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Footpad
Footpad Troop Information Culture Bandits Wages 22 peningas/week Acquired from... Ruffian Upgrades to... Brigand- or -Robber Upgrade Cost 368 peningas XP for Kill ? experience Ransom Value ? peningas Footpads are tier-two bandit infantry in Viking Conquest. They can be found in raiding parties on land. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Footpad - Default Stats and Equipment Attributes Stat Points Level 18 Strength 16 Agility 8 Intelligence 12 Charisma 12 Health 61 Armor Head Phrygian Body Tunic Hand None Foot Ragged Leather Shoes Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 5 Power Strike 3 Power Throw 2 Power Draw 2 Weapon Maintenance 0 Weapon Master 6 Athletics 4 Riding 2 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 4 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 140 Two Handed Weapons 90 Polearms 70 Archery 20 Crossbows 20 Throwing 110 Slings 100 Weapons Melee Short Axe Ranged None Shield Cracked Rawhide Shield Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Forest Bandit
This article is a disambiguation page for Forest Bandit The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Forest Bandit may refer to: Forest Bandit Forest Bandit
Forest Bandit (classic)
Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Forest Bandit Troop Information Culture Bandits Wages 6-3 denars/week Acquired from... Looters- or -Prisoners Upgrades to... Swadian Recruit Upgrade Cost 40 denars XP for Kill 88 experience Ransom Value 73 denars Forest Bandits are bandit archers in Mount&Blade and Warband. Contents 1 Tactics 2 Quotes 3 Stats and Equipment 4 Trivia Tactics[] Inhabiting and roaming the dense forests of Calradia - mainly around the Kingdom of Swadia - they spawn in groups of 4-52. Forest Bandits are lightly armored and carry ranged weapons. They can be quite effective when attacking, as the large number of archers enables them to destroy most enemies at range. Even with their strength in numbers, Forest Bandits are ineffective against heavily armored soldiers, as their attacks are absorbed by their targets' armor. In close quarters, Forest Bandits have no chance versus most foot troops due to their poor melee skills, weak weapons, and lack of decent armor. Despite this, avoid fighting them with tier-one-or-two troops. You should kill Looters to level up your party members before trying to defeat Forest Bandits. Heavy cavalry is suggested against bigger groups of Forest Bandits, and Mercenary Cavalry, Swadian Knights, or Sarranid Mamlukes work well. Other highly effective units are heavy but fast infantry, such as Nord Huscarls. They can be upgraded to Swadian Recruits for 40 denars. This is recommended as it is the beginning of their journey to becoming Swadian Knights, some of the most powerful cavalry in the game. However, avoid upgrading if you need Forest Bandits as expendable skirmishers while on a prolonged campaign. Quotes[] Forest Bandits will say things like: "Everything has a price... even your life!" Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Forest Bandit - Default Stats and Equipment Attributes Stat Points Level 11 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible) Black Hood(Possible) Hood (a) Body Padded LeatherLeather JerkinRagged OutfitShirt Hand None Foot Leather BootsHide Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw 3 Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 90 Two Handed Weapons 90 Polearms 90 Archery 90 Crossbows 90 Throwing 90 Weapons Melee Quarter StaffAxeHatchet Ranged Short BowHunting BowArrows Shield None Mount None Trivia[] Being of Swadian origin, their usage of bows can be considered somewhat odd since their parent faction's troops employ only crossbows - yet it may be intentional, though, as crossbows were historically employed by professional soldiers only, meaning Forest Bandits would have to be Swadian deserters to get them. While they carried Longbows in classic Mount&Blade, they carry Hunting and Short Bows in Warband, making them a bit weaker. Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Fortresses
Fortresses for the purposes of this wiki include all non-town Fortifications in Mount&Blade: With Fire & Sword and may be thought of as a combination of the previous games' castles and towns, adding marketplace and mayor functions to castles but lacking the importance of towns. The primary difference between Fortresses and towns in With Fire & Sword is still the typical size of the garrison. Towns usually feature about 3 times the garrison size as lesser fortifications. Towns can also receive caravans while fortresses may not. Fortresses Cossack BratslavCherkassyKamenetsKorsunLadyzhyn FortressPereyaslavPoltava Crimean Izmail FortressKafaKalanchak FortressKezlev FortressKilburun FortressKyzyl-yar FortressPerekop Muscovite Bryansk FortressIzum FortressKurskNovgorodRyazanRzhev FortressTulaTver' Polish Bar FortressBerestye FortressDubensk CastleKovno FortressLida CastleLodz CastleLublin MinskMyadzelsk CastlePolotskSlutskZbarazh Fortress Swedish Allenstein CastleDorpat FortressDynaburg FortressDzvinsk CastleNarvaVyborg Notes[] Fortresses are still called castle in the game files but will be called "fortresses" on this wiki to segregate them from Mount&Blade and Warband. Some Polish and Swedish fortresses are still called "castle", such as Allenstein Castle. Unlike in Mount&Blade and Warband, some fortresses have the suffix "Castle" or "Fortress" despite not sharing a name with a related village. See Also[] List of castles Towns Fortification
