the player. His Reencounter dialogue mentioned Deliver Message quest and Train the Peasants quest His Rehire dialogue mentioned Collect debt quest, Bring Back Runaway Serfs quest and Assassinate a Local Merchant quest. According the game file strings, he is numbered as 9. Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira |
Alburq Castle | Alburq Castle Settlement Information Type Castle Kingdom Kingdom of Nords Villages Ruvar Jayek Sieges with... Ladders Port No World Map Mount&BladeAlburq CastleRuvarTemplate:World Map/Mount&BladeWarbandAlburq CastleJayekTemplate:World Map/Warband Alburq Castle is a castle belonging to the Kingdom of Nords. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Alburq Castle lies to the east of Wercheg on the northern coastline. Its village is Ruvar which is to the southwest. Warband[] Alburq Castle lies southeast of Wercheg on the border with the Kingdom of Vaegirs to the east. Its village is Jayek which is to the northwest along the coast of the bay. The Kingdom of Vaegirs considers it stolen territory and claims that it's rightfully theirs. Layout[] Player Keep Dungeon Breach Siege[] Besieging Alburq Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Gallery[] Territory of the Kingdom of Nords TownsSargoth Tihr Wercheg CastlesAlburq Castle Chalbek Castle Curin Castle Hrus Castle Jelbegi Castle Knudarr CastleTehlrog Castle VillagesAldelen Ambean Buillin Fearichen Fenada Gisim(M&B) Haen Jayek Jelbegi KulumKwynn Mechin(WB) Odasan Rizi Ruvar Udiniad(M&B) Vayejeg |
Ale | Ale Classic/Warband Viking Conquest Games Base value 84 120 280 Weight 30.0 30.0 60.0 Item Quantity 50 Morale Bonus +0 Spoils No Goods Type House Made From... Grain Made Into... N/A Ale is not a food source and is mainly used as a trade good. It does have a use in feasts, where it can be served to noblemen alongside wine. The Productive Enterprise can be used in any town to buy a brewery that produces two barrels of ale per week from one sack of grain (both of which can be bought by the player and possibly gain a higher profit). The initial cost is 2,500 denars and the weekly cost is 50 denars. The average profit is 160 denars and thus has a profit margin of 6.4%. Ale can be cheaply purchased in Praven and sold for high amounts in Khudan. In With Fire & Sword, it is replaced with the consumable beer. In Viking Conquest[] if your party morale is low (generally under 50), an event will trigger in which you will lose one item which will however increase the party morale with 2. Economy[] In general, you can buy it in any town cheap (~130 for up to ~200) and sell it for sometimes double in villages. There are some exceptions where you can make a ~100 profit (e.g. Dorestad, Ribe) from it. Productive Enterprises can make Ale from wheat and barley. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth |
Almerra Castle | Almerra Castle Settlement Information Type Castles Kingdom Kingdom of Rhodoks Villages SarimishSaren Sieges with... Ladders Port No World Map Mount&BladeAlmerra CastleSarimishTemplate:World Map/Mount&BladeWarbandAlmerra CastleSarenTemplate:World Map/Warband Almerra Castle is a castle belonging to the Kingdom of Rhodoks. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Almerra Castle lies to the southeast of Jelkala and directly east of the lake in the Rhodok territory. Its village is Sarimish which is to the northeast within the large forest at the Swadian border. Warband[] Almerra Castle lies southeast of Veluca at the top of a mountain pass. It is on the border of the Rhodok territory with the Sarranid Sultanate, Khergit Khanate, and Kingdom of Swadia all close by. Its village is Saren which is to the north, resting on the plains below the mountain ridges. Layout[] Player Keep Dungeon Breach Siege[] Besieging Almerra Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Interestingly, the ladders appear inside the castle, and you enter through the main gate. It is considered one of the most difficult castles to capture because once you enter the main courtyard, you are shot at by the archers surrounding the whole courtyard. As your troops walk up the ladder, they are also shot at by the archers around the courtyard. Gallery[] Territory of the Kingdom of Rhodoks TownsJelkala Veluca Yalen CastlesAlmerra Castle Culmarr Castle Ergellon Castle Etrosq Castle Grunwalder CastleIbdeles Castle Jamiche Castle Maras Castle VillagesBuvran Chaeza Chelez Dirigsene Dumar Emer Epeshe Fedner Glunmar Ibdeles IlviaIstiniar Jamiche Pagundur Reveran Ruldi Saren Sarimish Serindiar Veidar(M&B) |
Amashke | Amashke Settlement Information Type Village Kingdom KhergitKhergit Fortification IchamurUnuzdaq Castle World Map Mount&BladeAmashkeIchamurTemplate:World Map/Mount&BladeWarbandAmashkeUnuzdaq CastleTemplate:World Map/Warband Amashke is a village initially owned by the Khergit Khanate. Layout[] Player Elder Fugitive The Village Elder is located straight through the village from where the player enters, next to a covered table with an open book on it. Amashke is located in a relatively flat area with many low hills and some trees around it. It has a total of seven structures partially protected by stone walls and fences, though most of the buildings are connected to each other. In addition to two fields growing Cabbages, Grapes, and Squash, many different foods may be found throughout the village, including Bread, Dried Meat, Garlic, Marrows, and a cauldron of stew or soup. The animal skins hanging on the walls of one of the buildings also indicates this to be a hunting town. Amashke is possibly the most wealthy-looking village in the Khergit territory. If sent here during a Hunt Down Fugitive quest, the target may be found on the far left side of the village from where the player enters, hiding under a porch roof. Territory of the Khergit Khanate TownsHalmar Ichamur Narra Tulga CastlesAsugan Castle Distar Castle Malayurg Castle Sungetche Castle Tulbuk Castle Uhhun Castle Unuzdaq Castle VillagesAda Kulun Amashke Bhulaban(WB) Bulugur Dashbigha Dirigh Aban Dugan Dusturil Kedelke Peshmi Tash Kulun Tismirr(M&B) Tulbuk Uhhun Zagush |
Ambean | Ambean Settlement Information Type Village Kingdom Nords Fortification Tehlrog CastleSargoth World Map Mount&BladeAmbeanTehlrog CastleTemplate:World Map/Mount&BladeWarbandAmbeanSargothTemplate:World Map/Warband Ambean is a village of the Kingdom of Nords. Layout[] Player Elder Fugitive The Village Elder is located almost directly straight forward from where the player enters, across the river and up the hill, standing next to a campfire. Ambean is built in a very hilly area and next to a small stream with a narrow wooden bridge over it, there is also tree coverage of moderate density. It has a total of four structures, as well as some stone walls dividing various sections of the village. There are several fields here growing wheat, cabbages, grapes, squash, and a cluster of many small trees which are probably apple trees, baskets of which are found in a storage shed. In addition, there are ovens and bread; fishing nets and fish; hanging pelts, fur bundles, and dried meat, to indicate active hunting; and a pot of honey - making this village possess one of the most diverse visible varieties of food in the game. If sent here during a Hunt Down Fugitive quest, the target may be found behind the first building on the player's right from where they enter, next to an open shed. Territory of the Kingdom of Nords TownsSargoth Tihr Wercheg CastlesAlburq Castle Chalbek Castle Curin Castle Hrus Castle Jelbegi Castle Knudarr CastleTehlrog Castle VillagesAldelen Ambean Buillin Fearichen Fenada Gisim(M&B) Haen Jayek Jelbegi KulumKwynn Mechin(WB) Odasan Rizi Ruvar Udiniad(M&B) Vayejeg |
Antler Knights | Antler Knights Possibly the last ever reference to the Antler Knights left after their removal. Faction Location Location unknown The Antler Knights were a minor faction appearing in Warrider and early versions of Mount&Blade. Description[] Little to nothing is known about the Antler Knights. Investigating the game files reveals they were a minor faction at odds with either the Tagars or the Khergit. Their troop tree consisted of three units: the Antler Crossbowman, the Antler Squire, and the Antler Knight. They were removed sometime between versions 0.704 and 0.711. Trivia[] Antler Knights are a popular unit type across various fantasy settings and franchises. They are usually similar to bandit-, hedge-, or other kinds of villainous knights, although not necessarily. Their most distinctive feature, of course, is their helmets, which are decorated with antlers (deer horns). In reality, any kind of horned helmets would have been impractical in actual combat (especially those with antlers) and if any were ever worn, it was most likely for purely ceremonial purposes. Indeed, the Antler Knights in Mount&Blade do not wear antler helmets. In earlier versions of Mount&Blade there was a version of the Steel Shield that featured a stag's head (see picture). It is likely a coincidence, however, as the Antler Knights were equipped with kite and heater shields in-game. |
Archer | This article is a disambiguation page for Archer The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Archer may refer to: Khergit Horse Archer (multiplayer) Khergit Veteran Horse Archer Nord Archer (multiplayer) Nord Veteran Archer Vaegir Archer (multiplayer) Sarranid Archer (multiplayer) Sarranid Master Archer Mounted Archer Briton Archer (Saethydd) Norse Warrior Archer (Heimthegi) Finn Archer Aserai Light Archer Aserai Archer Aserai Master Archer Archer (Multiplayer) Khuzait Archer Khuzait Horse Archer Khuzait Heavy Horse Archer Mounted Archer (Multiplayer) Sturgian Archer Imperial Archer Imperial Trained Archer Imperial Veteran Archer Archer Militia (Multiplayer) |
Arethra Rulqarn | Arethra Official Information Monarch King Larec (presumably) Culture Swadian (presumably) Clan Rulqarn Character Details Found in Rulqarn Farm Noble No Character Background Home Rulqarn Farm Arethra Rulqarn is a character appearing in early versions of Mount&Blade. She is the only horse merchant in Warrider and very early versions of Mount&Blade, and can be found at Rulqarn Farm. Aside from selling horses, she can also be asked for rumors. Trivia[] While it is not stated anywhere, it can be assumed that Rulqarn Farm is owned by Arethra's entire family, rather than just by her alone. |
Arming Sword/Mount&Blade | Stats[] Arming Sword Arming SwordOne-handedBase value: 410 denarsWeight: 1.5Swing: 29cThrust: 24pSpeed rating: 99Weapon reach: 95Mount&Blade |
Armor | A full suit of Plate Armor, an example of Calradian armor. Armor is any item worn to protect the wearer from damage. In Mount&Blade, armor is worn on four areas, the pieces combine to protect three regions: head, body, and legs. Shields are technically a type of armor, but are sold alongside weapons in the marketplace. Contents 1 Body Armor 2 Gloves 3 Helmets 4 Boots 5 Shields 6 Horse Armor 7 Arena and Training 8 Encumbrance 9 Armor Modifiers Body Armor[] Body armor carries the largest armor rating per piece, it is important for archers as they are vulnerable to all attacks while attempting to shoot. Some body armors also have leg armor to help mounted units. ▼ Show/Hide Body Armor ▼ Armor Requirement Body Armor Leg Armor Weight Base Value Modifiers Aketon - 22 6 11.0 297 Tattered, Ragged, Sturdy, Thick, Hardened Archer's Padded Vest - 23 12 6.0 260 Tattered, Ragged, Sturdy, Thick, Hardened Banded Armor STR 8 49 14 23.0 2710 Rusty, Battered, Crude, Thick, Reinforced, Lordly Blue Dress - 6 2 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Blue Gambeson - 21 5 5.0 270 Tattered, Ragged, Sturdy, Thick, Hardened Blue Tunic - 7 1 1.0 10 Tattered, Ragged, Sturdy, Thick, Hardened Brigandine - 46 12 19.0 1830 Rusty, Battered, Crude, Thick, Reinforced, Lordly Byrnie STR 7 39 6 17.0 795 Rusty, Battered, Crude, Thick, Reinforced, Lordly Cavalry Robe - 36 8 15.0 990 Rusty, Battered, Crude, Thick, Reinforced, Lordly Coat of Plates (black) STR 8 52 16 25.0 3828 Rusty, Battered, Crude, Thick, Reinforced, Lordly Coat of Plates (red) STR 8 52 16 25.0 3828 Rusty, Battered, Crude, Thick, Reinforced, Lordly Cuir Bouilli STR 8 50 15 24.0 3100 Rusty, Battered, Crude, Thick, Reinforced, Lordly Dress (a) - 9 9 1.0 33 Tattered, Ragged, Sturdy, Thick, Hardened Dress (b) - 9 9 1.0 33 Tattered, Ragged, Sturdy, Thick, Hardened Dress - 6 2 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Fur Coat - 13 6 6.0 117 Rusty, Battered, Crude, Thick, Reinforced, Lordly Gambeson - 20 5 5.0 260 Tattered, Ragged, Sturdy, Thick, Hardened Green Tunic - 7 1 1.0 10 Tattered, Ragged, Sturdy, Thick, Hardened Haubergeon STR 6 41 6 18.0 863 Rusty, Battered, Crude, Thick, Reinforced, Lordly Heraldic Mail STR 7 50 16 22.0 3520 Rusty, Battered, Crude, Thick, Reinforced, Lordly Heraldic Mail STR 7 50 16 22.0 3610 Rusty, Battered, Crude, Thick, Reinforced, Lordly Heraldic Mail with Surcoat STR 7 49 17 22.0 3454 Rusty, Battered, Crude, Thick, Reinforced, Lordly Heraldic Mail with Tabard STR 7 51 15 21.0 3654 Rusty, Battered, Crude, Thick, Reinforced, Lordly Khergit Armor - 24 - 2.0 38 Tattered, Ragged, Sturdy, Thick, Hardened Khergit Elite Armor STR 8 52 16 25.0 3828 Rusty, Battered, Crude, Thick, Reinforced, Lordly Khergit Lamellar Vest STR 7 40 8 18.0 970 Tattered, Ragged, Sturdy, Thick, Hardened Lamellar Armor - 48 13 25.0 2410 Rusty, Battered, Crude, Thick, Reinforced, Lordly Lamellar Vest STR 7 40 8 18.0 970 Tattered, Ragged, Sturdy, Thick, Hardened Leather Apron - 12 7 3.0 61 Tattered, Ragged, Sturdy, Thick, Hardened Leather Armor - 18 - 7.0 65 Tattered, Ragged, Sturdy, Thick, Hardened Leather Jacket - 20 - 3.0 50 Tattered, Ragged, Sturdy, Thick, Hardened Leather Jerkin - 23 6 6.0 321 Tattered, Ragged, Sturdy, Thick, Hardened Leather Vest - 15 7 4.0 146 Tattered, Ragged, Sturdy, Thick, Hardened Light Leather - 26 7 5.0 352 Rusty, Battered, Crude, Thick, Reinforced, Lordly Linen Tunic - 6 1 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Mail Hauberk STR 7 40 12 19.0 1320 Rusty, Battered, Crude, Thick, Reinforced, Lordly Mail Shirt STR 7 37 12 19.0 1040 Rusty, Battered, Crude, Thick, Reinforced, Lordly Mail with Surcoat STR 7 42 14 22.0 1544 Rusty, Battered, Crude, Thick, Reinforced, Lordly Mamluke Mail STR 8 48 16 24.0 2900 Rusty, Battered, Crude, Thick, Reinforced, Lordly Nomad Armor - 24 - 2.0 25 Tattered, Ragged, Sturdy, Thick, Hardened Nomad Robe - 32 10 15.0 610 Tattered, Ragged, Sturdy, Thick, Hardened Nomad Vest - 23 9 7.0 390 Tattered, Ragged, Sturdy, Thick, Hardened Padded Cloth - 22 6 11.0 297 Tattered, Ragged, Sturdy, Thick, Hardened Padded Leather - 27 10 12.0 454 Tattered, Ragged, Sturdy, Thick, Hardened Peasant Dress - 6 2 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Pelt Coat - 9 1 2.0 14 Tattered, Ragged, Sturdy, Thick, Hardened Plate Armor STR 9 55 17 27.0 6553 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Ragged Outfit - 23 9 7.0 390 Tattered, Ragged, Sturdy, Thick, Hardened Rawhide Coat - 10 - 5.0 12 Tattered, Ragged, Sturdy, Thick, Hardened Red Gambeson - 21 5 5.0 275 Tattered, Ragged, Sturdy, Thick, Hardened Red Shirt - 7 1 1.0 10 Tattered, Ragged, Sturdy, Thick, Hardened Red Tunic - 7 1 1.0 10 Tattered, Ragged, Sturdy, Thick, Hardened Robe - 8 6 1.5 31 Tattered, Ragged, Sturdy, Thick, Hardened Sarranid Elite Armor STR 8 52 16 25.0 3828 Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Guard Armor - 38 8 19.0 1200 Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Leather Armor - 32 12 9.0 650 Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Mail Shirt STR 7 40 14 19.0 1400 Rusty, Battered, Crude, Thick, Reinforced, Lordly Scale Armor STR 8 52 13 25.0 2558 Rusty, Battered, Crude, Thick, Reinforced, Lordly Shirt - 5 - 1.0 3 Tattered, Ragged, Sturdy, Thick, Hardened Skirmisher Armor - 15 9 3.0 74 Tattered, Ragged, Sturdy, Thick, Hardened Steppe Armor - 16 8 5.0 195 Tattered, Ragged, Sturdy, Thick, Hardened Studded Leather Coat STR 7 36 10 14.0 690 Rusty, Battered, Crude, Thick, Reinforced, Lordly Surcoat over Mail STR 7 43 14 22.0 1720 Rusty, Battered, Crude, Thick, Reinforced, Lordly Tabard - 14 6 3.0 107 Tattered, Ragged, Sturdy, Thick, Hardened Tribal Warrior Outfit - 30 10 14.0 520 Tattered, Ragged, Sturdy, Thick, Hardened Tunic with Green Cape - 6 2 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Tunic with vest - 11 6 2.0 47 Tattered, Ragged, Sturdy, Thick, Hardened Vaegir Elite Armor STR 8 52 16 25.0 3828 Rusty, Battered, Crude, Thick, Reinforced, Lordly Woolen Dress - 8 2 1.75 10 Tattered, Ragged, Sturdy, Thick, Hardened Worn Robe - 9 9 1.0 33 Tattered, Ragged, Sturdy, Thick, Hardened Worn Robe - 9 9 1.0 33 Tattered, Ragged, Sturdy, Thick, Hardened ▲ Show/Hide Body Armor ▲ Gloves[] Gloves offer a small bonus to body armor. ▼ Show/Hide Gloves ▼ Gloves Body Armor Weight Base Value Modifiers Gauntlets 7 1.0 1040 Rusty, Battered, Crude, Thick, Reinforced, Lordly Lamellar Gauntlets 6 0.75 910 Rusty, Battered, Crude, Thick, Reinforced, Lordly Leather Gloves 2 0.25 90 Tattered, Ragged, Sturdy, Thick, Hardened Mail Mittens 4 0.5 350 Rusty, Battered, Crude, Thick, Reinforced, Lordly Scale Gauntlets 5 0.75 710 Rusty, Battered, Crude, Thick, Reinforced, Lordly ▲ Show/Hide Gloves ▲ Helmets[] Helmets are important for infantry to protect from overhead attacks that almost exclusively hit the target's head. With a good helm, lighter body armor can be worn granted a shield is used. ▼ Show/Hide Helmets ▼ Helmet Requirement Head Armor Weight Base Value Modifiers Arming Cap - 7 1.0 5 Tattered, Ragged, Sturdy, Thick, Hardened Bascinet STR 8 45 2.25 479 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Bascinet with Aventail STR 8 45 2.25 479 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Bascinet with Nose Guard STR 8 45 2.25 479 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Barbette - 6 0.5 70 Tattered, Ragged, Sturdy, Thick, Hardened Black Hood - 18 2.0 193 Tattered, Ragged, Sturdy, Thick, Hardened Cap with Fur STR 7 15 1.0 50 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Desert Turban STR 7 14 1.5 38 Tattered, Ragged, Sturdy, Thick, Hardened Felt Hat - 8 1.0 4 Tattered, Ragged, Sturdy, Thick, Hardened Felt Hat - 8 1.0 4 Tattered, Ragged, Sturdy, Thick, Hardened Flat Topped Helmet STR 7 33 1.75 203 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Footman's Helmet - 24 1.5 95 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Full Helm STR 10 51 2.5 811 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Fur Hat - 8 0.5 4 Tattered, Ragged, Sturdy, Thick, Hardened Great Helmet STR 10 53 2.75 980 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Guard Helmet STR 9 47 2.5 555 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Headcloth - 4 0.5 1 Tattered, Ragged, Sturdy, Thick, Hardened Helmet with Cap STR 7 28 1.25 147 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Helmet with Lamellar Guard STR 7 38 2.0 360 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Helmet with Neckguard STR 7 32 1.5 190 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Hood (a) - 10 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Hood (b) - 10 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Hood (c) - 10 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Hood (d) - 10 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Horseman Helmet STR 7 25 2.75 180 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Kettle Hat STR 7 35 1.75 240 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Khergit Cavalry Helmet - 36 2.0 333 Tattered, Ragged, Sturdy, Thick, Hardened Khergit Guard Helmet - 40 2.0 433 Tattered, Ragged, Sturdy, Thick, Hardened Khergit War Helmet - 31 2.0 200 Tattered, Ragged, Sturdy, Thick, Hardened Lady's Hood - 10 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Leather Cap - 18 1.0 8 Tattered, Ragged, Sturdy, Thick, Hardened Leather Warrior Cap - 18 1.0 14 Tattered, Ragged, Sturdy, Thick, Hardened Mail Coif STR 7 22 1.25 71 Rusty, Battered, Crude, Thick, Reinforced, Lordly Nasal Helmet STR 7 26 1.25 121 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nomad Cap - 13 0.75 6 Tattered, Ragged, Sturdy, Thick, Hardened Nomad Cap - 10 0.75 6 Tattered, Ragged, Sturdy, Thick, Hardened Nordic Fighter Helmet STR 7 34 2.0 240 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Footman Helmet STR 7 30 1.75 150 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Helmet STR 7 40 2.0 340 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Huscarl's Helmet STR 7 40 2.0 390 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Leather Helmet STR 7 14 1.25 40 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Leather Helmet (veteran) STR 7 20 1.5 70 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Nordic Warlord Helmet STR 7 48 2.25 880 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Padded Coif - 11 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Sarranid Felt Hat STR 7 5 2.0 16 Tattered, Ragged, Sturdy, Thick, Hardened Sarranid Keffiyeh Helmet STR 7 35 2.5 290 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Mail Coif STR 7 41 3.0 430 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Veiled Helmet STR 7 47 3.5 810 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Warrior Cap STR 7 19 2.0 90 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Segmented Helmet STR 7 31 1.25 174 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Skullcap - 20 1.0 60 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Spiked Cap STR 7 32 2.0 230 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Spiked Helmet STR 7 38 2.0 278 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Steppe Cap - 14 1.0 14 Tattered, Ragged, Sturdy, Thick, Hardened Steppe Cap (leather a) - 15 1.0 24 Tattered, Ragged, Sturdy, Thick, Hardened Steppe Cap (leather b) - 16 1.0 36 Tattered, Ragged, Sturdy, Thick, Hardened Steppe Cap (leather c) - 16 1.0 51 Tattered, Ragged, Sturdy, Thick, Hardened Straw Hat - 2 1.0 9 Tattered, Ragged, Sturdy, Thick, Hardened Turban STR 7 11 1.0 28 Tattered, Ragged, Sturdy, Thick, Hardened Vaegir Helmet STR 7 21 2.0 110 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Vaegir Nobleman Helmet STR 7 45 2.75 710 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Vaegir War Helmet STR 7 47 3.0 820 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Vaegir War Mask STR 7 52 3.5 950 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Wimple - 4 0.5 10 Tattered, Ragged, Sturdy, Thick, Hardened Wimple with Veil - 4 0.5 10 Tattered, Ragged, Sturdy, Thick, Hardened Winged Great Helmet STR 10 55 2.75 1,240 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Woolen Cap - 6 1.0 2 Tattered, Ragged, Sturdy, Thick, Hardened Woolen Hood - 8 1.0 4 Tattered, Ragged, Sturdy, Thick, Hardened ▲ Show/Hide Helmets ▲ Boots[] Boots provide leg armor, which is important for horsemen as the majority of non-missile attacks will hit the horse or legs. ▼ Show/Hide Boots ▼ Boots Requirement Leg Armor Weight Base Value Modifiers Ankle Boots - 12 1.0 75 Tattered, Ragged, Sturdy, Thick, Hardened Blue Hose - 5 1.0 11 Tattered, Ragged, Sturdy, Thick, Hardened Hide Boots - 10 1.0 34 Tattered, Ragged, Sturdy, Thick, Hardened