Founding a new kingdom
A player's own kingdom, consisting of Sargoth, Tehlrog Castle, Alburq Castle and their respective villages. Founding your own kingdom is a feature new to Warband. It is the ability to set yourself up as a king or queen of your own fully fledged faction. Trying to conquer land in the original Mount&Blade while being unaffiliated with a leader shows a long text stating that you are a "commoner" and have no right to be "treated as a king". All monarchs have a claim to the throne of Calradia. In addition to the player's struggles to become the supreme ruler of their own territory, should they wish to do so, they must also compete for the title of King/Queen of Calradia. In With Fire & Sword, there is no way to found a new kingdom, but rebelling against a monarch for a claimant will create a temporary faction with the claimant as the ruler. Once the rebellion succeeds, the claimant faction will disappear, and the new monarch will rule the original nation. Contents 1 Becoming a Monarch 2 Ruling 2.1 Your Court 2.2 The Minister and Ruling Options 2.3 Vassals Joining the Kingdom 2.4 Relations With Your Vassals 3 Tips and Tricks Becoming a Monarch[] Before you start your own kingdom, make sure you have a lot of renown, either honor or dishonor (depending on your liking and desired relations), and especially, a lot of right to rule. When starting the game, it is best to first be a vassal of another kingdom, and when you are powerful, revolt and start your own kingdom. This gives you a chance to make friends, who will become your vassals. Also, it will give you a fair fight when you start; a level 5 king is not going to be popular or effective, at least level 20 is recommended. The first requirement of ascending to the throne is that you cannot be tied to another claimant. In other words, you must not be part of a rebellion or a vassal of one of the current factions. If you already are, there are three ways out: ask to be released from your oath, be denied a fief you requested and dispute the judgment by force, or ask your husband to join you in a rebellion (female characters only). If you are currently questing for a claimant, you can convince the claimant to abandon the rebellion, and you will take over the entire territory you conquered for them at the cost of honor (you will receive the ability to rename your faction and give fiefs to your heroes). If you did not manage to secede from your liege with lands and are a landless unaffiliated person, all that is required is to start conquering. You need negative relations with a faction to conquer its fiefs. Having solved a dispute over a fief by force or starting a rebellion will lead to war with the faction you're in. If you're not currently at war or in any faction, you can attack a lord or monarch to go to war with the faction; consider that you will lose a lot of relationship points with the monarch, making him your enemy. It is advisable to extort tolls of a caravan from the faction you wish to conquer, this will decrease your relation with that faction by -1, avoid unnecessary relationship penalties with lords/villages, and allow you to besiege that faction's fiefs once you reach negative relations. Once you have a castle or town, you will be given the opportunity to name your new faction and begin your rule. A good strategy can be to wait until a castle or town has just been captured and then siege it, as it will only have a small garrison of around 50-60 troops for castles and 80-90 troops for towns. This is useful as you will be fighting with no allies for your first siege. Note: You cannot attack the castles or towns of a faction with which you do not have a negative relation. If you attack a lord, village, peasant, or attack/extort tolls from a caravan, you will lose relation with their faction and will then have the option to besiege castles and towns of that faction. Ruling[] Your Court[] When you start your own kingdom, you will be told that a court has been set up in your kingdom's capital. This capital is automatically assigned to the first town or castle you obtained and still possess. If you do not have any towns, the court will be held in the first castle you obtained. The court can be moved at any time, though certain materials are required (Tools and Velvet). The court is where your main affairs are conducted, where your minister stays, where your feasts are held, and where vassals go if they wish to join your kingdom. The court is where all decisions are made, from giving fiefs to vassals to choosing a new marshall to conquer foreign lands. The Minister and Ruling Options[] As a ruler, you have many new options. Your first task is to appoint a minister to look after your lands; this can be a hero, a wife, or even a prominent local (randomly generated NPC). However, it is not advisable to choose the prominent local, as you will be unable to take full advantage of