Hunter Boots - 9 1.25 19 Tattered, Ragged, Sturdy, Thick, Hardened Iron Greaves STR 9 33 3.5 1770 Rusty, Battered, Crude, Thick, Reinforced, Lordly Khergit Leather Boots - 18 1.0 120 Tattered, Ragged, Sturdy, Thick, Hardened Leather Boots - 16 1.25 174 Tattered, Ragged, Sturdy, Thick, Hardened Light Leather Boots - 15 1.0 91 Tattered, Ragged, Sturdy, Thick, Hardened Mail Boots STR 8 31 3.0 1250 Rusty, Battered, Crude, Thick, Reinforced, Lordly Mail Chausses - 24 3.0 530 Rusty, Battered, Crude, Thick, Reinforced, Lordly Nomad Boots - 14 1.25 90 Tattered, Ragged, Sturdy, Thick, Hardened Plate Boots STR 9 33 3.5 1770 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Plated Boots - 20 3.0 280 Cracked, Rusty, Battered, Crude, Thick, Reinforced, Lordly Sarranid Leather Boots - 16 2.0 120 Tattered, Ragged, Sturdy, Thick, Hardened Sarranid Mail Boots - 30 3.0 920 Rusty, Battered, Crude, Thick, Reinforced, Lordly Splinted Greaves STR 7 28 2.75 853 Rusty, Battered, Crude, Thick, Reinforced, Lordly Splinted Leather Greaves - 21 2.0 310 Rusty, Battered, Crude, Thick, Reinforced, Lordly Woolen Hose - 4 1.0 6 Tattered, Ragged, Sturdy, Thick, Hardened Wrapping Boots - 3 1.0 3 Tattered, Ragged, Sturdy, Thick, Hardened ▲ Show/Hide Boots ▲ Shields[] Shields provide only damage reduction while blocking. When held in the hand or worn on the back, however, they can passively prevent a missile from inflicting damage if it hits the shield. ▼ Show/Hide Shields ▼ Shield Durability Weight Resistance Size Speed Base Value Other Wooden Shield 360 2.0 1 100 100 42 - Hide Covered Round Shield 260 2.0 3 79 100 40 - Leather Covered Round Shield 310 2.5 8 79 96 80 - Nordic Shield 440 2.0 1 100 100 95 - Old Round Shield 195 2.5 4 100 93 26 - Plain Round Shield 260 3.0 8 100 90 65 - Round Shield 310 3.5 12 100 87 105 - Heavy Round Shield 350 4.0 15 100 84 210 - Huscarl's Round Shield 410 4.5 19 100 81 430 - Plain Cavalry Shield 160 2.0 8 79 105 96 - Round Cavalry Shield 200 2.5 14 79 103 195 - Elite Cavalry Shield 250 3.0 22 79 100 370 - Old Heater Shield 160 2.0 6 72x105 96 36 - Plain Heater Shield 210 2.5 11 72x105 93 74 - Heater Shield 260 3.0 14 72x105 90 160 - Heavy Heater Shield 305 3.5 19 72x105 87 332 - Horseman's Heater Shield 160 2.0 16 59x79 103 229 - Knightly Heater Shield 220 2.5 23 59x79 100 390 - Heater Shield 410 3.5 2 100 80 227 - Fur Covered Shield 600 3.5 1 162 76 227 - Old Kite Shield 165 2.0 5 72x105 96 33 - Plain Kite Shield 215 2.5 10 72x105 93 70 - Kite Shield 265 3.0 13 72x105 90 156 - Heavy Kite Shield 310 3.5 18 72x105 87 320 - Horseman's Kite Shield 165 2.0 14 59x79 103 205 - Knightly Kite Shield 225 2.5 23 59x79 100 360 - Old Board Shield 280 3.5 4 85x143 89 60 Cannot be used on horseback Plain Board Shield 360 4.0 8 85x143 85 114 Cannot be used on horseback Board Shield 430 4.5 10 85x143 81 210 Cannot be used on horseback Heavy Board Shield 550 5.0 14 85x143 78 370 Cannot be used on horseback Plate Covered Round Shield 330 4.0 16 79 90 140 - Steel Shield 700 4.0 16 79 61 697 - ▲ Show/Hide Shields ▲ Horse Armor[] Horse armor is not sold separately from a horse. More heavily-armored horses are able to withstand a lot more damage. However, the trade off for more armor is less speed. For example, Coursers, the fastest horses available, are much less armored than Chargers, which move much more slowly. When taking damage, the Courser takes a lot more damage than the Charger, and consequently, Courser riders are more frequently unhorsed than Charger riders. Arena and Training[] Arena and Training equipment is special sets of armor that are only used during Tournaments and while training. Encumbrance[] The more a piece of armor weighs, the higher the player's encumbrance becomes, which in turn decreases movement speed for the party on the overland map and for the player in battle - the Athletics skill counters this issue by increasing the player's speed in both cases. Nord Huscarls are renowned for their high Athletics. Armor Modifiers[] <a href=" class="image"><img alt="Armour" src=" decoding="async" loading="lazy" width="400" height="120" class="thumbimage" data-image-name="Armour.png" data-image-key="Armour.png" data-relevant="1" data-src=" /></a> Demonstration of how modifiers have a huge effect on the same item. Each piece of armor has several possible modifiers. Not all modifiers are available for every item as they only apply for appropriate materials (you couldn't have a cracked shirt, for example). Modifiers either increase or decrease the item's stats. They also drastically change the value of the item, despite only making a maximum difference of 10 between the worst and best modified feature. Items obtained through the cheat menu cannot have modifiers. Equipment Modifiers One Handed Two Handed Two Handed / One Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Masterwork +4 +6 +5 +9 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Polearms Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Bent - -3 -3 -35% 100% Rusty - -3 - -45% 100% Cracked - -5 - -50% 100% Polearm / Two Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Bows Name Power Draw Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Strong +2 +3 -3 +360% 40% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Crossbows Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Thrown Name Power Throw Requirement Damage Missile Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Bent - -3 -3 -35% 100% Ammunition Name Stack Amount Damage Price Shop/Loot Chance Large Bag +13% - +90% 30% Bent - -3 -35% 100% Note: Thrown weapons can only carry the "bent weapon" modifier. Firearms Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Armor Name Protection Price Shop/Loot Chance Lordly +6 +1050% 25% Reinforced +4 +550% 25% Hardened +3 +290% 30% Thick +2 +160% 35% Sturdy +1 +70% 50% Crude -1 -17% 100% Battered -2 -25% 100% Ragged -2 -30% 100% Rusty -3 -45% 100% Tattered -3 -50% 100% Cracked -4 -50% 100% Shields Name Durability Resistance Price Shop/Loot Chance Reinforced +83 +4 +550% 25% Thick +47 +2 +160% 35% Battered -26 -2 -25% 100% Cracked -56 -4 -50% 100% Horses Name Riding Requirement Armor Speed Maneuver Charge Damage Hit Points Price Shop/Loot Chance Champion +2 - +4 +2 +2 - +1350% 20% Spirited - - +2 +1 +1 - +550% 60% Heavy - +3 - - +4 +10 +90% 70% Stubborn +1 - - - - +5 -10% 100% Swaybacked - - -4 -2 - - -40% 100% Lame - - -10 -5 - - -60% 100% Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment |
Arrows/Mount&Blade | Arrows Arrows (30 / 30)Base value: 72Weight: 3.0+1 to damage |
Artimenner | Artimenner Portrait Full Body Appears in Official Information Culture Geroia Character Details Found in Taverns Hire Cost 300 denars Likes Lezalit Liked by Lezalit Dislikes JeremusKlethiKatrin as emissaryHungerFailing questsHeavy battle casualties Disliked by JeremusKlethi Connections Durquba Noble No Character Background Home Geroia Background Engineer Gender Male Artimenner is a Geroian engineer and a companion in Mount&Blade: Warband. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Stats and Equipment 7 Trivia Biography[] Artimenner is an engineer from Geroia who came to Calradia to offer his services seeking wealth. He specializes in fortifications, either in fixing or breaking castle walls. He also worked on Culmarr Castle at one point. One day, while he was working on building a castle tower for the castellan, the castellan ran out of money, so the project was left unfinished. This led to the construction collapsing and the castellan's death. The castellan's successor didn't pay Artimenner his services and threatened to charge him with murder if he insisted on his payment. Without any money left, he is stuck in town and unable to go back home with the roads filled with bandits and no money to pay for an escort. He is encountered in the tavern by the player and offer his services with the charge of 300 denars. If he retires from the party, he will wander around Calradia or go back to Geroia, although he remain undecided. Personality[] He is a smart and rational man who understands the laws of life and merit, he is goal-oriented, as he wanted to be a wealthy engineer when he went back to his home. He is strategic and calculating during his preparations when doing his job and also towards negotiating with anyone. Everything needs to be fair and just, especially in conducting contracts on behalf of his services of destroying and building with his specialties. He also admires to people who are cautious and well-prepared in doing their craft, a genuine mindset that resembles his own. He can be adaptive in a situation, although he can be solely relied on to his expertise of siegework. At certain times, he expresses genuine concern and caution towards the people he needs to associate with and would present his anger and disappointment when he interacts with other members in the party that may be considered to be threatening in terms of the status of their profession or even their scheming actions against him. He can be blunt and straight-forward in stating his problems in what is happening to the party in order to have the problem be resolved immediately. Relationships[] Jeremus - While Jeremus tended to the wounded, Artimenner reminded him of using Galerian's doctor methods. This led to Jeremus to rudely insult Galerian, which led to not only anger Artimenner, but also doubt the credentials of Jeremus as a doctor. Klethi - Artimenner dislikes Klethi for messing and stealing his schematics and later is threatened by her when he question her actions. He believes she is a liability to the party and wishes the player to remove her. Lezalit - Artimenner finds a friend in Lezalit, as he believes that battle is a matter of preparation, and Lezalit takes such very seriously. Gameplay[] Artimenner starts off with 4 Engineer skill, so can be a useful addition to a party if the player doesn't want to invest points in it, but does want to reduce their besieging time, or simply wants a stop-gap until they can level up to get points. He is not of noble birth, so granting him a fief in Warband will result in a loss of relations with most of the noble lords of Calradia, as they dislike a commoner being elevated to lordship. If elevated to lordship, Artimenner will recruit troops from his fief, regardless of the nationality. Dialogue[] Main article: Artimenner/Interactions Stats and Equipment[] Artimenner - Default Stats and Equipment Attributes Stat Points Level 7 Strength 9 Agility 9 Intelligence 12 Charisma 8 Health 46 Armor Head ? Body Rich Outfit Hand ? Foot Nomad Boots Skills Skill Points Ironflesh 1 Power Strike 2 Power Throw ? Power Draw ? Weapon Master 2 Shield 1 Athletics 1 Riding 2 Horse Archery ? Looting ? Trainer ? Tracking 1 Tactics 2 Path-finding ? Spotting 1 Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer 4 Persuasion ? Prisoner Management ? Leadership ? Trade 3 Proficiencies Weapon Type Points One Handed Weapons 80 Two Handed Weapons 80 Polearms 80 Archery 80 Crossbows 80 Throwing 80 Weapons Melee Short Sword Ranged ? Shield ? Mount ? Trivia[] According to game string file, his NPC number is 15. Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira |
Ashwood Pike/Mount&Blade | The Ashwood Pike is a leaf-shaped, spearheaded pike made of ash wood. It is quick for its length, but can only attack with an overhead swing or a thrust. Ashwood Pike Ashwood PikePolearm (No shield)Base value: 205 denarsWeight: 3.5Swing: 19bThrust: 29pSpeed rating: 90Weapon reach: 170Requires strength: 11 |
Asugan Castle | Asugan Castle Settlement Information Type Castle Kingdom Khergit Khanate Villages Peshmi Dugan Sieges with... Ladders Port No World Map Mount&BladeAsugan CastlePeshmiTemplate:World Map/Mount&BladeWarbandAsugan CastleDuganTemplate:World Map/Warband Asugan Castle is a castle belonging to the Khergit Khanate. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Asugan Castle lies east of Tulga on the border of the Khanate territory at the base of two mountain ridges and before a long valley pass that seems to lead out of Calradia. Its village is Peshmi, located to the northwest of the castle. Warband[] Asugan Castle is the easternmost castle on the map, it lies on a small ridge at the southeastern border with the Sarranid Sultanate between a somewhat narrow mountain pass. Its village is Dugan, located to the north of the castle, down the hill from its ridge. Layout[] Player Keep Dungeon Breach Siege[] Besieging Asugan Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Trivia[] This castle shares a name with Asugan Noyan. Gallery[] Territory of the Khergit Khanate TownsHalmar Ichamur Narra Tulga CastlesAsugan Castle Distar Castle Malayurg Castle Sungetche Castle Tulbuk Castle Uhhun Castle Unuzdaq Castle VillagesAda Kulun Amashke Bhulaban(WB) Bulugur Dashbigha Dirigh Aban Dugan Dusturil Kedelke Peshmi Tash Kulun Tismirr(M&B) Tulbuk Uhhun Zagush |
Awlpike/Mount&Blade | Awlpike AwlpikePolearm (No shield)Base value: 378 denarsWeight: 3.5Swing: 30cThrust: 31pSpeed rating: 92Weapon reach: 160Requires strength: 12 |
Axe/Mount&Blade | Axe AxeTwo-handedBase value: 65 denarsWeight: 4.0Swing: 32cSpeed rating: 91Weapon reach: 108Requires strength: 8Bonus against shieldsMount&Blade |
Ayyike | Ayyike Settlement Information Type Village Kingdom Vaegir Fortification ReyvadinReyvadin World Map Mount&BladeAyyikeReyvadinTemplate:World Map/Mount&BladeWarbandAyyikeReyvadinTemplate:World Map/Warband Ayyike is a village initially owned by the Kingdom of Vaegirs. Layout[] Player Elder Fugitive The Village Elder is standing on a porch in front of the closest building to where the player starts, next to a barrel. Ayyike is set on a relatively flat location surrounded by low hills and valleys, as well as some scattered tree coverage. It has a total of five structures and a stone wall guarding one side of the village. There is a sizable field here growing cabbages, grapes, and squash. There are also some sort of animal pens, while the presence of meat hooks, knives, dried meat, and furs seems to imply that this is a butchering village. Some loaves of bread may also be found. If sent here during a Hunt Down Fugitive quest, the target may be found behind the large straw house, standing between a couple bushes. Territory of the Kingdom of Vaegirs TownsCuraw Khudan Reyvadin Rivacheg CastlesBulugha Castle Dramug Castle Ismirala Castle Jeirbe Castle Nelag Castle Radoghir CastleSlezkh Castle Tilbaut Castle (M&B) Yruma Castle VillagesAyyike Bazeck Bhulaban (M&B) Fisdnar Hanun Ismirala Karindi Mazen Mechin (M&B)Rebache Shapeshte Shulus Slezkh Sumbuja Tadsamesh (M&B) Tebandra Tismirr (WB)Udiniad (WB) Ulburban Uslum Vezin |
Azgad | Azgad Settlement Information Type Village Kingdom Swadia Fortification DhirimPraven World Map Mount&BladeAzgadDhirimTemplate:World Map/Mount&BladeWarbandAzgadPravenTemplate:World Map/Warband Azgad is a village initially owned by the Kingdom of Swadia. Its fortification is Dhirim in the original Mount&Blade, and Praven in Warband. Layout[] Player Elder Fugitive The Village Elder is straight forward from where the player starts, standing next to a wooden table and bench. Azgad is built up the side of a slope in hilly terrain with abundant tree cover. It has a total of seven structures, with one at the highest elevation including a tall tower. There are five fields here growing cabbages, squash, and small shrubs, while the other two fields are both empty, the larger having stacks of straw left. Harvested squash can also be found in one basket alongside a couple more empty baskets. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the village from where the player starts, hiding inside a shed. Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar |
Baheshtur | Baheshtur Appears in Official Information Culture KhergitRoan Horse Khergits Clan Dulam Character Details Hire Cost 400 denars Likes Rolf Liked by Rolf Dislikes Katrin, Marnid, Ymira as Emissary, Hunger, Not Paid, Heavy Casualties Disliked by Katrin and Marnid Connections Tulga Noble Yes Character Background Home Pantash Valley Background Steppe NomadMercenary Parents Azabei (father) Siblings Several unnamed brothers Baheshtur is a Khergit tribesman and one of the heroes in Mount&Blade: Warband. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Stats and equipment Biography[] Baheshtur is a Khergit tribesman who lived in Pantash Valley. He is a part of the Shamir tribe, who are rivals with the Humyan tribe, and fought with them over the valley. The Khan ruling over the tribes ordered a ceasefire to prepare men for war in Calradia. Baheshtur refused to heed the Khan's order and slew one Humyan before escaping to Calradia. He plans to stay there around a year until the Khan's men forget his crimes. From there, he tried to find work with him initially going to Halmar, as his aunt lives there. He is encountered in tavern and offered his services by the player. He was given salt and 400 denars before joining the party (the salt for his people custom and the gold for payment). If he retires, he will go back home to Pantash to return to his father and brothers in hopes the Khan's men forgotten him. Personality[] A man who prefers to reflect most of his ideals and understandings towards his culture and traditions for the sake of his tribe and also to his own future. He values mostly the traditional culture he lived and dislikes the idea of advancements and some innovations. He can be a bit ruthless and takes the idea of revenge seriously when he can think about it, although that can bring trouble to himself, which can cause him to stray away from his tribe so as to not let the problem affect his own family. He is not the type to stay in one place, as he tend to wander around the lands to search for someone worthy to follow. He has a very good insight of concern and understanding of his own well-being, like what he deserves and what he must not deserve. He is more of a man who is concerned for his family and is very close to them as well. Relationships[] Marnid - Marnid dislikes Baheshtur for his Khergit raiding ways, as many caravans, including himself, fell victim to those raids. Baheshtur later insults Marnid, comparing him to a beggar or a priest if he has these thoughts. Katrin - Katrin already fears Baheshtur for his Khergit culture, with which she is unfamiliar. She soon got Baheshtur angry when she snatched a pot that he wanted to take, this led him to be vengeful against Katrin. Rolf - He is impressed with Rolf's skill in the battle, despite knowing he is lying about his noble lineage, he appreciates Rolf's braveness for this lie. Gameplay[] As he starts with high points in Horse Archery and Power Draw, it may be useful to set Bashestur up as a mounted archer, with a bow as his primary weapon and either a sword or lance as secondary (he also starts off with two points in power strike). Baheshtur is of noble birth and thus can be given land and the rights of a vassal without losing relations with existing noble lords. If elevated to lordship in Warband, Bahestur will recruit Khergit troops for his forces, in addition to the ones that are granted to him. Dialogue[] Main article: Baheshtur/Interactions Stats and equipment[] Baheshtur - Default Stats and Equipment Attributes Stat Points Level 5 Strength 9 Agility 9 Intelligence 12 Charisma 7 Health 46 Armor Head ? Body Nomad Vest Hand ? Foot Nomad Boots Skills Skill Points Ironflesh 1 Power Strike 2 Power Throw ? Power Draw 3 Weapon Master 3 Shield 1 Athletics 1 Riding 2 Horse Archery 3 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership 2 Trade ? Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 90 Polearms 90 Archery 90 Crossbows 90 Throwing 90 Weapons Melee Nomad Sabre Ranged ? Shield ? Mount ? Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira |
Balanli | Balanli Settlement Information Type Village Kingdom Swadia Fortification DhirimTevarin Castle World Map Mount&BladeBalanliDhirimTemplate:World Map/Mount&BladeWarbandBalanliTevarin CastleTemplate:World Map/Warband Balanli is one of the villages initially owned by the Kingdom of Swadia. Layout[] Player Elder Fugitive The Village Elder is located in front of a building almost directly straight forward from where the player enters, standing at the base of a stairway. Balanli is built on a small flat area in very hilly terrain with a moderate number of trees. It has a total of six structures, one significantly separated from the rest of the village, and a well down a slope. There are two fields here growing cabbages, apples, grapes, and squash, while a third fenced area is cleared with only straw piles remaining. Dried Meat, garlic, marrow, and baskets of fruit can be found in storage while two outdoor ovens and bread may also be found. If sent here during a Hunt Down Fugitive quest, the target may be found next to the storage shed on the distant side of the village. Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar |
Bandit Leader | Bandit Leader Troop Information Wages 84 - 97 Acquired from... Enlisting raid party, prisoner recruitment Upgrades to... N/A Bandit Leaders are bandit troops in Viking Conquest that can be found in raiding parties on land. You can instruct Bandit Leaders to perform a specific raiding mission if you have more then 50 prisoners (then they will become Masterless Men). Stats and Equipment[] Bandit Leader - Default Stats and Equipment Attributes Stat Points Level 29 Strength 20 Agility 8 Intelligence 12 Charisma 12 Health 73 Armor Head Complete Halm Body Common Halsberg Hand Leather Gloves Foot Quality Wrapping Boots Skills Skill Points Sea-King ? Navigation ? Ironflesh 9 Power Strike 6 Power Throw 2 Power Draw 1 Weapon Maintenance ? Weapon Master 9 Athletics ? Riding 6 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 6 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 275 Two Handed Weapons 140 Polearms 210 Archery 20 Crossbows 0 Throwing 225 Slings 170 Weapons Melee Broadseax, Rich Sword, Ulfberth Sword, False Ulfberth Sword Ranged Throwing Spears Shield Rawhide Shield, Svear Shield, Round Shield, NorthMathr Shield Mount ? Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr |
Bandit (Viking Conquest) | For the classic version, see Bandit (classic). For the With Fire & Sword version, see Bandit (With Fire & Sword). Bandit Troop Information Culture Bandits Wages 24 peningas/week Acquired from... Ruffian Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? peningas Bandits are tier-two bandit archers in Viking Conquest. They can be found in raiding parties on land. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Bandit - Default Stats and Equipment Attributes Stat Points Level 18 Strength 16 Agility 8 Intelligence 12 Charisma 12 Health 63 Armor Head None Body Simple Tunic Hand None Foot Tattered Quality Wrapping Boots Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 6 Power Strike 2 Power Throw 4 Power Draw 4 Weapon Maintenance 0 Weapon Master 3 Athletics 5 Riding 3 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 4 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 120 Two Handed Weapons 90 Polearms 70 Archery 20 Crossbows 20 Throwing 140 Slings 140 Weapons Melee Hunting KnifeClub Ranged Sling Shield None Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr |
Bandit (With Fire & Sword) | For the classic version, see Bandit (classic). For the Viking Conquest version, see Bandit (Viking Conquest). Bandit Troop Information Culture Bandits Wages ? thalers/week Acquired from... Looter Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Bandits are tier-two bandit infantry in Mount&Blade: With Fire & Sword. Tactics[] Compared to Warband, they are an upgrade from Looters and more common in With Fire & Sword, as they can be found on the overland map in addition to the specified quests. They are somewhat more dangerous than Warband bandits due to the fact they can carry handmade firearms. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Bandit - Default Stats and Equipment Attributes Stat Points Level 7 Strength 7 Agility 6 Intelligence 4 Charisma 4 Health ? Armor Head (Possible) Cap(Possible) Village Cap(Possible) Hat Body KuntushBroadcloth DressSvitkaCaftan Hand None Foot Village Boots Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 90 Polearms 90 Archery 90 Firearms 90 Throwing 90 Weapons Melee Lumberman AxeSimple LanceCarpenter Axe Ranged (Possible) Handmade Firearm(Possible) Light Bullets Shield None Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr |
Bandit (classic) | Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 For the With Fire & Sword version, see Bandit (With Fire & Sword). For the Viking Conquest version, see Bandit (Viking Conquest). Bandit Troop Information Culture Bandits Wages 4 denars/week Acquired from... Prisoners Upgrades to... Brigand- or -Mercenary Swordsman Upgrade Cost 20 denars XP for Kill 80 experience Ransom Value 66 denars Bandits are bandit infantry in Mount&Blade: Warband. Tactics[] They are a special type of outlaw only encountered during quests, such as Ransom Girl from Bandits and Hunt Down Troublesome Bandits, or when ambushed at night in a town, village, or castle. If captured and recruited, they can be upgraded to Brigands or Mercenary Swordsmen. Alternatively, they can be sold to a Ransom Broker for 66 denars each. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Bandit - Default Stats and Equipment Attributes Stat Points Level 10 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 44 Armor Head (Possible) Leather Cap Body Rawhide CoatLeather JerkinNomad Armor Hand None Foot (Possible) Nomad Boots(Possible) Wrapping Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw 1 Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 60 Two Handed Weapons 60 Polearms 60 Archery 60 Crossbows 60 Throwing 60 Weapons Melee Spiked MaceNordic SwordFalchion Ranged (Possible) Short Bow(Possible) Arrows Shield (Possible) Nordic Shield Mount (Possible) Saddle Horse Gallery[] Bandits in party screenAbout to fight Bandits during a quest Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr |
Bandits | For the specific troops, see Bandit (classic). Bandits are neutral criminals that roam Calradia. Bandits engage everyone, including the player, small kingdom parties, caravans, village farmers, and any other parties smaller than their own. They usually demand money from the player character and will attack if not paid. If the player has slain multiple groups of bandits and is accosted by them, they will reject payment and simply attack the player. The many bandit types in Calradia can usually be found in or around their home areas. For instance, Steppe Bandits roam the steppes and Desert Bandits roam in the desert. Manhunters are law enforcers who patrol the northern parts of Calradia, hunting for bandits and taking them prisoner - for this purpose, they only use blunt weapons to knock enemies unconscious. In With Fire & Sword, Manhunters are replaced with Marksmen of the Secret Department while, in Viking Conquest, they are replaced by five different units (an entire troop tree starting from Young Warriors and ending with Slaver Chiefs) Contents 1 Bandit Types 1.1 Mount&Blade 1.2 With Fire & Sword 1.3 Viking Conquest 2 Gallery Bandit Types[] Mount&Blade[] Warrider These bandits were removed from the game before release and only exist in beta versions. Dark Knights - These soldiers belonged to the outlaw faction and were removed from Mount&Blade in version 0.95x. They were incredibly powerful and dangerous, possessing powerful weapons and the most powerful armor in the game. They were nearly impossible to beat, crushing both player and main faction parties. Black Khergit Raiders - These bandits were removed with the advent of the Khergit Khanate and generally had the same equipment as higher tier Khergit cavalry. They operated in the same way as Steppe Bandits; however, their equipment and stats were drastically better than most other bandits. They were the steppe equivalent of Sea Raiders in terms of strength and equipment but were dangerous because every bandit was mounted. Classic The following types of bandits were introduced in the original Mount&Blade. Looters, also called "River Pirates" in earlier versions, are the standard type of lawless scum. They are weak and exist all over Calradia. While mildly difficult to defeat at first, they become nearly powerless later in the game. All Looters are footmen, and their standard equipment is nothing more than knives and throwing rocks. Forest Bandits live close to forests and are often encountered in Rhodok or Swadian lands (only in Swadia lands in Warband). These bandits always carry a Hunting Bow or Short Bow, along with two-handed axes, hatchets, or quarter staffs. Mountain Bandits live in the mountains, especially in Vaegir territory (only in Rhodok lands in Warband). Their primary strength lies in their numbers, with an average group of Mountain Bandits consisting of approximately 17 men, although they can gather into packs as high as 60. They can be both footmen and cavalry in Mount&Blade, but they lose their mounts in Warband. Steppe Bandits primarily live in the Khergit steppes and always ride Steppe Horses. They are difficult to defeat at the beginning of the game, due to their maneuverability and speed. They are equipped with typical Khergit weapons like lances, small one-handed swords, and throwing weapons. Sea Raiders live on the shores of Calradia, mostly in the lands of the Kingdom of Nords or around Rivacheg in the Kingdom of Vaegirs. They are very strong, possessing very good armor, long bows, battle axes, and high stamina. Defeating these bandits can be a good, mid-game source of money and armor. Deserters consist of trained faction troops. They are soldiers who have abandoned their leaders and have taken to lives of crime. Deserters can be the most difficult bandits to defeat, depending on what tier of troops you encounter. More often, they are in the lower tiers of a faction's upgrade tree. Warband Warband added several new bandits not seen in Mount&Blade. Taiga Bandits are encountered on the snowy eastern side of the Kingdom of Vaegirs, replacing the Mountain Bandits from Classic. Desert Bandits primarily wander the Sarranid desert. While somewhat weaker than Steppe Bandits, they are mounted and still pose a threat to new players. There are also units simply called "Bandits". The only time you can encounter these is during certain quests. They can be upgraded to Brigands if you manage to recruit some. With Fire & Sword[] With Fire & Sword shares some of the same bandits as Warband but the new setting also introduces new ones. Rebels are a type of unit similar to Bandits. They possess nearly identical gear but different armor. They are relatively weak, but their possession of a Handmade Firearm can make them somewhat dangerous. Tatar Raiders are weak mounted units with low armor. They wield a saber and cavalry lance, so when facing them try to avoid being a couched lance target. They are mainly found around the Crimean Khanate. Viking Conquest[] Bandit parties in Viking Conquest can be separated in two main categories: ones that you find on land, and ones that you find at sea. Unlike other modules, land bandits will occasionally raid a specific village but will not attack towns even if lightly defended. Land bandits - and possibly sea ones as well - will occasionally join the player's army for a price if the proper dialogue option is used when meeting them and if renown is big enough. If having more than 60 prisoners and a Bandit Leader, you can instruct him to raid a specific village - after the mission is completed, the bandit party will turn into Masterless Men. You can see the generic bandit tree if you go to Camp -> Troop Tree -> Ruffian, though it does not include all possible bandit troops and bandit parties could potentially include almost any troop type either by default or though winning battles with parties holding prisoners who, in turn, will join the bandit party. Bandit Troop Types Ruffians are the basic and weakest bandit units. Low armor, no shield, a polearm, and a sling - basically weak archer units. Can be upgraded to Bandits or Footpads. Bandit units are only slightly better than Ruffians but not much more. Cannot be upgraded further. Footpads are the weakest true infantry bandit unit. Equipped with a shield. Can be upgraded to Brigands or Robbers. Brigands are also equipped with a helm but no better armor than Footpads. They however maintain the missile option (sling/javelin). Can be upgraded to Reavers. Robbers are pure melee units (one-handed + polearm). Equipped with a helm and medium armor. Can be upgraded to Highwaymen. Reavers are last tier units. Although still equipped with medium armor, they have the best stats from the shown bandit Troop Tree. Highwaymen are last tier units. Equipped with better armor - possibly mail - and otherwise better stats than Robbers. Bandit Leaders are the strongest non-viking bandit units. Often found in raiding parties on land and in small numbers - generally one per party - they have a dialogue option when captured that, if enough prisoners are present, will allow you to create a bandit unit with a specific one-time mission. Vikingarnir are the weakest viking troops but still quite strong - comparable to higher level troops of the factions. They have shields and medium armor. Danish Elite Vikingarnir are elite viking troops. One of the strongest melee units in the game and slightly stronger in one-handed. Will spawn in sea raiding parties or from longphorts. Northmathr Vikingarnir are elite viking troops on par with Danish and Svear ones. Slightly stronger in polearms and athletics than the rest. Will spawn in sea raiding parties or from longphorts. Svear Elite Vikingarnir are elite viking troops on par with Danish and Northmathr ones: Slightly weaker in melee but compensating on Health. Will spawn in sea raiding parties or from longphorts. Gallery[] LootersForest BanditsMountain BanditsSteppe BanditsSea RaidersDeserters Bandit Upgrade Tree Bandit Brigand Mercenary Swordsman Hired Blade Bandit Upgrade Tree Looter Brigand Rebel Tatar Raider Bandit Bandit Upgrade Tree Ruffian Bandit Footpad Brigand Robber Reaver Highwayman Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr |
Barbed Arrows/Mount&Blade | Barbed Arrows Barbed Arrows (30 / 30)Base value: 124Weight: 3.0+2 to damage |
Barezan | Barezan Official Information Faction Neutral Fiefs Salt Mine Character Background Background Merchant Barezan is a minor character appearing in older versions of Mount&Blade. He was removed from the game in version 0.894, alongside his companion Galeas and the Salt Mine, the location they could both be found in. Regardless, they are both still found the game-files, and can be re-activated via simple editing. Background[] Barezan was a merchant specializing in salt. He would sell it to travellers, particularly to the player, for cheaper than normal, and could also give the player tips on the best places to buy or sell different goods. Unlike Galeas, he did not appear in Warrider and was introduced in a subsequent version. |
Barley | Barley Goods Type Food Made From... N/A Made Into... N/A Barley is a food item exclusive to Viking Conquest. It is very cheap and easy to find, making it a fairly reliable basic food source. Games Base Value N/A N/A N/A 18 N/A Weight N/A N/A N/A 30.0 N/A Item Quantity N/A N/A N/A 150 N/A Morale Bonus N/A N/A N/A +3 N/A Spoils N/A N/A N/A No N/A Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth |
Bastard Sword/Mount&Blade | Bastard Sword Bastard SwordOne/Two-handedBase value: 294 denarsWeight: 2.0Swing: 35cThrust: 26pSpeed rating: 98Weapon reach: 101Mount&Blade Heavy Bastard Sword Heavy Bastard SwordOne/Two-handedBase value: 526 denarsWeight: 2.3Swing: 37cThrust: 27pSpeed rating: 96Weapon reach: 105Mount&Blade |
Battle | Battles are a large and frequent part of the Mount&Blade series. They help you progress through the game by generating experience, money, renown, loot, prisoners, and can directly increase weapon proficiencies. Battles can be conducted in either of two ways: One of your options is to allow your troops to attack without you, allowing the game to generate your losses and the enemies' losses until one side emerges the victor. This is highly unfavorable however, as the calculator the computer uses often inflicts 1:1 casualties on your troops no matter what their quality is. The second option involves directly leading your troops in combat. This is the best way to engage in any battle because your presence can easily beat staggering odds. To start a battle, you can attack the enemy or wait to be attacked. You can also join a battle already in progress between two other parties, but at least one of the parties must be either an ally or a neutral party and the other must be an enemy; you cannot join a battle between two enemies. There are some mods that allow you to join any battle, including one between two enemies. At the end of the battle, you will receive the after action report which will tell you the casualties, allow you to take prisoners, and collect loot. Contents 1 Terrain 2 Commands 2.1 Unit Type 2.2 Orders 2.3 Formations 3 Tactics 3.1 Morale 3.2 Ranged Combat 3.3 Infantry 3.4 Cavalry 3.5 Outnumbered 4 Autocombat (Simulated Battles) 4.1 Warband 5 Tips and Trivia 6 See Also Terrain[] The terrain of a battle varies, depending on where the battle takes place on the overland map. Different terrain requires different tactics and formations. Rivers: These slow movement, and are good ambush spots for shock troopers like Nord Huscarls. Hiding your troops in riverbeds make the enemy's archer/cavalry tactics useless, forcing them to come down and fight in close combat. Rivers can reduce the effectiveness of cavalry like Swadian Knights because it effectively stops charges. They can also be used as protection for archers because the river gives them more time to strike distant targets before they become a threat. When submerged in deep water, breathing is not needed. Horses are completely immobile in water that covers their heads, though water this deep is not common. Plains: Good for cavalry, bad for infantry. Even the best Rhodok spearmen will find their party swarmed by horsemen. Place your archers/crossbowmen on any hills you find. Desert: Terrain varies from completely flat, to medium rolling hills. Like the plains, there is barely any vegetation or obstructions. Gorges: Just plains with some hills and bumps. Light cavalry will have more chance of victory against their heavy counterparts. Mountains: Dismount everyone. There's no point trying to ride the cliff mounted. Get your troops in a good formation on high ground. Forest: Same as gorges, but trees will make cavalry operations difficult. It doesn't really matter for heavy cavalry. Archers can have trouble hitting targets due to obstructions. Commands[] A small army formation Using commands is another way to improve your chance of victory or to reduce your losses. Using the number keys (default setting) you can select a portion of your army (such as your infantry, cavalry, or archers) and give them an order with the Function keys (F1-F11 with default settings) to hold a position or follow the player etc. If you hold Shift, you can select more than one troop type at the same time. Hit the Backspace key during the battle to see a list of all the available commands. Unit Type[] 0 - Everyone 1 - Infantry 2 - Archers 3 - Cavalry 4 - The two unit types that were not previously selected (e.g. if Cavalry is selected, it will select Infantry and Archers) Orders[] F1 - Hold this position F2 - Follow me F3 - Charge F4 - Mount/Dismount F5 - Hold Fire/Fire at Will F6 - Advance ten paces F7 - Fall back ten paces F8 - Tighter formation F9 - Looser formation F11 - Use only blunt weapons/Use weapons at will Note: The above hotkeys are for classic Mount&Blade - Warband provides a different and broader set of options. Formations[] (With Fire & Sword only) Line Square Wedge Circle Staggered Tactics[] There are many things to consider when planning a battle, including your surroundings, your army composition, and your own style of play. These factors will determine your best course of action. Here are some basic tactics that can be very useful. Neutralizing enemies is not the only way to the victory. In Warband and With Fire & Sword, enemy units may flee the battle if their morale is reduced to a certain value. Morale[] Enemy units have their own morale value, which is determined by recent battle outcomes. Defeating lords and troops damages the entire army's morale. When their morale reaches a certain limit, they will run to the battlefield border and escape from the battle. Runaway enemies never fight back and destroying them damages the morale of the army too, causing further panic. Often a dramatic attack can damage the morale of the enemy greatly (e.g. a horse charge) - some soldiers will start to run away after getting a bit of damage. Runaway soldiers become Deserters (or Routed Enemies) later. Enemies will not start running from battle until at least 45 seconds have passed. Ranged Combat[] Archers and crossbowman are much more effective when positioned on hills. All approaching units will be slowed by the terrain, allowing your ranged units to fire more shots at them. Cavalry will also be unable to gain the momentum that they use to charge and deliver heavy blows. It is important to note that placing your ranged troops on elevated ground will also make them targets for enemy ranged units. Placing archers in a single line and waiting for the enemy to get close, but not too close, before firing can cause devastating effect. At a close range, many enemies will die at once from projectiles, causing enemy troops to retreat. Troops without ranged capability can avoid volleys of projectiles by being positioned behind hills. This is a very effective way of protecting your troops from archers and is especially useful if you don't like losing your poorly-shielded powerhouse units like Hired Blades. This may be a bad idea against cavalry as they will gain speed coming over the hill, increasing their damage when they meet your line. Infantry[] With heavily armored troops on foot, a slow advance can be best at times, such as against large numbers of ranged enemies. When using heavy infantry with large shields (most higher ranked Nordic troops for example), advancing slowly will cause them to march with shields raised. A charge when close will often doom the opposing archers/crossbowmen/skirmishers. If archers run out of ammunition, they will charge into your lines and be quickly killed. Foot soldiers of any kind can benefit from being in a compressed formation when fighting cavalry. Tightening troop formations will remove the gaps that cavalry use to escape after landing a blow on your forces. This will cause the horses to stop dead, spelling almost certain doom for their riders. Cavalry who use projectiles will not be beaten this way. However, they will eventually run out of ammunition and charge, and will quickly fall. Cavalry[] Cavalry can be used to distract an enemy army while your other troops relocate. This works very well at the beginning of a battle if you wish to move your troops onto elevated ground or any other part of the map, however there is a good chance your cavalry will be lost if used this way. On the other hand, cavalry can be used as the core of your army. A full army of knights is basically unstoppable by any troops and, being the strongest of cavalry, knights will not lose to other cavalry. Cavalry can also be utilized quite effectively in a pincer attack. Have your infantry and archers advance/charge towards the enemy while telling your cavalry to follow you. Then try to circle behind the enemy formation, moving constantly to reduce the chances of archers hitting your mounted units. Once your infantry engages in combat with the enemy, either lead or tell your cavalry to charge in. Enemy formations attacked on multiple sides will usually weaken their morale, and allow you to kill them faster than if you just charged headlong into them. If you order your infantry to hold position and keep formation, only their cavalry will charge and their infantry and archers will reach you much later. This will prevent your army from breaking up (when your advantage is similar/higher, this is always true). Pick off the soldiers on the flanks of the formation, and make them disorganized. When they are ordered to march slowly, they never swarm you and archers hold fire. Remember that the enemy cavalry will charge your troops anyway. Outnumbered[] If your advantage is miserable, any type of any troops of any kingdom will charge mindlessly against you. If this happens you're in trouble, but if you have a good army it is still possible to win. Enemies will be horribly disorganized and somewhat scattered, allowing an army of knights to run through them like paper. If you have a largely range-based army, you can tell your army to spread out and hold fire until the enemy gets close. When they do, begin firing and watch their scattered soldiers drop to the ground. Even Rhodok spear troops will run into you. Swadia always seems to have "prepare time" to line their cavalry before charge. This is the best chance to strike them without any resistance. Remember that once their cavalry successfully charge, your infantry casualties are inevitable. Some less obvious strategies can win you fights that are insanely in enemy favor. If you fight anyone in a village, all of their troops will spawn without their horses. This will make for a quick slaughter of Khergit horsemen or even Swadian Knights. When you are defending a castle (before they are actually in battle with your castle), wait for the enemies to enter the castle (you must be waiting outside). You can attack the last few groups that are on the way to your castle and essentially cut their entire army in half as the soldiers in your castle already will not join this fight. You can help your castle against the other half right after. When you are defending a castle, hold your archers' fire until they start climbing the ladders or siege tower. This can improve your archers' accuracy and helps your archers save their