minister features (heroes are automatically chosen if you have them in your party). By talking to this minister, you can conduct different affairs of state. Diplomats can be dispatched to the other factions to declare war or attempt to get other monarchs to recognize your legitimacy. Fiefs can be distributed amongst your vassals, and the current marshall and minister can be changed. If you chose the prominent local, you will only have the option to change the marshall and minister. If you choose one of your heroes as a minister, you may swap them back into your party at any time. It is common amongst players to appoint a hero that doesn't get along well in the group as a minister, as they will no longer quarrel with other heroes. It is also possible to hire a new hero at the tavern just to make them a minister, as there is no difference between a high-level and low-level hero as minister. This can be useful if the player wants to keep their current heroes. Vassals Joining the Kingdom[] Lord Doru wishes to join the players faction. Note the change in Lord Doru's prefix before you even allow him in the kingdom. As a ruler, you will often find landless lords from other kingdoms in your court, hoping to become your vassal. This can happen at random for the most part, but it is also heavily influenced by their personality, their experience with their last kingdom, your renown, and how many unassigned fiefs you have. You can try to get other nobles to defect to your cause by talking to them privately and asking how they feel about their liege, but do not expect a high success rate; while the nobles may dislike their current ruler, most dislike being branded a traitor even more. Much like recruiting lords for a claimant's cause, trying to get other lords to join your kingdom is heavily dependent on renown, number and location of fiefs, kingdom's total troop size, affection, your charisma, your persuasion level, and mere chance. A notable exception is your husband when playing a female character, an option appears when talking to him that instantly makes him join your faction regardless of your relations with him. You may also grant one of your heroes a fief, automatically making them one of your vassals. They will leave your party. While heroes can become your most loyal lords, you are also making the choice to remove a customizable, powerful ever-growing troop from your party. On the other hand, you will have that powerful hero with another army in the field at your disposal. Be careful when appointing heroes as lords, as two who don't like each other may carry their grudges into the field, allowing one to possibly defect to another kingdom. Also, appointing a commoner hero as a vassal will cause a large, retroactive penalty in relations to most of your current and even future vassals. It is recommended to make someone of noble blood a vassal. However, most of them will only recruit faction-specific troops (e.g. Matheld will only recruit Nordic units), so if you don't want a vassal recruiting say, Khergits only, and you think it is worth it, appoint a commoner instead. You could also consider Rolf and Lezalit as vassals: they are both non-faction-specific nobles. Relations With Your Vassals[] As a ruler of your newly founded kingdom, you will find the game even more challenging. As a vassal, one of your ally lords defecting to an enemy can be a positive thing, allowing you to capture their fiefs and possibly claim them for yourself. When you are king/queen this changes dramatically - you'll need to keep a watch on your vassals' "relation to their liege" (open "notes", go to characters and select the lord). You cannot keep every and all lords happy, as some will like honor while others will dislike honor. You must choose carefully. Even former heroes may defect to another kingdom, and with this, you lose the fiefs they hold to the kingdom they defect to. However, taking action and preemptively removing the vassal from his post will anger the other lords of your kingdom, so the more lords you have, the harder it becomes to rule your kingdom. When you are at the near-end of the game and have only one or two kingdoms left to conquer, the number of vassals of the rival kingdom(s) will be incredibly high compared to the early start. At this point, you must be ready to face armies of 4000+ men, but when done correctly you can easily muster a force of 6000+ men, depending on the number of vassals you have. Capturing other lords is not recommended, as this will lower relations with these lords and make it harder for you to convert them to your cause. Not all lords like this idea, but the majority will thank you, and when you reach +50 relations with a given lord getting them to defect to your side will be fairly easy, but it is also dependent upon the relationship they have with their current liege. The more vassals you have, the more your vassals will fight amongst themselves, weakening your nation from within. Try to resolve fights amongst your vassals and hold regular feasts to improve your relations with the lords of your realm. Listen to your current lords when giving out new fiefs to your vassals. Each time you give away fiefs your relation with all the lords who disagree with your decision will drop by 1 to 3, and in the long run, this can destroy your nation by causing your vassals to defect to your rivals. Since the size of a lord's army is directly proportional to the number and wealth of his fiefs, it can be beneficial to only have a few lords, but give them several fiefs each. This avoids the problem of taking massive relation drops with the entire realm when assigning a fief, without sacrificing the strength of your realm too much. Managing the relationship with your lords is difficult but can be coordinated with a little thought. Giving a lord (not a hero) a fief will increase the relationship with the lord by 10 and slightly increase relations with that lord's friends by 1 or 2 points, but reduce your relationship with most other Lords by 1 to 3 depending on their relationship to the receiving lord. If a lord is defeated in battle, you will lose one or two relationship with him as well. Giving yourself fiefs gives no negative or positive relationship with any lord. Certain Lords with unpleasant personalities will lose relationship points faster than others: it is a good idea to give any 'danger' Lords only village fiefs, so that if they defect there is no loss of land, as the village is tied to its castle or town. All of these factors are dependent upon vassal personalities. The more you learn about the quirks of every vassal personality, and the more easily you are able to identify them, the easier it will be to manage your kingdom. For example, a kingdom full of good-natured and upstanding lords will not only be harmonious, with no new rivalries, but they do not become upset when someone else is granted a fief, and their relationship with the player cannot decrease below 100 if the player's honor is 300 or more. However, they are very difficult to convince to defect from their kingdom. On the contrary, pitiless, sadistic, and quarrelsome lords are easy to make defect; a relation of -10 with their liege may be all that is required to get them to renounce their oath, while with more chivalrous lords the bar is higher. Despite this, they are much more difficult to manage, and quick to betray the player (as well as other rulers). Tips and Tricks[] Use opportunities! If you find a castle/town with a garrison of around 100 or less, take it! If the faction owning the town is being ripped to shreds by other factions, even better! Know the flow of war, and when factions are weak, use that opportunity to get a head-start on your kingdom. However, you may be at war with two factions, as the faction it is originally from will declare war to "regain lost territory" (shown below). When taking your first settlement, target a location in which the current owner was also the initial owner at the start of the game. This will make other kingdoms less likely to invade you. For example, if you take Sargoth from the Kingdom of Rhodoks, the Rhodoks will retaliate, but the Kingdom of Nords will probably also declare war against you to take their city back or "regain lost territory", leaving you at war with two factions. Also, the Nords are known to declare war to cleave power from another faction. There is a chance you can persuade a lord to defect to your kingdom before you have a kingdom at all, if you can persuade a lord who owns a town, you can defend a +300 garrison town instead of the 0 garrisons you get when you conquer a town, making your early kingdom easier to defend. Try to convince a lord who owns a strong town, likes you, and has a negative relationship with the current liege. If you have lords seeking to join your faction whom you don't want to accept (e.g. because their personality makes them more trouble than they are worth), instead of telling them their service is not needed and driving them to another faction, just ignore them at least until your throne room is so full that you have to talk to some of them to make room for lords you want to let into the faction. The more potential enemies you can keep off the field, the better.
Four Ways Inn
The Four Ways Inn Settlement Information Type Tavern Kingdom Neutral The Four Ways Inn was a location featured in older versions of Mount&Blade. It first appeared in Warrider (version 0.202) and was removed in version 0.894. Overview[] The Inn's map marker was that of a village, and when accessed, the player had the option of entering the 'outside' scene, and the inn itself. On the inside, the Inn functioned as a tavern, but it was unaffiliated to any kingdom. The 'outside' scene featured a lake with a small island, and the inn itself located on its bank; the inn was a small two-story, farmhouse-like building, similar to the one represented by the map icon. Trivia[] The name probably comes from its location somewhere in the middle of the world map. The Inn is still present in the game files and can be activated via editing. Based on the code still found in Warband, dismissed companions were to travel to the Four Ways Inn instead of appearing in random taverns. In Warrider's game dialogues, it is implied that Marnid at some point became either the Inn's owner, or cook serving pork stew as one of its more famous dishes. Gallery[] The scene overviewThe lakeThe Inn itself The location makes a comeback in several mods.