ammunition. If you can, try using your infantry and knights to seal off the entrance to the castle blocking the way to your archers. In some cases, if you are heavily armoured and can deal deadly blows (esp. with a bardiche), you can go ahead of your infantry to greatly reduce the enemy's numbers before they can get to your infantry, knights, and finally your archers. Try positioning your archers and infantry on a very high ground to reduce cavalry effectiveness. Try charging your enemies with knights at the start of a battle to stop their charge attacks. Also, try taking out their archers and infantry first before going for the cavalry. If you find you do not like the terrain you are currently fighting on, you can retreat (before they get too close; you will lose troops if you wait too long). There will be 3 different maps that will rotate as you retreat. Find your favorite one (perhaps one with a river if you have a lot of archers) and defeat your opponents on it. If you have a lot of archers (or perhaps a pure archer army), you can retreat before the enemies get too close and they will start far away again when the battle is re-engaged. You can do this repeatedly until you have killed thousands of troops if you desire, so long as they don't have many good archers in their army (this also reduces your renown reward if you hit and run; choose reward versus saving troops). Use obstacles to stop cavalry charges. Rocks on the field, trees, idle horses, and even your battle standard where you start will stop cavalry in their tracks. You can defeat Khergit armies on flat terrain with strategies like this - even when you only have archers and/or infantry. If you are skilled at horse archery, have a fast/maneuverable horse or can take hits, you can duck and weave, picking off enemy troops at the edges of their formations while their archers run out of ammo. This can take a lot of practice and is not recommended for any but the most desperate of times (such as caught by much larger army and you didn't retreat in time to save your own). Autocombat (Simulated Battles)[] Warband[] One way to fight battles is just ordering your troops to attack without you (more or less the same mechanics is also used for resolving battles between 2 NPC parties). In this case, the game simulates a battle. It's done in several repetitive rounds, each of which consists of the following steps: Calculating strength of both parties which is done by summing up strength of all non-wounded units. A unit's strength equals to ((unit_level + 4)^2)/50 but no less than 1. So a level 4 Peasant's strength equals 1 while a level 27 Sarranid Mamluke's strength equals 19. Using total strength numbers from both parties to respectively inflict damage (killed & wounded) on both parties. This part is done by game engine and the exact execution is unknown but generally at this step the game favors large parties (even if they consist of low-level units) over small parties (even if it's elite units) which resulted in a popular myth that autocombat doesn't take units' levels into account. It does, it just doesn't give them enough "credit". If neither of 2 parties is defeated after the 2nd step, their remaining strength is recalculated and the process is repeated until 1 of 2 parties runs out of battle-ready units. Tips and Trivia[] Your horse can double as a meat shield but will run away after being damaged. This tactic is of little use unless your horse is an arrow-proof Charger. Strong armor is very important if you play on normal settings. Angle your shield towards the direction of incoming fire when charging an archer line (up if above, down if below). Also, if enemy archers are firing at you from a distance, angle your shield up; there's no way for them to fire straight at you, only in an arc. Fighting in the front lines will give you quick access to fallen weapons that can replenish your ammunition or give you an edge versus certain opponents (piercing weapons against heavily armored foes). Whenever possible, fight on a horse. Mounted combat against infantry gives you the advantage of speed against them, allowing you to land a blow, escape, then rinse and repeat. In addition, a horse charging an infantryman will knock him out of guard and do a little blunt damage. Attacking an enemy's ranged troop line will make most of them switch to melee, possibly giving your troops a breather from their fire. Bring some mounted friends and step on some toes while chopping off heads. Remember not to get stuck though. If your troops are weak and you are fighting against superior forces, never forget to attack first yourself and kill as many enemies as you can before you order your troops into the battle. In the beginning of the game (but not just after you've started) get some recruits and attack a small (6-8 members) Sea Raider party. Most of your men may die, but this tactic will help you to gain good equipment (which will sell for a very good price) and a large amount of experience. If you are a horse archer fighting against troops with archers, try taking their dropped arrow bags. However if the enemy archers switch to melee weapons, they won't leave bags of arrows or crossbow bolts behind, so keep that in mind if you're trying this method. In sieges and similar battles, you can replenish your stocks from projectiles embedded in obstacles or in the ground (one at a time, however). This can help if fighting crossbowmen as an archer (Warband only). Often you can stall enemy charges or turn around enemies so that their shields are facing the wrong way by riding ahead of your army. This can make your cavalry charge deadly against Rhodoks because they are not paying attention to all of your cavalry. This also doubles as a way to make enemies stop at some distance from your archers (often with their shields the wrong way). However, be careful to not get hit (especially from projectiles). Be careful when ordering your troops to attack without you, as many units are less effective in the simulated battle versus the actual battle. See Also[] Strategy and tactics: General combat and faction specializations Player tactics: Specific combat tips and tricks |
Battle Axe/Mount&Blade | Battle Axe Battle AxeTwo-handedBase value: 240 denarsWeight: 5.0Swing: 41cSpeed rating: 88Weapon reach: 108Requires strength: 9Bonus against shieldsMount&Blade |
Battle Fork/Mount&Blade | Battle Fork Battle ForkPolearmBase value: 282 denarsWeight: 4.5Thrust: 24pSpeed rating: 87Weapon reach: 142 |
Bazeck | Bazeck Settlement Information Type Village Kingdom Vaegir Fortification CurawCuraw World Map Mount&BladeBazeckCurawTemplate:World Map/Mount&BladeWarbandBazeckCurawTemplate:World Map/Warband Bazeck is a village initially owned by the Kingdom of Vaegirs. Layout[] Player Elder Fugitive The Village Elder is located straight into the village from where the player enters, standing next to a campfire. Bazeck is built beside a narrow stream in a hilly area with a few scattered pine trees. It has a total of seven structures within the village and a wooden bridge over the water. There appear to be three fields here, empty save stacks of what are probably refuse left over from harvest. Unlike most villages next to a stream, there is no evidence of an active fishing industry here. If sent here during a Hunt Down Fugitive quest, the target may be found behind the first building to the left from where the player enters, in one of the fields. Territory of the Kingdom of Vaegirs TownsCuraw Khudan Reyvadin Rivacheg CastlesBulugha Castle Dramug Castle Ismirala Castle Jeirbe Castle Nelag Castle Radoghir CastleSlezkh Castle Tilbaut Castle (M&B) Yruma Castle VillagesAyyike Bazeck Bhulaban (M&B) Fisdnar Hanun Ismirala Karindi Mazen Mechin (M&B)Rebache Shapeshte Shulus Slezkh Sumbuja Tadsamesh (M&B) Tebandra Tismirr (WB)Udiniad (WB) Ulburban Uslum Vezin |
Beef | Beef Classic/Warband Viking Conquest Games Base value 103 80 80 120 Weight 20.0 Item Quantity 70 50 50 150 Morale Bonus +7 +7 +2 +7 Spoils Yes Goods Type Food Made From... Cattle Made Into... N/A Beef is a food item that provides a good morale bonus, but it is one of the foods that spoils over time. This makes beef useful only when your army can consume it quickly, or in emergencies when there is nothing else to eat. Beef is normally for sale in the marketplace, 1-3 units at a time. It is also available when slaughtering cattle acquired by raiding villages, or by trading with the Village Elder. If cattle are received for free and profits are desired, herd the cows toward a town and kill some until your inventory is full. Then go into town, sell all the meat, and repeat this process until all cattle are dead. Spoilage[] Beef will go through several stages over the course of five days before it becomes completely rotten: Beef Fresh Beef Day-old Beef Two Days-old Beef Smelling Beef Rotten Beef Despite the degradation of the food, the morale bonus remains constant until the beef is fully rotten, at which point it is no longer edible and provides no bonus. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth |
Bhulaban | Bhulaban Settlement Information Type Village Kingdom VaegirKhergit Fortification KhudanSungetche Castle World Map Mount&BladeBhulabanKhudanTemplate:World Map/Mount&BladeWarbandBhulabanSungetche CastleTemplate:World Map/Warband Bhulaban is a village initially owned by the Kingdom of Vaegirs in classic Mount&Blade and the Khergit Khanate in Warband. Layout[] Player Elder Fugitive The Village Elder can be found straight into the village, near a campfire and woodpile. Bhulaban is surrounded by many low hills and pine trees. It has a total of six structures, though most of them are connected to each other, making them only three distinct groups. There aren't any visible fields, instead the residents appear to be hunters as bones in a patch of blood-stained snow may be found nearby and a butchering pole with hooks and meat is located behind one of the buildings. Many piles of cut logs lay scattered throughout the vicinity. If sent here during a Hunt Down Fugitive quest, the target may be found on the far right side of the village from where the player enters, standing directly in front of the butchering rack. Territory of the Kingdom of Vaegirs TownsCuraw Khudan Reyvadin Rivacheg CastlesBulugha Castle Dramug Castle Ismirala Castle Jeirbe Castle Nelag Castle Radoghir CastleSlezkh Castle Tilbaut Castle (M&B) Yruma Castle VillagesAyyike Bazeck Bhulaban (M&B) Fisdnar Hanun Ismirala Karindi Mazen Mechin (M&B)Rebache Shapeshte Shulus Slezkh Sumbuja Tadsamesh (M&B) Tebandra Tismirr (WB)Udiniad (WB) Ulburban Uslum Vezin Territory of the Khergit Khanate TownsHalmar Ichamur Narra Tulga CastlesAsugan Castle Distar Castle Malayurg Castle Sungetche Castle Tulbuk Castle Uhhun Castle Unuzdaq Castle VillagesAda Kulun Amashke Bhulaban(WB) Bulugur Dashbigha Dirigh Aban Dugan Dusturil Kedelke Peshmi Tash Kulun Tismirr(M&B) Tulbuk Uhhun Zagush |
Black Khergit Guard | Black Khergit Guard Troop Information Culture Black Khergit Wages ? Acquired from... Prisoners (before being cut)Black Khergit Horseman (possibly) Upgrade Cost ? XP for Kill ? Ransom Value ? Black Khergit Guards were a type of bandit in earlier versions of Mount&Blade. They are of a higher leven than the Black Khergit Horseman, implying the possibility that, should the Horsemen be recruited, they could in time be upgraded to Guards. Unlike the Dark Knights, the Black Khergit Guards were not completely removed from the game and can easily be enabled again. Stats and equipment[] Black Khergit Guard - Default Stats and Equipment Attributes Stat Points Level 28 Strength ? Agility ? Intelligence ? Charisma ? Health ? Armor Head Khergit Guard Helmet, Khergit Cavalry Helmet Body Khergit Guard Armor Hand None Foot Khergit Guard Boots Skills Skill Points Ironflesh 4 Power Strike 0 Power Throw 0 Power Draw 6 Weapon Master 0 Shield 0 Athletics 0 Riding 6 Horse Archery 6 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 140 Two Handed Weapons 140 Polearms 140 Archery 140 Crossbows 140 Throwing 140 Weapons Melee Nomad Sabre, Scimitar, Winged Mace, Lance Ranged Khergit Bow, Arrows Shield Nomad Shield Mount War Horse, Steppe Horse Trivia[] The Black Khergits could have been the inspiration for Bannerlord's Karakhergit faction, and this is reinforced by the fact that "kara" means "black" in Turkic languages. |
Black Khergit Horseman | Black Khergit Horseman Troop Information Culture Black Khergit Wages ? Acquired from... Prisoners (before being cut) Upgrades to... Black Khergit Guard (possibly) Upgrade Cost ? XP for Kill ? Ransom Value ? Black Khergit Horsemen were a type of bandit in earlier versions of Mount&Blade. There is another Black Khergit troop kind, called "Black Khergit Guard", which is of a higher level. It is unknown if the Horseman is supposed to upgrade into a Guard. Unlike the Dark Knights, the Black Khergit Horsemen were not completely removed from the game and can easily be enabled again. Stats and equipment[] Black Khergit Horseman - Default Stats and Equipment Attributes Stat Points Level 21 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 48 Armor Head (Possible): Steppe Cap, Nomad Cap, Khergit War Helmet Body Mail Hauberk, Lamellar Armor Hand ? Foot Hide Boots Skills Skill Points Ironflesh 3 Power Strike ? Power Throw ? Power Draw 3 Weapon Master ? Shield ? Athletics ? Riding 3 Horse Archery 3 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Crossbows 100 Throwing 100 Weapons Melee Sabre, Scimitar, Flanged Mace, Spear, Lance Ranged Khergit Bow, Nomad Bow, Arrows Shield (Possible): Plate Covered Round Shield Mount Saddle Horse, Steppe Horse Trivia[] The Black Khergits could have been the inspiration for Bannerlord's Karakhergit faction, and this is reinforced by the fact that "kara" means "black" in Turkic languages. |
Boar Spear/Mount&Blade | Boar Spear Boar SpearPolearmBase value: 76 denarsWeight: 4.0Thrust: 23pSpeed rating: 81Weapon reach: 157 |
Bodkin Arrows/Mount&Blade | Bodkin Arrows Bodkin Arrows (29 / 29)Base value: 350Weight: 3.0+3 to damage |
Bolts/Mount&Blade | Bolts Bolts (25 / 25)Base value: 64Weight: 2.3+1 to damage |
Books | A Book Merchant in Warband. Books can be very useful in the Mount&Blade series. Their primary purpose is to give boosts to your skills or attributes without having to level up. You can purchase them from Book Merchants that are found in taverns. Reference books provide the bonus by simply being in your inventory. You do not have to read them, but losing the book will result in losing the bonus. Other books must be read, but the bonus is permanent. In order to read a book, go to the camp menu and choose "take an action". From there, there is an option to "select a book to read". Choosing that will allow you to pick one of the books in your inventory to read. From then on until you finish the book or switch books, you will slowly read the book while camping or staying in a town or village. Once the book is finished, you will receive a boost to a certain skill or attribute. These types of books require approximately 143 hours to read. Bonuses can't pass the 10 level limit of skills, so make sure you only level up to 9 in the skills for books you intend to read or keep as a reference. Bonuses of reference books don't stack and you can only read each book type once, although if you import a character who has read a book in a previous game, you can re-read the same book again in the new game. It is important to remember that books can be taken from you if you lose a battle and that they can never be replaced if this happens. The only way to get a book back is if more than one copy existed at the beginning of the game (by starting as a University Student), if more than one Book Merchant has a copy of that book, or you may fight the party that took your book. Contents 1 Book Merchant 2 Mount&Blade Books 3 With Fire & Sword 4 Viking Conquest Book Merchant[] Book Merchants are educated men peddling books for those who wish to better themselves. You can find them in taverns. Books are expensive, but often well worth the benefit. Their inventories never update and are persistent with each individual merchant. Mount&Blade Books[] Common between both Mount&Blade and Warband, the following books may be found. All books have a weight of 2.0. Book INT Bonus Bonus Type Base Value The Life of Alixenus the Great 7 +1 Leadership Permanent 4200 Rhetorica ad Herennium 8 +1 Persuasion Permanent 5000 On the Art of Fighting with Swords 9 +1 Weapon Master Permanent 4200 De Re Militari 9 +1 Tactics Permanent 4000 Essays on Logic 10 +1 Intelligence Permanent 2900 A Treatise on the Value of Things 11 +1 Trade Permanent 3100 Method of Mechanical Theorems 12 +1 Engineer Permanent 4000 Manual of Arms - +1 Trainer Inventory 3500 The Book of Healing - +1 Wound Treatment Inventory 3500 The Great Book of Surgery - +1 Surgery Inventory 3500 With Fire & Sword[] In With Fire & Sword, books are almost exactly the same, but most have different names. They increase the same skill sets and are sold from the same book merchants. The names of the authors, based on real people, were also added. Note that the authors listed in the table below are the ones given in the game and are accurate. While other books with similar names may have been written by other authors (such as The Art of War by Sun Tzu), their works are not featured in With Fire & Sword. Book Author INT Bonus Bonus Type Base Value Maxims of State Armand Jean du Plessis de Richelieu 7 +1 Leadership Permanent 4200 Rhetoric of Philipp Melanchthon Philipp Melanchthon 8 +1 Persuasion Permanent 5000 On the Art of Fighting with Swords Antonio Lovino 9 +1 Weapon Master Permanent 4200 De Re Militari Vegetius 9 +1 Tactics Permanent 4000 A Grammatical Outline of the Russian Language Juraj Krizanic 10 +1 Intelligence Permanent 2900 A Discourse of Trade from England unto the East Indies Thomas Mun 11 +1 Trade Permanent 3100 Geometry Rene Descartes 12 +1 Engineer Permanent 4000 Art of War Niccolo Machiavelli - +1 Trainer Inventory 3500 Healing Adam Olearius - +1 Wound Treatment Inventory 3500 On Surgery and Instruments Abu al-Kasim - +1 Surgery Inventory 3500 Viking Conquest[] In Viking Conquest, books have the same appearance in the inventory and level the same skills as in Warband, however all but one of the books have different names. Please note that in order to be able to use the books (apart from the Intelligence requirement that some have), you will also need to know how to read. The price for learning is 4000 penningas, and you can learn in a monastery (if character does not already know). You can verify this in the camp menu. Book INT Bonus Bonus Type Base Value The Life of Alexander the Great 7 +1 Leadership Permanent 4200 Rhetorica ad Herennium 8 +1 Persuasion Permanent 5000 Constitution of Sparta, of Xenophon 9 +1 Weapon Master Permanent 4200 History of the Peloponnesian War, of Thucydides 9 +1 Tactics Permanent 4000 Paedeia 10 +1 Intelligence Permanent 2900 Oeconomica, of Aristotle 11 +1 Trade Permanent 3100 De architectura, of Vitrivius 12 +1 Engineer Permanent 4000 Epitoma Rei Militaris - +1 Trainer Inventory 3500 De Materia Medica, of Dioscorides - +1 Wound Treatment Inventory 3500 Synopsis of Aelius Galenus - +1 Surgery Inventory 3500 |
Boots (With Fire & Sword) | For Mount & Blade Boots, see Boots. Boots are a type of Armor that offers bonuses to Leg Armor statistics. Leg armor is more important for mounted units than foot units, since it is usually difficult to effectively hit an infantryman's legs. In With Fire & Sword there are no plate or chainmail boots available to the player or regular troops, like those seen in Mount&Blade and Warband. Since so, horsemen can be more easily defeated when hit in the legs by footmen. Like many others items in With Fire & Sword, different boots can share the same name or appearance. List of Boots[] The following is a complete list of all boots available in With Fire & Sword. Note not all might be available to the player without the use of modding or cheats. Click [Expand] to see the whole table. Tables can be sorted by clicking on one of the boxes on the top row. Boots Leg Armor Weight Base Value Village Boots 2 1.00 100 Old Cavalry Boots 5 2.00 550 Infantry Boots 5 3.00 490 Cavalry Boots 6 2.00 660 Good Cavalry Boots 7 2.00 770 Cossack Boots 5 2.00 530 Bast Shoes 1 1.00 50 Bast Shoes 1 1.00 50 Old Boots 4 4.00 400 Good Boots 6 4.00 600 Boots with Stockings 1 1.00 60 Old Jackboots 8 3.00 800 Good Jackboots 10 3.00 1000 Jackboots 9 3.00 900 Shoes with Stockings 1 1.00 75 Janissary Shoes 1 1.00 100 Eastern Boots 5 1.50 550 Chainmail Boots* 1 3.00 1 Village Boots** 1 1.00 0 Bast Shoes** 1 1.00 0 Shoes** 1 1.00 0 Old Cavalry Boots 3 2.00 200 Cavalry Boots 6 2.00 300 Good Cavalry Boots 9 2.00 400 Old Boots 4 3.00 175 Boots 6 2.00 275 Good Boots 9 4.00 375 Old Jackboots 4 3.00 250 Jackboots 7 3.00 350 Good Jackboots 10 3.00 450 Good Boots 9 1.50 425 Janissary Shoes 2 1.00 100 *Unobtainable **Multiplayer only Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment |
Borcha | Borcha Appears in Warrider Official Information Culture Khergit Character Details Hire Cost 300 denars Likes Marnid, Retreating Liked by Marnid Dislikes Deshavi, Klethi, Alayen as Emissary, Hunger, Not Paid, Heavy Casualties Disliked by Deshavi and Klethi Connections Ichamur Noble No Character Background Home Dashbigha Background Horse Thief Borcha is a Khergit horse thief and one of the heroes in Mount&Blade: Warband. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Stats and Equipment 7 Warrider 8 Trivia Biography[] Borcha was born in the village of Dashbigha and lived with a single mother. He developed an interest in horses as he grew up to farm horses in his home. He is a horse thief, as he stole horses and sold them, usually to his cousins. One day, he saw a horse which he claimed looked familiar to a horse that abandoned him. He untied it to get a closer look, but it belonged to a merchant who called the guards to arrest him. Borcha seeks employment as a tracker in the tavern in order to seek protection. He offers his services to the player and asks 300 denars to pay his debts to the tavern. If he retires, he will go back home in Dashbigha and settle down. Personality[] Borcha is a cunning individual, when speaking to the player character, he always attempts to embellish the truth, trying to make himself appear better or more honourable. When speaking to the player character, he refers to himself as their 'humble servant', and as far as companions go, he is actually quite loyal. When it comes to other companions, Borcha manifests a sense of pride. He dislikes being talked down to, and being accused of things, even when the accusations are deserved. He also expresses concerns over Klethi's blood-thirst. Relationships[] Deshavi - Borcha is angry that Deshavi is arrogant, as he believes that she is similar to him as a bandit. Klethi - He fears Klethi for her sadistic and relaxed way of killing the enemy in the field. Marnid - He appreciate Marnid's fighting skill and the fact that people like Marnid allow bandits like Borcha to earn a living in stealing. Gameplay[] He is not of noble birth, so in Warband, placing him as a lord will result in bad relations with most of noble lords of Calradia, as they dislike a commoner being placed as a lord. He will recruit whatever troops are available in his lands, regardless of nationality. He makes an excellent scout with his Tracking, Path-Finding, and Spotting skills; his high intelligence; and his low starting level (making it easier to level him up faster). Additionally, he is able to ride, increasing his personal party speed if he is given a horse. Using him for his party skills makes it important to prevent him from becoming injured. Dialogue[] Main article: Borcha/Interactions Stats and Equipment[] Borcha - Default Stats and Equipment Attributes Stat Points Level 3 Strength 8 Agility 7 Intelligence 12 Charisma 7 Health 45 Armor Head ? Body Khergit Armor Hand ? Foot Nomad Boots Skills Skill Points Ironflesh 1 Power Strike 1 Power Throw ? Power Draw ? Weapon Master 1 Shield ? Athletics 2 Riding 2 Horse Archery ? Looting ? Trainer ? Tracking 3 Tactics ? Path-finding 3 Spotting 2 Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 60 Two Handed Weapons 60 Polearms 60 Archery 60 Crossbows 60 Throwing 60 Weapons Melee Knife Ranged ? Shield ? Mount ? Warrider[] <a href=" class="image"><img alt="Old borcha" src=" decoding="async" loading="lazy" width="180" height="211" class="thumbimage" data-image-name="Old borcha.png" data-image-key="Old_borcha.png" data-relevant="1" data-src=" /></a> Warrider Borcha in Count Mira's prison In Warrider, Borcha can be found imprisoned by Count Mira in Rivacheg. The Count claims that Borcha stole his horses, and that he was captured asleep under a tree not far from town afterwards. On the other hand, Borcha denies this, claiming that all he wanted was to take the horses out for exercise. Regardless of the truth, the Count intends to send Borcha to Sargoth, where the latter claims to have a bounty on his head, to be hanged. The count then offers that the player deliver Borcha to judgement in exchange for half of the supposed bounty. If the player agrees, Borcha joins their party as a prisoner. Along the way he begins pleading that the player set him free. As it later turns out, there is no bounty, but Borcha joins the player's party as a companion. Trivia[] Borcha's name could be a reference to Bo'orchu, most loyal of Genghis Khan's friends and allies. Borcha's dialogue near Dashbigha seems to imply he does not consider himself a Khergit, as he refers to them as "the Khergits", though his grandfather was a Khergit chieftain. In Bannerlord, the Khergit are only one of many Khuzait clans, so it is possible that he considers himself one of the other clans that have now fallen into obscurity, or one of the local steppe tribes that were conquered by the Khergits. Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira |
Boyar Belgaru | Boyar Belgaru Appears in Official Information Faction Kingdom of Vaegirs Title Boyar Culture Vaegirs Character Background Spouse Lady Tejina Children Boyar ValishinLady Olekseia Boyar Belgaru is initially a vassal of the Kingdom of Vaegirs. You may fight him or have him side with you as you help Prince Valdym the Bastard, the corresponding claimant, overthrow King Yaroglek and gain control of the kingdom. Note: Certain aspects of most NPCs are randomly generated at the beginning of every new game; these include all family lines (other than the parents and siblings of younger NPCs or spouse and children of older NPCs), personalities, and initial fief ownership. Boyar Belgaru - Default Stats and Equipment Attributes Stat Points Level 22 Strength 15 Agility 14 Intelligence 8 Charisma 16 Health 54 Armor Head Helmet with Lamellar Guard Body Nomad Vest, Vaegir Elite Armor Hand Mail Mittens Foot Woolen Hose, Mail Chausses Skills Skill Points Ironflesh 2 Power Strike 3 Power Throw 0 Power Draw 0 Weapon Master 0 Shield 0 Athletics 1 Riding 3 Horse Archery 0 Looting 0 Trainer 3 Tracking 0 Tactics 2 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 1 Leadership 3 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 130 Two Handed Weapons 130 Polearms 130 Archery 130 Crossbows 130 Throwing 130 Weapons Melee Nordic War Sword Ranged None Shield Kite Shield Mount Saddle Horse Gallery[] Boyar Belgaru in battle gear Kingdom of Vaegirs Monarch: Claimant: King Yaroglek Prince Valdym the Bastard Vassals: Boyar Belgaru Boyar Bracha Boyar Crahask Boyar Doru Boyar Druli Boyar Gastya Boyar Harish Boyar Khavel Boyar Kumipa Boyar Marmun Boyar Meriga Boyar Mleza Boyar Naldera Boyar Nelag Boyar Ralcha Boyar Rudin Boyar Taisa Boyar Valishin Boyar Vlan Boyar Vuldrat Ladies: Lady Akilina Lady Drina Lady Erenchina Lady Haris Lady Iarina Lady Joaka Lady Junitha Lady Katia Lady Myntha Lady Nesha Lady Olekseia Lady Pelaeka Lady Seomis Lady Sepana Lady Sihavan Lady Tabath Lady Tamar Lady Tejina Lady Valka Lady Vayen |
Boyar Bracha | Boyar Bracha Appears in Official Information Faction Kingdom of Vaegirs Title Boyar Culture Vaegirs Character Background Siblings Lady Valka Boyar Bracha is initially a vassal of the Kingdom of Vaegirs. You may fight him or have him side with you as you help Prince Valdym the Bastard, the corresponding claimant, overthrow King Yaroglek and gain control of the kingdom. Note: Certain aspects of most NPCs are randomly generated at the beginning of every new game; these include all family lines (other than the parents and siblings of younger NPCs or spouse and children of older NPCs), personalities, and initial fief ownership. Stats and Equipment[] note: Boyar Bracha's horseman's kite shield is unable to be seen in game. This is probably because a two-handed weapon and a shield cannot be used at the same time. Boyar Bracha - Default Stats and Equipment Attributes Stat Points Level 26 Strength 16 Agility 16 Intelligence 10 Charisma 18 Health 57 Armor Head Vaegir Nobelman Helmet Body Rich Outfit, Lamellar Armor Hand Mail Mittens Foot Woolen Hose, Mail Chausses Skills Skill Points Ironflesh 3 Power Strike 4 Power Throw 0 Power Draw 0 Weapon Master 0 Shield 0 Athletics 2 Riding 4 Horse Archery 0 Looting 0 Trainer 0 Tracking 0 Tactics 3 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 2 Leadership 5 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 170 Two Handed Weapons 170 Polearms 170 Archery 170 Crossbows 170 Throwing 170 Weapons Melee Great Bardiche Ranged None Shield Horseman's Kite Shield Mount Saddle Horse Kingdom of Vaegirs Monarch: Claimant: King Yaroglek Prince Valdym the Bastard Vassals: Boyar Belgaru Boyar Bracha Boyar Crahask Boyar Doru Boyar Druli Boyar Gastya Boyar Harish Boyar Khavel Boyar Kumipa Boyar Marmun Boyar Meriga Boyar Mleza Boyar Naldera Boyar Nelag Boyar Ralcha Boyar Rudin Boyar Taisa Boyar Valishin Boyar Vlan Boyar Vuldrat Ladies: Lady Akilina Lady Drina Lady Erenchina Lady Haris Lady Iarina Lady Joaka Lady Junitha Lady Katia Lady Myntha Lady Nesha Lady Olekseia Lady Pelaeka Lady Seomis Lady Sepana Lady Sihavan Lady Tabath Lady Tamar Lady Tejina Lady Valka Lady Vayen |
Boyar Meriga | Boyar Meriga Appears in ClassicWarband Official Information Fiefs Rivacheg Culture Vaegirs Personality Quarralesome Character Background Spouse Lady Nesha Children Boyar GastyaLady Tabath Boyar Meriga is initially a vassal of the Kingdom of Vaegirs. His starting fiefs are scripted to be Rivacheg in both Mount&Blade and Warband. He will always start off slightly disliking the player. You may fight him or have him side with you as you help Prince Valdym the Bastard, the corresponding claimant, overthrow King Yaroglek and gain control of the kingdom. He tends to have trouble with Sea Raiders, and may give the player quests to attack Sea Raider landings. Note: Certain aspects of most NPCs are randomly generated at the beginning of every new game; these include all family lines (other than the parents and siblings of younger NPCs or spouse and children of older NPCs), personalities, and initial fief ownership. Gallery[] Boyar Meriga in battle gear Kingdom of Vaegirs Monarch: Claimant: King Yaroglek Prince Valdym the Bastard Vassals: Boyar Belgaru Boyar Bracha Boyar Crahask Boyar Doru Boyar Druli Boyar Gastya Boyar Harish Boyar Khavel Boyar Kumipa Boyar Marmun Boyar Meriga Boyar Mleza Boyar Naldera Boyar Nelag Boyar Ralcha Boyar Rudin Boyar Taisa Boyar Valishin Boyar Vlan Boyar Vuldrat Ladies: Lady Akilina Lady Drina Lady Erenchina Lady Haris Lady Iarina Lady Joaka Lady Junitha Lady Katia Lady Myntha Lady Nesha Lady Olekseia Lady Pelaeka Lady Seomis Lady Sepana Lady Sihavan Lady Tabath Lady Tamar Lady Tejina Lady Valka Lady Vayen |
Boyar Naldera | Boyar Naldera Official Information Kingdom Kingdom of Vaegirs Monarch King Yaroglek Title Vassal Personal Details Gender Male Boyar Naldera is initially a vassal of the Kingdom of Vaegirs. His starting fief is Curaw in both Mount&Blade and Warband. You may fight him or have him side with you as you help Prince Valdym the Bastard, the corresponding claimant, overthrow King Yaroglek and gain control of the kingdom. Family[] Spouse: Lady Seomis Children: Boyar Marmun, Lady Drina Note: Certain aspects of most NPCs are randomly generated at the beginning of every new game; these include all family lines (other than the parents and siblings of younger NPCs or spouse and children of older NPCs), personalities, and initial fief ownership. Gallery[] Boyar Naldera in battle gear Kingdom of Vaegirs Monarch: Claimant: King Yaroglek Prince Valdym the Bastard Vassals: Boyar Belgaru Boyar Bracha Boyar Crahask Boyar Doru Boyar Druli Boyar Gastya Boyar Harish Boyar Khavel Boyar Kumipa Boyar Marmun Boyar Meriga Boyar Mleza Boyar Naldera Boyar Nelag Boyar Ralcha Boyar Rudin Boyar Taisa Boyar Valishin Boyar Vlan Boyar Vuldrat Ladies: Lady Akilina Lady Drina Lady Erenchina Lady Haris Lady Iarina Lady Joaka Lady Junitha Lady Katia Lady Myntha Lady Nesha Lady Olekseia Lady Pelaeka Lady Seomis Lady Sepana Lady Sihavan Lady Tabath Lady Tamar Lady Tejina Lady Valka Lady Vayen |
Bread | Bread Classic/Warband Viking Conquest Games Base value 32 50 50 25 Weight 20.0 30.0 30.0 15.0 Item Quantity 50 50 50 150 Morale Bonus +4 +8 +3 +8 Spoils No Goods Type Food Made From... Grain Made Into... N/A Bread is produced to some extent in almost every town, making it readily available for reasonable prices. Given its high quantity, lack of spoilage, and the highest possible morale bonus in Warband, bread is one of the best food choices in the game. Even in classic Mount&Blade, where its bonus is moderate at best, bread is still a good choice. It does have a downside however, as it has high weight for food, which means an excess of bread can severely reduce the speed of your party. The Productive Enterprise option can be used to buy a mill and bakery to bake bread out of grain. A bakery's initial costs is 1,500 denars and the upkeep each week is 50 denars. It requires an input of 6 grain per week, producing 6 bread. However, it is generally better not to invest in bakeries as the competition from local bakeries (that exist in all cities) tends to raise grain prices and lower bread prices, effectively erasing your profit and pushing you into the red. In With Fire & Sword, the player starts with 2 bread and 2 Dried Meat. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth |
Brigand | Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 For the With Fire & Sword version, see Brigand (With Fire & Sword). For the Viking Conquest version, see Brigand (Viking Conquest). For the Bannerlord version, see Brigand (Bannerlord). Brigand Troop Information Culture Bandits Wages 17 denars/week Acquired from... Bandit Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value 112 denars Brigands are bandit cavalry in Mount&Blade: Warband. Tactics[] Not naturally seen in-game at all, they can only be obtained by capturing Bandits - who only spawn during certain quests - recruiting them from your prisoners, and finally upgrading them into Brigands. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Brigand - Default Stats and Equipment Attributes Stat Points Level 16 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 44 Armor Head (Possible) Leather Cap Body Leather Jerkin Hand None Foot Nomad Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw 3 Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 90 Polearms 90 Archery 90 Crossbows 90 Throwing 90 Weapons Melee Spiked MaceNordic SwordFalchion Ranged (Possible) Long Bow(Possible) Arrows Shield (Possible) Wooden Shield(Possible) Hide Covered Round Shield Mount Saddle Horse Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr |
Brigand (Viking Conquest) | For the classic version, see Brigand. For the With Fire & Sword version, see Brigand (With Fire & Sword). For the Bannerlord version, see Brigand (Bannerlord). Brigand Troop Information Culture Bandits Wages 30 peningas/week Acquired from... Footpad Upgrades to... Reaver Upgrade Cost 368 peningas XP for Kill ? experience Ransom Value ? peningas Brigands are tier-three bandit archers in Viking Conquest. They can be found in raiding parties on land or at sea. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Brigand - Default Stats and Equipment Attributes Stat Points Level 23 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 67 Armor Head Battered Old Complete Helm Body Crude Tunic Hand None Foot Ragged Leather Shoes Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 7 Power Strike 5 Power Throw 2 Power Draw 1 Weapon Maintenance 0 Weapon Master 7 Athletics 4 Riding 3 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 4 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 165 Two Handed Weapons 110 Polearms 100 Archery 20 Crossbows 20 Throwing 175 Slings 180 Weapons Melee Chipped Short Battle Axe Ranged Fustibalus Shield Battered Round Shield Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr |
Brigand (With Fire & Sword) | For the classic version, see Brigand. For the Viking Conquest version, see Brigand (Viking Conquest). For the Bannerlord version, see Brigand (Bannerlord). Brigand Troop Information Culture Bandits Wages ? thalers/week Acquired from... Prisoners Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Brigands are bandit infantry in Mount&Blade: With Fire & Sword. Tactics[] Unlike in Warband, they are quite common but do not ride horses. Lightly armored and poorly armed, they do however carry broadswords and possibly firearms, making them dangerous in large numbers. They spawn in groups of 3-60. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Brigand - Default Stats and Equipment Attributes Stat Points Level 6 Strength 7 Agility 6 Intelligence 4 Charisma 4 Health ? Armor Head (Possible) Hat Body Village Dress Hand None Foot Village BootsBoots With Stockings Skills Skill Points Ironflesh ? Power Strike ? Grenade Throwing 0 Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Shooting from Horseback 0 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 1 Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Firearms 100 Throwing 100 Weapons Melee Old Short BroadswordOld SwordCarpenter Axe Ranged (Possible) Handmade Firearm(Possible) Light Bullets Shield None Mount None Trivia[] Brigands could, in a sense, be considered the With Fire & Sword equivalent of Sea Raiders, seeing as they typically roam northern Eastern Europe and speak in Sea Raider voice files. Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr |
Buillin | Buillin Settlement Information Type Village Kingdom Nords Fortification TihrChalbek Castle World Map Mount&BladeBuillinTihrTemplate:World Map/Mount&BladeWarbandBuillinChalbek CastleTemplate:World Map/Warband Buillin is a village of the Kingdom of Nords. Layout[] Player Elder Fugitive The Village Elder is located almost directly straight forward from where the player enters, on the right side of the path, under a porch roof and next to some stools. Buillin is set in a valley with steep mountain ridges on either side and some trees scattered throughout. It has a total of six structures, one of which is a windmill, while stone walls encircle much of the village. There are several fields here growing wheat, cabbages, grapes, and squash. There are also some small trees in the wheat field which are probably apple trees with baskets of their fruit nearby, as well as a couple ovens and a large amount of bread. Hanging animal pelts and fur bundles also indicate hunting activity. On the left side of the village, through a pass between the mountains, is a small graveyard. If sent here during a Hunt Down Fugitive quest, the target may be found behind the building on the far end of the village from where the player enters, next to a covered table and oven. Territory of the Kingdom of Nords TownsSargoth Tihr Wercheg CastlesAlburq Castle Chalbek Castle Curin Castle Hrus Castle Jelbegi Castle Knudarr CastleTehlrog Castle VillagesAldelen Ambean Buillin Fearichen Fenada Gisim(M&B) Haen Jayek Jelbegi KulumKwynn Mechin(WB) Odasan Rizi Ruvar Udiniad(M&B) Vayejeg |
Bulugha Castle | Bulugha Castle Settlement Information Type Castle Kingdom Kingdom of Vaegirs Villages FisdnarUdiniad Sieges with... Ladders Port No World Map Mount&BladeBulugha CastleFisdnarTemplate:World Map/Mount&BladeWarbandBulugha CastleUdiniadTemplate:World Map/Warband Bulugha Castle is a castle belonging to the Kingdom of Vaegirs. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Bulugha Castle lies west of Rivacheg at the edge of the Vaegir territory and the Kingdom of Nords. Its village is Fisdnar which is to the northeast, near the northern oceanic shoreline. Warband[] Bulugha Castle lies west of Rivacheg in along the oceanic coast. It is on the border with the Kingdom of Nords and in Warband, is the northernmost castle on the map. Its village is Udiniad which is nearby to the east, within a small patch of trees. Layout[] Player Keep Dungeon Breach Siege[] Besieging Bulugha Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Trivia[] <a href=" class="image"><img alt="Stickyend" src=" decoding="async" loading="lazy" width="180" height="143" class="thumbimage" data-image-name="Stickyend.png" data-image-key="Stickyend.png" data-relevant="1" data-src=" /></a> Planned assassination or domestic brawl? There is a skeleton sitting at the table in the lord's hall with a cup in its hand and a knife in its back. Gallery[] Territory of the Kingdom of Vaegirs TownsCuraw Khudan Reyvadin Rivacheg CastlesBulugha Castle Dramug Castle Ismirala Castle Jeirbe Castle Nelag Castle Radoghir CastleSlezkh Castle Tilbaut Castle (M&B) Yruma Castle VillagesAyyike Bazeck Bhulaban (M&B) Fisdnar Hanun Ismirala Karindi Mazen Mechin (M&B)Rebache Shapeshte Shulus Slezkh Sumbuja Tadsamesh (M&B) Tebandra Tismirr (WB)Udiniad (WB) Ulburban Uslum Vezin |
Bulugur | Bulugur Settlement Information Type Village Kingdom KhergitKhergit Fortification Distar CastleDistar Castle World Map Mount&BladeBulugurDistar CastleTemplate:World Map/Mount&BladeWarbandBulugurDistar CastleTemplate:World Map/Warband Bulugur is a village initially owned by the Khergit Khanate. Layout[] Player Elder Fugitive The Village Elder is located on the opposite side of the village from where the player enters, he stands on a balcony up a staircase. Bulugur is built in a narrow valley between high hills and steep ridges. It has a total of six structures. There don't seem to be any food crops growing, but there are two very long fields of haystacks on either side of the road into the village and a field of shrubs on the far side. Strings of garlic are the only visible food source found here. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the village from where the player enters, behind a building in the shrub field. Territory of the Khergit Khanate TownsHalmar Ichamur Narra Tulga CastlesAsugan Castle Distar Castle Malayurg Castle Sungetche Castle Tulbuk Castle Uhhun Castle Unuzdaq Castle VillagesAda Kulun Amashke Bhulaban(WB) Bulugur Dashbigha Dirigh Aban Dugan Dusturil Kedelke Peshmi Tash Kulun Tismirr(M&B) Tulbuk Uhhun Zagush |
Bunduk | Bunduk Appears in Official Information Culture Rhodok Character Details Hire Cost 200 denars Likes Katrin Liked by Katrin Dislikes Lezalit, Rolf, Nizar as Emissary, Hunger, Not Paid, Heavy Casualties, Robbing Villages Disliked by Lezalit and Rolf Connections Jelkala Noble No Character Background Home Jelkala Background Rhodok Sergeant Bunduk is a Rhodok crossbowman and one of the heroes in Mount&Blade: Warband. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Stats and equipment Biography[] Bunduk was born near Jelkala. He is a veteran Rhodok soldier who was garrisoned in a town for 20 years until he had a conflict with a newly appointed commander, who was a young noble. When Bunduk unstrung his crossbow due to rain, the commander viewed it as dereliction of duty and had him horsewhipped. He soon deserted his post and got drunk in a nearby tavern, using the money he stole from the captain, until he met the player who can offer him employment. Personality[] Loyal and righteous in the laws of military. He has some dislike toward the noble bloods who tend to abuse their power, especially when they are in high positions. He still has his hatred to the blue-blooded nobles because of their punishments with no causes towards the common folk and would always give thought about equality of justice between all people. He also thinks for those lesser than him, for the sake of their lives, like children. He admires people who continue to show off great results in battles even in an old age and would also like to teach people who are younger than him about battles and such. In certain times of battle, he doesn’t like people forcing him to do things unless he respects them and has a loathing towards people who even act as royal blood even though they are not really one to begin with. He is also rational in terms of rewards from battle and doesn’t take lightly on having petty rewards like poems and songs. He has extreme concerns to those who are poor and would never take advantage of them. Relationships[] Katrin - He likes Katrin as she is one of the few old people he's able to get along with, she is also a veteran as he is. Lezalit - Bunduk hates Lezalit, not just because of his noble blood, but also his strictness in the battlefield, as Lezalit kept ordering him around and threatening to flog Bunduk. This led to Bunduk wishing he could kill Lezalit. Rolf - While he already hates nobles, he hates Rolf even more intensely, as Rolf is only a bandit pretending to be noble. To Bunduk, it was intolerable for a bad person becoming even worse by claiming nobility. Gameplay[] While initially armed with a crossbow, Bunduk can be turned to any role, as he is fairly proficient with all weapons and has some skill in riding, trainer, and first aid as well. Recruiting Bunduk costs 200 denars and his initial level is 9, which can make him somewhat slower to train, but helps him raise troops in the player's party. In Warband, should he be offered a fief and a lordly title, he will accept the fief, but demand that he be called Tribune Bunduk. Giving Bunduk a fief may cause a decrease in the player's relation with some of the nobility. If elevated to lordship, Bunduk will recruit Rhodok soldiers to fight for him and man his fiefs. Dialogue[] Main article: Bunduk/Interactions Stats and equipment[] Bunduk - Default Stats and Equipment Attributes Stat Points Level 9 Strength 12 Agility 8 Intelligence 9 Charisma 11 Health 53 Armor Head ? Body Padded Leather Hand ? Foot Nomad Boots Skills Skill Points Ironflesh 3 Power Strike 2 Power Throw ? Power Draw ? Weapon Master 3 Shield 1 Athletics 1 Riding 2 Horse Archery ? Looting ? Trainer 2 Tracking ? Tactics 1 Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid 2 Engineer ? Persuasion ? Prisoner Management ? Leadership 1 Trade ? Proficiencies Weapon Type Points One Handed Weapons 105 Two Handed Weapons 105 Polearms 105 Archery 105 Crossbows 105 Throwing 105 Weapons Melee Pickaxe Ranged Crossbow, Bolts Shield ? Mount ? Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira |
Burglen | Burglen Settlement Information Type Village Kingdom Swadia Fortification PravenDhirim World Map Mount&BladeBurglenPravenTemplate:World Map/Mount&BladeWarbandBurglenDhirimTemplate:World Map/Warband Burglen is a village initially owned by the Kingdom of Swadia. Its link to either Praven (Mount&Blade) or Dhirim (Warband) means that this village is likely to increase its wealth. This makes it a ripe target for raiding. This village is rather difficult to defend against raids, as enemy reinforcements spawn directly within the village square while friendly forces spawn outside, across a small dip in the land. Layout[] Player Elder Fugitive The Village Elder is in the middle of the village to the left from where the player starts, standing in front of a wooden stool and broom. Burglen is built on a hill in very rough terrain with moderate tree cover. It has a total of five structures and a water well in a valley below the village proper. There are two fields here growing cabbages and squash. Harvested squash and marrow can also be found in baskets and sitting around the village. There is an outdoor oven which may be used to bake bread, though no loaves are visible. There is a single animal pelt hanging on one wall. If sent here during a Hunt Down Fugitive quest, the target may be found behind one of the buildings on the opposite side of the village from where the player starts, hiding inside some bushes. Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar |
Butchering Knife/Mount&Blade | Butchering Knife Butchering KnifeOne-handedBase value: 13 denarsWeight: 0.75Swing: 24cThrust: 17pSpeed rating: 108Weapon reach: 60Can't be used to blockMount&Blade |
Butter | Butter Classic/Warband Viking Conquest Games Base value 150 150 150 100 Weight 6.0 Item Quantity 30 30 30 90 Morale Bonus +8 +4 +2 +4 Spoils No Goods Type Food Made From... N/A Made Into... N/A Butter is a food item that provides a high morale bonus in classic Mount&Blade, however this bonus was reduced in Warband and then further reduced in With Fire & Sword. In Viking Conquest, you can purchase cows from farmsteads or randomly win them in tournaments. Each week, they'll produce butter, which will be added into your inventory. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth |
Buvran | Buvran Settlement Information Type Village Kingdom Rhodoks Fortification Ergellon CastleJelkala World Map Mount&BladeBuvranErgellon CastleTemplate:World Map/Mount&BladeWarbandBuvranJelkalaTemplate:World Map/Warband Buvran is a village initially owned by the Kingdom of Rhodoks. It is located in a strategically safe place, because it is far from other factions, and the town of Jelkala is nearby. Layout[] Player Elder Fugitive The Village Elder is located just within the village on the left side from where the player enters, standing next to a campfire. Buvran is built on mostly flat terrain alongside a dried up stream as well as rows of tall trees around it. It has a total of six structures protected on most sides by a wooden fence and wall surrounding the village. There are some obvious fields growing Cabbages, and an orchard presumably growing Apples, baskets of which may be found in storage, but there are also vast open area which may be harvested fields. There are two wells here to supply their water needs, and understandably due to their river being dry, there is no evidence for fishing activity here. If sent here during a Hunt Down Fugitive quest, the target may be found through the village on the right side from where the player enters, standing next to a campfire. Territory of the Kingdom of Rhodoks TownsJelkala Veluca Yalen CastlesAlmerra Castle Culmarr Castle Ergellon Castle Etrosq Castle Grunwalder CastleIbdeles Castle Jamiche Castle Maras Castle VillagesBuvran Chaeza Chelez Dirigsene Dumar Emer Epeshe Fedner Glunmar Ibdeles IlviaIstiniar Jamiche Pagundur Reveran Ruldi Saren Sarimish Serindiar Veidar(M&B) |
Cabbages | Cabbages Games Base value 30 Weight 15.0 Item Quantity 50 Morale Bonus +4 +2 +3 Spoils No Goods Type Food Made From... N/A Made Into... N/A Cabbages are a food item that provides low to moderate morale bonus, based on the game in which they appear. While the rewards to morale may be lacking, cabbages are nonperishable and are generally quite cheap, making them a good choice if finances are more important than extra morale. In Viking Conquest, it is replaced with the consumable vegetables. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth |
Calradia | Original map of Calradia in Mount&Blade. New map of Calradia in Warband. Map of Calradia in pre-release Bannerlord. <a href=" class="image"><img alt="Calradia Bannerlord release" src=" decoding="async" loading="lazy" width="300" height="188" class="thumbimage" data-image-name="Calradia Bannerlord release.jpg" data-image-key="Calradia_Bannerlord_release.jpg" data-relevant="1" data-src=" /></a> Map of Calradia in Bannerlord Calradia is a fictional continent and the main setting in the mainline entries of the Mount&Blade series. There are five factions in the original Mount&Blade and six in Warband, each with a ruler, a claimant, twenty vassals and a collection of fiefs that make up each faction's region. The land of Calradia is neither static nor affected only by the player's actions. Each faction is free to wage war, form alliances, or sign peace treaties with other factions. Nobles and kings lead their war parties across Calradia, attending tournaments, feasts, and collecting taxes from fiefs entrusted to them. During times of war, they plunder enemy villages, attack opposing armies in the field, and seek to conquer castles and towns through siege warfare. Law and order are the exception, rather than the rule, in Calradia. Deserters and bandits of all sorts harass trade routes and attack villagers whilst evading attacks from bands of manhunters seeking the bounties on their heads. Farmers traveling to market to sell their harvest and caravans traveling from town to town trading goods must fend off looters and thieves seeking to reap what they did not sow. Lords are also threatened by the chaos; fiefs regularly change hands during wartime. Even the kings of each faction are not safe. Claimants to the throne travel across the land, seeking brave and adventurous allies to back their claims and launch civil wars. Contents 1 Geography 1.1 In Mount&Blade 1.2 In Warband 1.3 In Bannerlord 2 History 3 Outside Calradia 4 Trivia Geography[] In Mount&Blade[] The land of Calradia resembles a continental terrain bordered by a mountain chain to the south and a snow plain to the east. It holds eight rivers, two that end in deltas, three dozen forests of varying sizes, and one lake. The earth is predominantly green except in the steppes, where it appears to be drier, and in the snow field, where it is covered with snow. In Warband[] Due to the fact that a new faction was added (Sarranid Sultanate) and there was no place to squeeze in the kingdom, the Warband map is completely redesigned from the vanilla map. Most notable is the addition of a southern desert, while still bearing similar climatic zones such as steppes and tundra. The new map turns Calradia more into a rounded peninsula, akin in a few ways to Middle-earth in The Lord of the Rings. Converting the map from a square to a more ball-shaped landmass has the advantage of making fewer parts of the map isolated and awkwardly detached, as areas like around Aldelen, Tulbuk, and Tebandra were in the original map. In Bannerlord[] Bannerlord's Calradia is somewhat similar to the general layout from Warband, but takes place 173 years earlier. It covers a larger area and has more mountains to create choke points. The new map has a much greater number of lakes and bays as well as a (at times) radically different coastline from that of Warband. History[] The true history of Calradia is quite vague. The only characters whose lives are described in any detail are monarchs, claimants, and companions. However, it is implied that the factions have been at war for a very long time, and that the player is the only person who has any chance of bringing about peace. An ancient Calradic Empire is frequently mentioned by the various companions as predating all the kingdoms. Matheld speaks of how the first Nords to arrive in Calradia were hired to man the Empire's galleys, for instance. Lezalit says the Empire utilized all the fighting styles represented in its territory but that, eventually, "the tribes" destroyed the Empire. The fourth game in the series, and third canonical, Bannerlord, features the Calradic Empire shortly before its fall. Other companions speak of how Praven was the largest city under the Empire, and of the Imperial heritage that suffuses the region around Suno. Overall, very little of its actual history is ever revealed, but it is obvious that the Calradic Empire fell apart and was split into several kingdoms. The second game shows that the empire split into three different factions in the 1070s after the Emperor was killed in battle. Outside Calradia[] It is apparent that there are other nations and realms in the Mount&Blade world. Examples include the County of Geroia, from which Lezalit claims his noble lineage as the Count's second son, and Marnid reveals as his place of origin; and Balion, a realm beyond Calradia's western coast, far over the sea described in the profile of Konrad, a Custom Battle character. There is also land called Jumne (or Nordland) to the north of Calradia, where the Kingdom of Nords claim their roots lie. There is also another place named Lokti, which is only mentioned once in Argo Sendnar's description. The player character is also described as a foreigner, and many companions speak of leaving their homelands to seek their destiny in Calradia. Trivia[] The layout of the map and the mountainous terrain within the map of Bannerlord, is seemingly inspired and closely reminiscent of Anatolia - modern-day Turkey - and its geographical features. Some of the villages and castle names are changed versions (or sometimes unchanged such as Dinar, Esme, Kiraz, or Karahalli) of actual Turkish villages or towns. To name a few: Akiser -> Akhisar, Usek -> Usak, Kaysar -> Kayseri The island south of Poros looks almost identical to the island of Cyprus. The southern part of Calradia, where the Aserai reside, is inspired by North Africa and parts of the African continent, like the Sahara Desert. |
Camp | You can make camp at any time when on the map screen. Doing this allows you to perform the following actions: Camping on the beach Wait here for some time: You wait at the camp until you click on the screen. If you have selected a book to read, you will read it. Waiting will also recover health for all companions and the player if they are injured. This will speed up time (5x multiplier). You cannot camp for more than 7 consecutive days in classic Mount&Blade and With Fire & Sword, or 365 in Warband. Recruit some prisoners to join your party: Doing this will get you a few extra men, but will reduce morale (-3 to morale per troop that accepts). It is also likely that some, or all, of the recruited prisoners desert at night after being recruited if their morale is too low (the chance of some or all of them leaving is dependent on party morale, note that they will only try to escape the first night after being recruited, after that they are yours forever). Select a book to read: Reading will permanently increase your skill depending on the type of book. Retire from adventuring: You will stop your adventuring career. Game will show your game score and your corresponding retirement life. However, your game is not erased nor has it truly ended. The game saves and quits before showing you your score, allowing you to come back where you left off at any time. Change the name of your kingdom (Warband only): A function of the player's faction feature of Warband. Wagon Fort[] A Cossack fires from the shelter of his wagon fort. In With Fire & Sword, you also have the option to make a wagon fort. It is ideal when you have to fight a more powerful enemy on the plains. It decreases your map speed, but creates a defendable "D" shape with an entrance at the back made of carts. The size depends on the size of the army that it will contain. A very good tactic to use would be to make all the musketeers stand ground and use ranged weapons, and order your cavalry to dismount and have them and your infantry follow you to the wagon fort entrance. It is possible to jump over the wagon fort carts with horses, but the AI does not utilize this ability, so you can use this as an advantage as the enemy will only attack from one direction and it is very hard for your units to be routed or flanked. |
Camp Defender | Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Camp Defender Troop Information Culture Mercenaries Wages 13-7 denars Acquired from... Huntress Upgrades to... Sword Sister Upgrade Cost 80 denars XP for Kill ? xp Ransom Value 112 denars Camp Defenders are female mercenary infantry on the path to becoming Sword Sisters. Tactics[] Camp Defenders are the first rank of Peasant Women that you can take into battle without worrying that they will be immediately slaughtered. Despite being only one rank away from Sword Sister there is a significant gap in skill between the two units, so don't rush headlong into tough battles or sieges and expect your Camp Defenders to remain unscathed. Once promoted, Camp Defenders finally become Sword Sisters-- some of the best, and often overlooked, combatants in the game. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Camp Defender - Default Stats and Equipment Attributes Stat Points Level 16 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 44 Armor Head (Possible): Skullcap Body Mail Shirt, Byrnie Hand ? Foot Wrapping Boots Skills Skill Points Ironflesh 1 Power Strike 2 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 2 Riding 3 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Crossbows 100 Throwing 100 Weapons Melee Hatchet, Voulge Ranged (Possible): Light Crossbow, Short Bow, Crossbow, Bolts, Arrows Shield (Possible): Fur Covered Shield, Hide Covered Round Shield Mount ? Mercenary Troops Sellswords Sword Sisters Farmer Townsman Caravan Master Peasant Woman Refugee Watchman Camp Follower Mercenary Crossbowman Caravan Guard Bandit Camp Defender Mercenary Horseman Mercenary Swordsman Brigand Huntress Mercenary Cavalry Hired Blade Sword Sister |
Camp Follower | Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Camp Follower Troop Information Culture Mercenaries Wages 1 denar Acquired from... Peasant Woman-or-Refugee Upgrades to... Huntress Upgrade Cost 10 denars XP for Kill ? xp Ransom Value 37 denars Camp Followers are female mercenary infantrywomen on the path to becoming Sword Sisters. Tactics[] Camp Followers are not much better than Peasant Women and should be kept out of combat at all costs, as you could only expect them to hold their own against Looters (and even then only if the numbers aren't in the Looters' favor). Rely on your trainer skill to level these units up. Once promoted to Huntress, they can generally enter combat without getting themselves killed as long as they have plenty of support from superior troops. Once they reach Camp Defender or Sword Sister level, they can hold their own against most other troops. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Camp Follower - Default Stats and Equipment Attributes Stat Points Level 5 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 44 Armor Head (Possible): Skullcap Body Dress, Woolen Dress Hand ? Foot (Possible): Wrapping Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 70 Two Handed Weapons 70 Polearms 70 Archery 70 Crossbows 70 Throwing 70 Weapons Melee Hatchet, Hand Axe, Voulge, Fighting Pick, Club Ranged (Possible): Light Crossbow, Short Bow, Crossbow, Bolts Shield (Possible): Nordic Shield, Hide Covered Round Shield Mount ? * They never get any Arrows, so they cannot use the Short Bow. Mercenary Troops Sellswords Sword Sisters Farmer Townsman Caravan Master Peasant Woman Refugee Watchman Camp Follower Mercenary Crossbowman Caravan Guard Bandit Camp Defender Mercenary Horseman Mercenary Swordsman Brigand Huntress Mercenary Cavalry Hired Blade Sword Sister |
Can't be used to block | A weapon with the Can't be used to block trait. Can't be used to block is a trait given to One-handed weapons in Mount&Blade and Warband, which disallows the ability to block with the weapon. All weapons with this trait are short, with a reach no greater than 60. It is advised to have a shield when using a weapon with this effect due to the inability of the weapon to block by itself. However, while such weapons are incapable of normal blocking, they are still able to chamber blocking incoming melee attacks. Weapons Affected[] Mount&Blade/Warband[] Butchering Knife Cleaver Dagger Knife Sickle Special Weapon Effects and Traits Bonus against shields Can crush through blocks Cannot be used on horsebackCan't be used to block Couched lance damage No shield UnbalancedModifiers — Modifiers (classic) Modifiers (Bannerlord) |
Capital city | Capital cities are the towns within each of the factions of Calradia that are the capitals of those factions. Though the cities themselves are not particularly distinguished from other towns, they are different in that they are the fiefdom of the factions' leaders and the court of the realm is located there. These cities are usually some of the wealthiest, but others, like Dhirim and Durquba, get more visits from caravans and may eventually prosper above the capitals. During gameplay, it is possible for capital cities to be changed. This can happen if they are lost into enemy hands, or occasionally the leader may just move their court on a whim. Mount&Blade and Warband[] The capital cities in Mount&Blade and Warband are the same, excluding the Sarranid Sultanate which wasn't added until Warband. The six capitals are: Jelkala, the capital city of the Kingdom of Rhodoks, ruled by King Graveth Praven, the capital city of the Kingdom of Swadia, ruled by King Harlaus Reyvadin, the capital city of the Kingdom of Vaegirs, ruled by King Yaroglek Sargoth, the capital city of the Kingdom of Nords, ruled by King Ragnar Shariz, the capital city of the Sarranid Sultanate, ruled by Sultan Hakim Tulga, the capital city of the Khergit Khanate, ruled by Sanjar Khan With Fire & Sword[] In With Fire & Sword, three towns and two fortresses serve as capital cities. They are: The Fortress of Pereyaslav (Hetman Bogdan Hmelnitski) The Town of Warsaw (King Jan Kasimir) The Town of Moscow (Tsar Alexei Mikhailovich) The Fortress of Allenstein Castle (King Carl Gustaf) The Town of Bakhchisaray (Khan Islam Giray) Bannerlord[] In Bannerlord, none of the kingdoms have a city considered a "capital". With the exception of the Fen Gruffendoc, the ruling clan of Battania, all the ruling clans have at least two cities under their control at the beginning of the game. |
Caravan Guard | Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Caravan Guard Troop Information Culture Mercenaries Wages 25-13 denars/week Acquired from... Watchman- or -Taverns Upgrades to... Mercenary Horseman- or -Mercenary Swordsman Upgrade Cost 40 denars XP for Kill 114 experience Ransom Value 96 denars Caravan Guards are tier-three mercenary cavalry in Mount&Blade and Warband. Tactics[] They are good starting cavalry but may be easily cut down by anyone stronger than looters and bandits, hence they are best used when upgraded as soon as possible. Besides taverns, they can be encountered if the player decides to raid caravans crossing the overland map, their parties consisting of 12-40 troops - usually a Caravan Master, 5-25 Caravan Guards, and a few tier-one-and-two troops from the kingdom the caravan belongs to. Caravan Guards do not use tactics when fought, usually charging straight into battle and giving the player little time to assemble whatever force they may have. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Caravan Guard - Default Stats and Equipment Attributes Stat Points Level 14 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 44 Armor Head (Possible) Nasal Helmet(Possible) Footman's Helmet(Possible) Padded Coif Body Leather JerkinLeather Vest Hand None Foot Hide Boots Skills Skill Points Ironflesh 1 Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield 3 Athletics ? Riding 3 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 85 Two Handed Weapons 85 Polearms 85 Archery 85 Crossbows 85 Throwing 85 Weapons Melee VoulgeSpearSwordFighting Pick Ranged None Shield Round ShieldPlain Round Shield Mount Saddle Horse Mercenary Troops Sellswords Sword Sisters Farmer Townsman Caravan Master Peasant Woman Refugee Watchman Camp Follower Mercenary Crossbowman Caravan Guard Bandit Camp Defender Mercenary Horseman Mercenary Swordsman Brigand Huntress Mercenary Cavalry Hired Blade Sword Sister |
Caravan Master | Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Caravan Master Troop Information Culture Mercenaries Wages 7 denars Acquired from... Prisoners Upgrades to... N/A Upgrade Cost N/A XP for Kill 72 xp Ransom Value 60 denars Caravan Masters are the leaders of caravans, and each caravan has only one. There is nothing special about these units, other than they are the only killable unit (non-killable units being the player, lords and companions) that can neither be upgraded nor is an upgrade path for any other unit. Tactics[] The only way to get Caravan Masters is either by capturing some and recruiting them into your party from the camp menu, or by rescuing some from an enemy who has taken them prisoner. In battle, their personal strategy is to charge straight at the enemy line far ahead of their caravan guards, despite their complete lack of armor. Caravan Masters do not usually survive battles. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Caravan Master - Default Stats and Equipment Attributes Stat Points Level 9 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 48 Armor Head (Possible): Leather Cap Body Fur Coat, Leather Jacket Hand ? Foot Hide Boots Skills Skill Points Ironflesh 3 Power Strike ? Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 5 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 100 Two Handed Weapons 100 Polearms 100 Archery 100 Crossbows 100 Throwing 100 Weapons Melee Arming Sword Ranged ? Shield ? Mount Saddle Horse Mercenary Troops Sellswords Sword Sisters Farmer Townsman Caravan Master Peasant Woman Refugee Watchman Camp Follower Mercenary Crossbowman Caravan Guard Bandit Camp Defender Mercenary Horseman Mercenary Swordsman Brigand Huntress Mercenary Cavalry Hired Blade Sword Sister |
Caravans | Caravans keep the trade flow alive in the land of Calradia. There are caravans from every faction, and they travel to any and every town. If a caravan that you are escorting to a town gets attacked, you can help it fight off the attackers. Sometimes, if the caravan was fighting against overwhelming odds, you get an increase in relationship with the "Commoners" faction (this does not seem to have any impact on the game). This is only relevant to caravans that appear through a quest from the Guild Masters. Caravans usually have 25-40 mounted guards and one Caravan Master. They will employ several of their faction's low-mid tier footman and archer units, though the Khergit Khanate is an exception as they lack any infantry that qualify for the minimum tier requirements. Interactions[] "Tell me about your journey." - This option lets the Caravan Master tell you about his plans for trading. He'll tell you why he's going where, and what he's selling wherever he's going (this option is Warband only). "I demand something from you!" - This option gives you two choices: You can make him pay a toll for crossing the lands, making them give you a small amount of denars, depending on the player's level and troops in the party with a -1 penalty to the relation with the caravan's faction. You can also say "No, I want everything you have!" and attack the caravan. This option will give you -5 to your relation with the caravan's faction and -4 honor (unless your faction is at war with the faction). "I have an offer..." - If your relation with the caravan's faction is positive, this speech option appears. If you click it, the caravan will list an amount of denars that they will pay you for escorting them to their destination. Do not confuse this with the Guild Master's caravan escort quest. In this case, the caravan will not follow you, instead, you have to follow them. It's a relatively good form of income, considering that if you have enough troops, you can make easy denars by just chasing off intruders. Maximum Number Of Caravans[] The maximum number of caravans depends on the number of towns a faction has. Game 3+ Towns 2 Towns 1 Town 0 Towns 5 5 3 1 0 6 |
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Castles | For castles in With Fire & Sword, see Fortresses. Castles are fortifications found all over Calradia, and each one is linked to a nearby village. In order to take control of a castle away from an opposing faction, you must besiege it. Note that you must have a negative relationship and at least 10 troops before being given the option. When you enter a friendly castle you can enter either the courtyard or the Lord's Hall. In the courtyard, you can speak to the guard of the dungeon to open a dialogue where he might grant you entrance depending on your choices. If you do gain entrance into the dungeon, you can recruit heroes or rescue lords trapped inside. In the Lord's Hall you can talk to any visitors or the lord and lady if they are present at the time. Here, you can gain quests from the lord or lady to gain their favor. In a neutral or enemy castle you can also request an audience with a lord who is currently residing in the castle. Castle garrisons tend to number in the 100-150 region and, as such, are an easier target than towns. By mid-game, a player usually has a party capable of taking a castle unaided. Castles generate the lowest tax income, usually fewer than 1000 denars, though this can vary depending on the prosperity of the castle's attached village. Troops garrisoned in a castle are paid half of what they are paid in one's party. Thus, when training an army, one may leave their fully trained troops in a castle while going around picking up new recruits and training them, resulting in faster movement speed and cheaper upkeep. Warband Features[] Mount&Blade: Warband has mostly the same castles from the first game, simply adding the Sarranid Sultanate as a new faction, along with all of their castles that did not exist in the original game. Tilbaut Castle is the only other change, having belonged to the Kingdom of Vaegirs in Mount&Blade and the Kingdom of Swadia in Warband. Warband adds the ability for castles to hold feasts, and increases interaction with prisoners by adding missions where the player must rescue a prisoner (usually a quest-giver's relative) from the castle where he is being held. The player can bribe the guard to let him in or take the key by force, resulting in the castle guards becoming hostile to the player. There are other ways for a faction to capture a castle in Warband other than just besieging it. They can also wait for the food supply of the castle/town to run out, and then take control, or if a lord holding a castle/town defects without being indicted, it will go to the new faction defected to. Should the player conquer a castle without being sworn to a liege, he takes the castle for himself, and founds a new kingdom. When the kingdom is founded, the player is asked to appoint a minister who stays in the Lord's Hall and offers kingdom management options. If the player conquers a castle when they already have their own new kingdom, they are given a list of Vassals that are with the player's kingdom to take control of the castle, the option for the player to take control of it is available, and the option for the castle to have no Lord is available as well. If the player chooses one of their Vassals to become the Lord of the castle, relationship will be modified with all your vassals, depending on how well liked the chosen Vassal is, and how many fiefs they already own. The castle then will be automatically garrisoned by troops. In Warband, the castle will be a drop off point for villages with no major town to go to. This only happens if the castle or town that the village is connected to is captured, so that the castle and town are no longer part of the same faction. After taking over a castle and assigning it to a Lord or yourself, you can choose how to distribute the spoils. You can keep them (resulting in a decrease in relationship with all Vassals), share them with the Vassals accompanying you (larger increase of relationship with the Vassals accompanying you but decrease with the rest of your Vassals) or share them with all your Vassals (minor increase of relationship with all Vassals, around +1 to +3) Gallery[] Temperate CastleSnowy CastleDesert Castle See Also[] Fortifications List of castles |
Cattle | Cattle are small parties of neutral troops that can be driven or brought along with you. Cattle can be bought or stolen from villages, although stealing them will reduce your relationship with the village. The price in that village will rise each time you buy cattle, but the cost will reset after some time. Cattle must be bought personally from the Village Elder - you can't buy the cattle directly from the trade menu. The number stolen and the chance to successfully steal them is based on your Looting skill. Cattle appears on the overland map once acquired, rather than going into your inventory. Upon encountering a herd, there will be three options: Unit render Leave it. If you leave it, the cattle will eventually despawn. Slaughter a given amount of cattle, giving you two pieces of fresh beef for every one head you slaughter. Herd them, driving them toward the location you want to go to. The best method is usually to move behind them and press space bar in order to wait. When they are far, then get close again. In With Fire & Sword and Viking Conquest, the cattle will follow you. Obtaining and |delivering cattle is a quest that can be given by village elders and marshalls. Guild Masters may give you a quest to drive a herd to another town. There is a glitch encountered by many Warband players where the ocean and oases (all water textures) have a cow graphic on them. There is a way to make cattle follow you in classic Mount&Blade and Warband. It is a simple task: all you have to do is change a number in one of the game's text files. |
Chaeza | Chaeza Settlement Information Type Village Kingdom Rhodoks Fortification VelucaVeluca World Map Mount&BladeChaezaVelucaTemplate:World Map/Mount&BladeWarbandChaezaVelucaTemplate:World Map/Warband Chaeza is one of the villages initially owned by the Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is forward and to the left where the player enters, standing on a stone porch next to a table and stool. Chaeza is set in hilly terrain with significant elevation differences between peaks and valleys, and few trees spotted about. It has a total of five structures, as well as stone walls and what appears to be the stone foundation of a ruined building. There are four fields here, one is growing squash and cabbages, one has wheat, while the other two are empty and may be under construction as indicated by the number of loose rails. Within a storage shed can be seen fruit baskets, fish, and furs. There is also an outdoor oven which might be used for baking bread, but none can be seen nearby. If sent here during a Hunt Down Fugitive quest, the target may be found in the fields on the far left side of the village, standing next to some shrubs. Territory of the Kingdom of Rhodoks TownsJelkala Veluca Yalen CastlesAlmerra Castle Culmarr Castle Ergellon Castle Etrosq Castle Grunwalder CastleIbdeles Castle Jamiche Castle Maras Castle VillagesBuvran Chaeza Chelez Dirigsene Dumar Emer Epeshe Fedner Glunmar Ibdeles IlviaIstiniar Jamiche Pagundur Reveran Ruldi Saren Sarimish Serindiar Veidar(M&B) |
Chalbek Castle | Chalbek Castle Settlement Information Type Castle Kingdom Kingdom of Nords Villages Aldelen Buillin Sieges with... Ladders Port No World Map Mount&BladeChalbek CastleAldelenTemplate:World Map/Mount&BladeWarbandChalbek CastleBuillinTemplate:World Map/Warband Chalbek Castle is a castle belonging to the Kingdom of Nords. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Chalbek Castle lies far to the west of Tihr, secluded on the northwest corner of Calradia surrounded by rivers, mountains, and the ocean. It is the northernmost castle on the map. Its village is Aldelen which is to the southwest, opposite a small forest. Warband[] Chalbek Castle lies northwest of Tihr on the western Nordic peninsula. It rests at the top of a mountain ridge with the ocean encircling it to the north. Its village is Buillin which is to the northwest at the bottom of the mountain ridge. Subject to a bug in 1.143 which prevents talking to prisoners. Layout[] Player Keep Dungeon Breach Siege[] Besieging Chalbek Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Besieging forces will spawn quite far away from the ladders. The keep is outfitted with several towers which archers will occupy during assaults. Due to it being in such an isolated corner of Calradia, it rarely gets besieged. Gallery[] Territory of the Kingdom of Nords TownsSargoth Tihr Wercheg CastlesAlburq Castle Chalbek Castle Curin Castle Hrus Castle Jelbegi Castle Knudarr CastleTehlrog Castle VillagesAldelen Ambean Buillin Fearichen Fenada Gisim(M&B) Haen Jayek Jelbegi KulumKwynn Mechin(WB) Odasan Rizi Ruvar Udiniad(M&B) Vayejeg |
Cheats | Through the cheatmenu, you can see the debug and the things that cause behaviours of factions and vassals. To use cheats, you must configure your game to allow cheats: After opening up the game launcher, before you click Play Mount&Blade, go to Configure. From there, go to the Game tab and check the box next to Enable Cheats. However, it must be noted that playing with Cheats enabled will stop you from receiving Steam Achievements (Mount & Blade: Warband and With Fire & Sword). If cheats are used, you may disable them again at any time to re-enable Steam achievements since they are only disabled for the sessions in which they are used. It is an extremely useful tool for modders as it helps to "speed" gameplay time so features normally restricted to late game can be accessed far sooner. Contents 1 Battle Cheats 2 Non-Battle Cheats 3 Cheatmenu 4 Import/Export Exploitation Battle Cheats[] Hotkey Effect Ctrl+H Heals your character. Ctrl+Shift+H Refills your horse's health. Ctrl+F4 Delivers blunt damage to a random enemy (doesn't hurt horses). Ctrl+Shift+F4 Delivers blunt damage to all enemies. Ctrl+Alt+F4 Delivers blunt damage to all enemies. Ctrl+F6 Delivers blunt damage to a random ally. Ctrl+Shift+F6 Delivers blunt damage to all allies. Ctrl+F5 AI takes control of the player character. You can command yourself with the party command keys. Ctrl+F3 Delivers blunt damage to the player character. Ctrl+F9 Toggles slow motion. Ctrl+F11 Freezes time. Non-Battle Cheats[] Hotkey Effect Ctrl+X Gives you 1000 experience points while on the character screen. Ctrl+X Gives a selected soldier 100 experience points while on the party screen. Ctrl+X Gives 1000 denars while on the inventory screen. Ctrl+W Gives you 10 points to each Weapon Proficiency while on the character screen. Ctrl+Left Click Teleports the party to the cursor (when on the map screen). Ctrl+T Lets you see all parties and tracks on the map screen. Ctrl+L Automatic level up. Warning: Do not level past 62.* <a href=" class="image"><img alt="Level overflow" src=" decoding="async" loading="lazy" width="200" height="126" class="thumbimage" data-image-name="Level overflow.png" data-image-key="Level_overflow.png" data-relevant="1" data-src=" /></a> Level overflow glitch. * Warning: When going from level 62 to 63, the game overflows the level, instantly bumping you up by around 2000 levels. This may seem awesome at first, though quests that scale with your level will become impossible to complete such as Save the Village or clearing out Bandit Camps as there will be thousands of enemies. Every hostile party will also run from you, no matter the difference in numbers. It also causes the game to crash frequently, even on higher-end systems. Cheatmenu[] The cheatmenu is a feature added in Warband that allows many more cheat options. Pressing Ctrl+~ (tilde, next to the number row) opens the console. Entering "cheatmenu" will activate the cheatmenu, which allows for a wide variety of debug cheats (for those whose where tilde doesn’t work press ctrl+¬ [below escape]). To deactivate the cheatmenu, bring the console back up and enter "nocheatmenu". In Warband, alternative way to bring up cheatmenu, since that tilde key doesn't work on every computer, is to go to "mount and blade warband\modules\native" and open "menus" -txt. There, look for mno_tutorial_cheat 1 31 2 1 0, and change the last value from 0 to 1. Save the "menus" on your desktop, change the name of the original menus into "back up" or something as easily recognizable. Now move the new menu into your native dictionary. For this to work, you also need to start a new game. When creating the new character, you get the option "CHEAT!" when choosing the town as your first destination. Choose "CHEAT!". Using the cheatmenu you can raise your renown, honor and right to rule, instantly besiege towns and castles, get any item in the game, change the weather, change your banner, make kings and lords instantly like you, and do so much more. Import/Export Exploitation[] Note: This is not available for trial versions. Go to your character page and click on statistics Click "Export Character". Minimize the game screen. Go to your documents folder. Find the file "Mount&Blade Warband Characters" (or "Characters" in the Mount&Blade Warband folder). Open the file labeled the name of your character. Change what you want for the character, e.g. delete the money you have and type in a bigger sum. Save and exit. Maximize the game screen. Go back to the statistics page and click "Import Character". Click import and continue playing as that character - who should now have stats that you had specified. |
Cheese | Cheese Classic/Warband Viking Conquest Games Base value 95 75 75 85 Weight 6.0 Item Quantity 30 30 30 90 Morale Bonus +5 +5 +3 +5 Spoils No Goods Type Food Made From... N/A Made Into... N/A Cheese is a food item that provides a moderate morale bonus in Mount&Blade, Warband, and Viking Conquest, but not quite as much of a bonus in With Fire & Sword. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth |
Chelez | Chelez Settlement Information Type Village Kingdom Rhodoks Fortification YalenJelkala World Map Mount&BladeChelezYalenTemplate:World Map/Mount&BladeWarbandChelezJelkalaTemplate:World Map/Warband Chelez is a village of Yalen in classic Mount&Blade and Jelkala in Warband, initially owned by the Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is located up the hill to the left from where the player enters, standing in front of an awning covered table and benches. Chelez is located in very hilly territory with moderate tree cover. It has a total of six structures, including a windmill at the top of a steep ridge. There are three fields here, two growing squash and one that is cleared with only heaps of straw remaining which, considering the mill, may be a harvested wheat farm. There are also several strings of garlic hanging on the side of one of the buildings. A large number of wagons and wheels can also be seen here, which could indicate carpentry as an industry from the village. If sent here during a Hunt Down Fugitive quest, the target may be found behind the shed next to the harvested field. Territory of the Kingdom of Rhodoks TownsJelkala Veluca Yalen CastlesAlmerra Castle Culmarr Castle Ergellon Castle Etrosq Castle Grunwalder CastleIbdeles Castle Jamiche Castle Maras Castle VillagesBuvran Chaeza Chelez Dirigsene Dumar Emer Epeshe Fedner Glunmar Ibdeles IlviaIstiniar Jamiche Pagundur Reveran Ruldi Saren Sarimish Serindiar Veidar(M&B) |
Chicken | Chicken Classic/Warband Viking Conquest Games Base value 75 95 95 65 Weight 10.0 Item Quantity 50 50 50 150 Morale Bonus +6 +8 +3 +8 Spoils No Yes Yes Yes Goods Type Food Made From... N/A Made Into... N/A Chicken is a food item that provides a good morale bonus, tying with bread for the highest available bonus in Warband, however this comes with the downside of spoilage. The bonus of this food is significantly less in With Fire & Sword. Chicken is fairly common. It may be found for sale in the marketplace or while raiding, but it is not often available when trading with villages. Spoilage[] Chicken will go through several stages over the course of five days before it becomes completely rotten: Chicken Fresh Chicken Day-old Chicken Two Days-old Chicken Smelling Chicken Rotten Chicken Despite the degradation of the food, the morale bonus remains constant until the chicken is fully rotten, at which point it is no longer edible and provides no bonus. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth |
Chide | Chide Settlement Information Type Village Kingdom Swadia Fortification Rindyar CastleKelredan Castle World Map Mount&BladeChideRindyar CastleTemplate:World Map/Mount&BladeWarbandChideKelredan CastleTemplate:World Map/Warband Chide is a village initially under control of the Kingdom of Swadia, it is owned by Rindyar Castle in Mount&Blade and Kelredan Castle in Warband. Layout[] Player Elder Fugitive The Village Elder is standing in front of the first building on the left from where the player starts, near a campfire and set table. Chide is built in a valley with steep hills and moderate tree cover all around it. It has a total of six structures with low stone walls around some parts. There is one field here growing cabbages and squash. There are several baskets of fruit throughout the village, though no visible apple trees. Along with the baskets in storage are some bundles of furs. There are two outdoor ovens, one has loves of bread on a covered table next to it. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the village from where the player starts, standing behind the straw house. Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar |
Claimants | Claimants may exist for certain factions, who all believe that they have been wronged and should rightfully be the ruler. They can be found randomly in castle or town keeps throughout the land, trying to raise support for their cause. With Fire & Sword being an exception, claimants will never be found within the borders of the faction for which they are the claimant. Talking to a traveller and paying a small fee will give you the current location of any claimant. Contents 1 Siding with a Claimant 1.1 The other side of the coin 1.2 Victory with a Claimant 2 Classic and Warband Claimants 3 With Fire & Sword Claimants 4 Viking Conquest Claimants Siding with a Claimant[] Once you find a claimant, they will tell you their side of the story and will ask you to take up their cause. If you have less than 200 renown, they will tell you that you need to gain more. With over 200 renown, the claimant will allow you to swear an oath of vassalage and your allegiance changes to the rebel faction. If you were starting your own kingdom, you have to give up your kingdom to become a vassal of the claimant. If you belonged to the faction that the claimant is trying to overthrow, the fiefs you currently own convert to the rebel faction of your claimant (temporarily under your control).Pledging fealty to a claimant increases your relations to 50. The other side of the coin[] Talking to the current leaders of each faction, you can ask for their side of the story. Both the claimant and the current leader have good reason for supporting their right to rule. Generally, the current sovereigns justify their right to rule with practical arguments (such as that the kingdom is better off under their rule), while the claimants justify their right to rule based on law or technicality (such as where their lineage places them in the traditional line of succession to the throne). As Mount&Blade is a sandbox game, it is never stated in-game who should be the rightful ruler of each faction - it is up to the player to decide. Victory with a Claimant[] Once you eliminate the original faction, your rebel faction becomes the "original" faction and you become the marshall of the new king or queen (permanently in classic; you can step down, but it can never be taken from you). Strangely, even with the claimant now on the throne, he/she does not get a title in front of his/her name, and the old ruler still retains his/her title. This is because the title is hard-coded inside the name string. In Warband, you also lose all the abilities associated with being a ruler such as assigning fiefs or sending emissaries. For this reason, beware of turning companions into lords during a claimant quest as they do not remain 'yours' when the original faction is defeated. Rather, they become lords of the new "original" faction led by the new monarch. If you'd like to have a companion as a prisoner, it may be easier to give them over during a claimant quest than force them to rebel during your own bid for kingship. Classic and Warband Claimants[] Dustum Khan Khergit Khanate Lethwin Far-Seeker Kingdom of Nords Lord Kastor of Veluca Kingdom of Rhodoks Lady Isolla of Suno Kingdom of Swadia Prince Valdym the Bastard Kingdom of Vaegirs Arwa the Pearled One Sarranid Sultanate With Fire & Sword Claimants[] Ivan Barabash Cossack Hetmanate Mehmed Giray Crimean Khanate Stepan Razin Muscovite Tsardom Janusz Radziwill Polish Commonwealth Former Queen Christina Kingdom of Sweden Viking Conquest Claimants[] Despite the large amount of factions, only a few of them have claimants. Tanist Bili Kingdom of Alban Jarl Thorgil Kingdom of Danmark Mael Elisedd ap Cyngen Kingdom of Gwynedd Aetheling Oswine Kingdom of Northhymbre Aetheling Ceorl Kingdom of West Seaxe Ard Tiarna Dungal Ui Neill of Aileach |
Cleaver/Mount&Blade | Cleaver CleaverOne-handedBase value: 3 denarsWeight: 1.5Swing: 24cSpeed rating: 103Weapon reach: 30Can't be used to blockMount&Blade |
Club/Mount&Blade | Club ClubOne-handedBase value: 11 denarsWeight: 2.5Swing: 15bSpeed rating: 95Weapon reach: 95Mount&Blade |
Clunmarr Keep | Clunmarr Keep Settlement Information Type Keep Kingdom Kingdom of Swadia (initially)The Undead (temporarily) World Map Near Mount Dhorak Clunmarr Keep is a location appearing in Warrider and very early versions of Mount&Blade classic. The Keep serves as the hideout to one of the game's main antagonists - Akhad Thell. Lore[] An ancient stronghold. Initially it was the capital of King Harlaus's state, and his seat of power. At some point, the King's noble subjects conspired to send a warrior, to infiltrate the keep, and assassinate him. Once the deed was done, the lords razed the keep to the ground and slaughtered Harlaus's descendants and anyone loyal to him. The keep lay abandoned for years, until one day the necromancer Akhad Thell entered its ruins and used the Hand of Tsannuh to resurrect Harlaus and his loyal soldiers with the purpose of reinstating him as ruler of Calradia. However, the talisman had lost its power, and Thell could not complete his plan. In order to recharge the talisman, a special human sacrifice was required. To this end Thell recruited Nuyukh Khan, a power-hungry Khergit chief, to kidnap the Khergit princess Uruzuge. Nuyukh failed in his assignment, but Thell still held the Hand of Tsannuh and was safe in the unassailable Keep. In order to be stopped, he had to be lured out. After these events, the Keep fell into obscurity. Trivia[] While the Keep is technically a castle, it cannot be besieged or captured, as siege mechanics did not yet exist in Warrider. It is possible that the location name was recycled and modified in later versions of the game, when villages were added, as the village Glunmar has a curiously similar name. |
Companion | This article is a disambiguation page for Companion The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Companion may refer to: Companions Companions Companions Companions Angle Companion (Geneat) Norse Companion (Hirthmathr) Saxon Companion (Geneat) |
Conquering Calradia | Conquering Calradia is a somewhat ambiguous goal, as the first Mount&Blade games were open-ended "sandbox" games, so there is no winning condition. The most obvious goal, therefore, is complete dominance over Calradia. This is achieved by eliminating all the other factions. A faction will be eliminated when you capture all their castles and towns. Usually, the faction will linger around for a while with their lords possessing very small parties. These can be a nuisance, as their small party size allow them to quickly run away from you when you approach, enabling them to raid all of your villages with minimal threat. Contents 1 Steps to Follow 1.1 Building a Steady Income 1.2 Creating a Soldier Farm 1.3 Founding a Kingdom 1.4 Beating other Factions 1.5 Get Lords to Join You 1.6 Control the Enemies 1.7 Conquer 2 Items and Skills 2.1 Player 2.1.1 Skills 2.1.2 Equipment 2.2 Companions 2.2.1 Skills 2.2.2 Equipment Steps to Follow[] There are a number of things that you can do before beginning your journey to becoming the King of Calradia. They are not necessary but will greatly help in the long run. These steps are just a rough outline of strong strategies you can use to try to win. Building a Steady Income[] Find a way to gain large amounts of money at any time you need it. Ultimately, you want to buy a Productive Enterprise in every town in the game. The best places to start are Curaw and Dhirim, since you can buy an ironworks at each of them for 3500 denars and make about 300-500 every week from them. Once you have all the enterprises, you will get somewhere around 8000 denars every week. The best bandits to kill for money are Sea Raiders. If your faction is not at war, it is ideal to kill these bandits. However, if your faction is at war, you can try to defeat enemy lords with the hope that you will capture them and sell them for ransom. They can be worth anywhere from 1500-6000 (kings are worth 9000-17000). Trading can also be surprisingly lucrative, especially if you have a party member with a high trade skill, have expanded your inventory several ranks, and have identified several profitable trade routes. For instance, salt in Wercheg is especially cheap, available in high volumes, and sells for 3-4x in nearby Rivacheg. A good trade route will net 1000-3000 denars per run, more if you can cash in on the return trip. Talk to villagers if you want some tips on profitable trade route in the area. Creating a Soldier Farm[] You need to be able to easily replenish soldiers while you are at war so that you can protect your kingdom from enemy armies. Being able to recruit a lot of new soldiers quickly creates room for casualties during fights. You won't have to worry about losing a lot of troops during a tough fight. If you have a negative reputation with a village, they will not give you recruits. If you have somewhere between 0 and 10 reputation, they will give you 0-7 recruits when you go to them and 0 if you are at war with the faction that owns the village. If you are above 10, however, they will give you recruits even if you are at war and you will get more recruits than before. At 20, you have a chance to get tier 2 units, 40, tier 3, etc. Note that if your reputation with the village improves at all at any time, and you just recruited soldiers, more soldiers will be available for recruitment right away. A handy trick is to talk to the villagers and see if any of them are out of a job. If they are, you can give them 300 denars and your reputation will increase by 1, allowing you to recruit volunteers again. Some of the best soldiers in the game are: Infantry: Nord Huscarls Archers: Vaegir Marksmen Cavalry: Swadian Knights Horse Archers: Khergit Veteran Horse Archers Any units you wish to use, however, can be used to replace these units. You should just aim to have a good top tier unit for each role. Swadian Sergeants, Rhodok Sergeants, Rhodok Sharpshooters, and Sarranid Mamlukes would be a very powerful set of units as well. Any units can be used in your army, it is sometimes very beneficial to hire the prisoners of lords you defeat, especially to augment your garrisons. However, don't bother hiring units that are not the correct type of unit for your current army or tactical style. For example, hiring Khergit Lancers when you are using knights is a very good idea; you can even put them in the front of your army by moving them up in the party list so they can absorb the damage in the initial charge. Founding a Kingdom[] Founding a new kingdom opens up a lot of new gameplay opportunities in Warband. You can choose any name for it that you want and you can get a banner if you don't already have one. You will need to acquire a castle or town to start your new kingdom. One way to defeat a castle is to create an army of Rhodok sharpshooters. Attack any castle (preferably a castle only requiring a siege ladder unless you have really high Engineering) and tell your sharpshooters to hold position at a good distance from the castle. Let them fire all their bolts and then charge up the ramp with your companions and fight until you die. When you die, you will automatically retreat and lose some sharpshooters so you can go replenish them at your soldier farms if you like. Repeat this process until you are victorious. Keep in mind that castles that have been taken recently will have a weak garrison. You are very likely to lose this castle to the faction's army. So be prepared to just leave it for them to take. You can take it back easily because the garrison will be weak. Eventually, the faction will be at war with another faction and will leave you alone. An alternative strategy is to help a claimant take their kingdom. Make sure the kingdom is already really small. Ask for a castle that you think will be a good starting place for your kingdom. When you are done taking the kingdom, empty your castle and siege it. It will instantly lose as soon as you finish building the ladders. (Note that when using the sharpshooter strategy you don't actually have to charge the castle when you run out of bolts. As long as you have a good kill ratio you can retreat without consequence and come back again with all your ammunition restocked. The only limit is time, as enemy relief forces may show up while you are waiting to attack again.) Beating other Factions[] The faction that you took the castle from is very likely to declare war on you even after they failed to take the castle back multiple times, so try to eliminate them first. A castle is necessary because you can put troops in them and they will only cost half wages. This allows you to switch your army at any time without disbanding all your troops. When a faction declares war on you (or you declare war on them), hunt down their lords. Keep in mind that all enemy units are dismounted when fighting in villages but your units won't be (making knights significantly better). If you find their ruler, try to take them out so their tactics level won't affect your battle advantage in the next fight. If their army groups up and sieges your castle and there is no way you can fight the whole thing, just wait for them to enter your castle. But catch the last bunch of lords that enter. Enemy kings often enter last and they always have the most troops. After defeating them, help your castle win the battle. With your massive income from your enterprises, your castle can hold easily about 300 top tier units (you should have powerful units such as Huscarls and sharpshooters in your castle). When you assault a castle that has a lot of troops inside, don't worry about any number over 300, since after that, reinforcements cease arriving, and all the extra troops are killed. The best units for attacking a castle are the Nord Huscarls, as they are perfectly able to take the hailstorm of arrows that fly during most sieges, and are also able to retaliate with thrown weapons. If you have any cavalry units in your army, make sure to place them at the back of your battle list, as they will be dismounted during the battle and won't be able to fight as effectively (not that they'll be entirely useless, they just won't be able to match up against higher ranked units) Get Lords to Join You[] You need at least one Lord on your team. As for lords, don't get too many because they will start to hate you as more fiefs are given away. The easiest thing to do is just keep one town that you like and give away all the villages for that town and all the castles and towns you capture. To get more Lords to join your team, you can send out all the companions in your party to go try stir up things in the other factions. This will usually get a Lord or two for you - provided that you have enough land. You don't need very many Lords since you can defeat every team in the game with the above strategy. Keep in mind that Lords that have joined you are very unlikely to participate in campaigns because they will be busy defending their fiefs. You mostly just need them for a little defense for your villages and to fill up the garrisons of castles. Another thing to note is that if you capture a lord and then their faction falls while they are still in your custody, they will not be freed and will always be in your custody. To prevent this, before you conquer a faction, make sure you ransomed them off. This way you can have all lords if you would prefer. An easy way to get Lords to like you is breaking them out of prison, travel past towns and castles looking at the captives that are being held at in them. If a Lord is being held captive, enter the town or castle and walk up to the Prison Guard. Do exactly what you would do if you were freeing the Lord as a quest, the best part of this is you don't lose approval from any other Lords or Factions. The only difference is you will only get approval from the Lord(s) you rescued. Control the Enemies[] It is ideal that all the other factions remain small and weak. To achieve this, avoid eliminating factions - save them if you need to by attacking a faction that is attacking the weak faction. This way, the lords will never all be together and a bunch of weaker armies will try but fail to take your castle. Conquer[] Begin declaring war on factions. Use knights to wipe out their armies and then sharpshooters (and maybe some Huscarls if you want) to capture all their towns. Target towns first since they have your enterprises. Use the same tactics that were used to start your kingdom. The hardest faction to defeat with the sharpshooter strategy is the Nords. Then next being the Rhodoks. These may require more brute force so use a lot of Huscarls or just keep farming up a new army to attack with. Keep in mind that once you eliminate a faction's main army, they will take a long time to rebuild it. The lords will run around with small parties of tier 1 to tier 3 units and can be easily defeated with any army you have. You should aim at their campaign army first, try to lure them out, once their campaign army is beaten, repeat it every two weeks. This should keep the other faction down hard enough for your lords to win most fights on their own. Another way to keep your enemies weakened after defeating their main army is to split up your force, attacking and burning down as many villages as possible. This affects the enemy's recruitment and income. Repeating the attack/raids every two weeks should make your enemy's beg for peace within a month or two, ending the war in your favor. Keep in mind that you will lose relations with your current lords when you assign a new fief, so don’t be too greedy and instead conquer bits at a time, keeping your internal relations at an all time high. If you conquer too fast, you will see deserting lords, which will harm you even more than your enemy will. Items and Skills[] The equipment and skills you choose are entirely up to you because they are not too important if you use the above guidelines and your skills should be chosen to fit your play style. A more in-depth analysis can be found here. However, there are some specific suggestions that may be advisable for characters intending to conquer Calradia, which are listed below. Player[] In the beginning when setting up your player it is easiest to choose being a noble over a street urchin or other such lowly citizen. This is, however, entirely up to you. Being a noble will just make the game slightly easier due to increased starting funds and renown as a noble. Skills[] Basically any skills will be good to have, but some skills that are especially handy as a king/queen: Training: Allows you to get new top-tier troops quickly, and without risk of losing recruits; especially if given to multiple party members. Leadership: Good for getting a larger army and keeping it happy. Prisoner Management: Good for making a bit more money. Sea Raiders are worth about 100 denars. Path-finding: Gets you out of sticky situations on the map, and makes large armies move less sluggish. Persuasion: Allows you to convince other nobles to switch sides and resolve conflicts among your vassals. Tactics: Increases your battle advantage by 1 every 2 points and allows you to get more units into the battle per spawn. A higher battle advantage does however reduce the renown you get for the battle. Engineer: You will often have to initiate sieges yourself, and being able to build siege engines quicker can give you a significant strategic advantage Note: All the 'party' skills can be given to your companions. Party skills receive a bonus depending on the leader's skill level; so if your medic has Wound treatment of 5 and you have none, it's effectively 5 points. If he's got 5 and you've got 2, then it's an effective 5+1 = 6 points. The leader skill bonus (+1 if the skill is 2-4, +2 if it's 5-7, +3 if it's 8-9, and +4 if it's 10) also applies if the highest level skill is owned by the Leader. Equipment[] Get anything you want that suits your play style. You should however keep in mind that you will fight a lot of sieges, as well as large battles, both of which will sometimes take multiple rounds. This requires a build that is able to last long without running out of hit points or ammunition. Usually it is a good idea to get a ranged weapon so you can use it in castle sieges but you can just leave it in your inventory for other fights. You can go for a bow with the Power Draw skill or you can just use a crossbow. Thrown weapons are not the best choice since they generally have less ammunition but they can still be useful if you use throwing daggers and have a lot of power throw and throwing proficiency. Keep in mind that any skill points you spend on Power Draw or Throw are ones you cannot spend on Leadership, Persuasion, or other leader-specific skills; only crossbows do not require skill points. In general, the game is easier if you just buy strong armor since it is really hard to avoid getting hit in close combat, and it will allow you to stay in combat and help your troops longer. It is also easier to use a Charger or Sarranian War Horse over any other horse since it will almost never die before you do - even when you have Plate Armor. Heavy armor makes your character run slower on the ground but since you will want to be mounted most of the time, you will be better off with it anyway. Companions[] The companions page contains a section suggesting how to best use all 16 companions in the first and second 'halves' of the game. Basically, you level up your nobles while you are building your own skill, and then switch over to using peasant companions (who cause problems if they are given fiefs) after you have your own kingdom. Of the two commoners in the first party, Artimenner makes for a good minister (who can be reactivated as trainer or engineer in a pinch), and Borcha should best be dismissed. If your Persuasion is high, you can also keep your first party and only use lords from other kingdoms. Having too many lords may actually put you at a disadvantage as it will be increasingly difficult to keep their relations high and prevent jealousy when awarding fiefs. Skills[] The nobles in the first party should all have a few points in Trainer, Tactics and Leadership if you want to grant them fiefs later on, as this will help them field better armies and win more battles. Even pure combat characters should get 9 or 12 points in INT and CHA and raise these Skills to 3-4. And having many characters in your party with the Trainer skill is beneficial anyway. Prisoner Management is best avoided for companions, as it will only slow their party down. Remember that your companions will have the same AI as your other soldiers, so they are bound to fail in combat. If you give them a lot of strength, you can expect them to kill more enemies before going down. Equipment[] Since the AI does not allow soldiers to do clever moves such as kiting, it is best just to give them the strongest armor that you can find. This will help them last during fights and they will kill a lot more enemies. The AI is also particularly bad at using polearms so avoid giving them spears of any kind. You should give them a ranged weapon as well since they will be very effective in castle sieges with them. Since they can't die, they are ideal for taking castles without casualties. In this case, having a party member with a high First Aid skill is very valuable, so wounded companions can get healed again for a second round of the battle. For sieges, they do best with a ranged weapon, a shield, and a one-handed melee weapon. You want them with this equipment so you can use them like your Rhodok sharpshooters (shield until in position then start firing) and so that they can fight in close combat when they run out of arrows or when you are using knights. They also do well with this equipment if you stand them in front of your archer army so enemies that come close will be taken care of by them while your archers keep firing. |
Controls | The default controls of the game (Warband) The controls in the Mount&Blade series can be classified into Movement, Orders, Equip Items, and more. The default controls of the game (Warband) (continued) All the controls can be changed by pressing on the button next to the button explanation and then pressing the button you want to replace for the button explanation. These are the default controls of the game. Map Controls[] The map controls and the 'Take Screenshot' hotkey. The map controls are the controls used when you are in the overworld. These keys cannot be changed. All the controls can be replaced by the mouse, except the "Wait" button. Under the map controls there is the "Take Screenshot" button. The keys are Ctrl + Insert. Undocumented/'hidden' Controls[] Ctrl+Space: makes you move a lot faster in the overworld. Space+Ctrl: If you press Space first and Ctrl second, you will wait on the spot on the map you're in but time will also pass much faster. Ctrl+J: 'Stuns' the horse you're riding (as if it just hit a wall). Ctrl+Left Click: Holding Ctrl while left clicking on an "upgrade to..." button upgrades all eligible troops simultaneously, rather than just one. You can also use this for garrisoning, selling prisoners, and disbanding troops. Shift+Left Click: Functions similarly to Ctrl+Left Click, as explained above, but changes the amount to 5 troops at once. Using cheats can unlock a big multitude of hidden controls. Visual Maps[] <a href=" class="image"><img alt="Kbd-mount-blade" src=" decoding="async" loading="lazy" width="640" height="233" class="thumbimage" data-image-name="Kbd-mount-blade.svg" data-image-key="Kbd-mount-blade.svg" data-relevant="1" data-src=" /></a> Visual map of the original Mount&Blade controls. Click for a larger view. <a href=" class="image"><img alt="Kbd-mount-blade-warband" src=" decoding="async" loading="lazy" width="640" height="232" class="thumbimage" data-image-name="Kbd-mount-blade-warband.svg" data-image-key="Kbd-mount-blade-warband.svg" data-relevant="1" data-src=" /></a> Visual map of Mount&Blade: Warband controls. Click for a larger view. |
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