Fruit
Apples / Fruit Classic/Warband Viking Conquest Games Base value 44 44 44 40 Weight 20.0 Item Quantity 50 50 50 150 Morale Bonus +5 +4 +3 +4 Spoils No Goods Type Food Made From... N/A Made Into... N/A Fruit is a food item that provides a moderate morale bonus. This item is called Apples in the original game and in With Fire & Sword. Fruit is very cheap and ideal for low level players. Apple trees can be found in a few villages. <a href=" class="image"><img alt="Apples" src=" decoding="async" loading="lazy" width="320" height="130" class="thumbimage" data-image-name="Apples.jpg" data-image-key="Apples.jpg" data-relevant="1" data-src=" /></a> Red and green apples seen growing in Kwynn. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth
Furs
Furs Classic/Warband Viking Conquest Games Base value 391 Weight 40.0 Item Quantity N/A N/A N/A 30 Morale Bonus +0 Spoils No Goods Type Trade Made From... N/A Made Into... N/A Furs are a non-consumable trade good. In Warband, furs are sold for a significantly lower price at Khudan and Rivacheg as well as the nearby villages of Fisdnar, Udiniad, Uslum, Shapeshte, Shulus, Tismirr, and Vezin. They can be sold for between 95% and 105% base value across most of Calradia, with the exception of Curaw, Ichamur, Reyvadin, Suno, Tulga, and Uxkhal where it is sold for between 65% and 85% base value. In With Fire & Sword, furs are available in the marketplaces of Smolensk, Moscow, and Pskov. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth
Galeas
Galeas Official Information Faction Neutral Title Overseer Fiefs Salt Mine Character Background Background Slave Trader Galeas is a minor character appearing in older versions of Mount&Blade. He was removed from the game in version 0.894 alongside his companion Barezan and the Salt Mine, the location they could both be found in. Regardless, they are both still found the game files and can be re-activated via simple editing. Background[] Galeas was introduced in Warrider as the salt mine's overseer. He would buy the player's prisoners. In later versions he could also sell low-level troops to the player.
Gameplay mechanics
While the majority of the Mount&Blade series' gameplay centers on combat aspects, the larger game has a deep, strategic element, especially if played without cheats. Mount&Blade is a sandbox game, however, to achieve whatever objectives the player sets for him or herself - be they military, political, role-playing, or something else - the player must make careful choices. These choices basically revolve around the careful balance and management of four concepts: Money, Renown, Honor, and a register of Relationships. These four concepts intersect with and are backdropped by the constraints of Time, Geography, Player Character, Combat Success, Military Expedience, and Risk. This article's goal is to be a jumping point for each concept as well as to explain the balance between them. Contents 1 Money 2 Renown 3 Honor 4 relationship 5 Politics 6 Time 7 Geography 8 Player Character 8.1 Combat Success Money[] Money (denars/thalers/peningas) is made from quests, taxes, trade, pillaging, battle, tournaments, and from prisoners as ransoms. Different players can use character strengths to increase income - a player with a high Trade skill can earn more from trading whereas a player with high Looting may consider battle or pillaging, while a player who is a lord may rely largely on taxes, and a player with high Persuasion might rely on quests. Money is spent most expensively on troop upkeep and equipment for the player and heroes, but also on recruitment, certain quests, food, bribes to bandits, lords, commoners, and feasts. When making strategic decisions, money is most commonly a trade-off for honor, relationship, and military expedience. In Calradia, as in the real world, money also buys time - hiring a mercenary party at a premium may be better than training a recruit from scratch. Renown[] Renown is the player's personal fame. Almost all actions will yield renown, but renown also degrades with time, and with certain failures. And renown is not easy to earn rapidly. Renown becomes harder and harder to earn the higher the player's level. While no game situations demand renown to be given up, many situations are out of the reach of players without a certain level of renown - namely the abilities to become a lord or lady, the ability to woo, ask for, and marry a lady, the ability to become a marshall, and the ability to lead a claimant's rebellion. NPCs also react differently to players with high renown, and life, in terms of time, money, fief-owning, kingdom building, and relationship are all lubricated with renown. Just as importantly, a player's party size is closely tied to renown. Since almost all players will earn renown at some point or another, the greatest trade off for renown is the costly time needed to attain it and the largely combat risks associated with trying to build renown faster. Risk Greater Risk typically generates greater rewards, particularly so with combat and renown. Winning when at a severe numerical disadvantage tends to yield large amounts of renown quickly. However, such engagements can quickly wear down your troops and your character's health. Losing fights usually costs both money and time. Honor[] Honor is the player's "karma". Honor is gained when enemy lords are let go, when certain quests are completed without pay, and when political quests are handled in a certain manner. Honor is lost when enemy lords are captured for ransom and upon completion of certain "dishonorable" quests. Honor is also lost if you refuse to give up a lady's suit after losing a duel. Having honor affects the relationship gain of a certain subset of lords' personalities that are also honorable quite rapidly if you have never met them. While honor can provide relationship gains with that segment, maintaining honor by refusing certain quests can degrade your relationship with others. Honor costs money, time, and military expedience. Maintaining and building honor can eat away at quest income, which also raises the specter of time. Setting enemy lords free brings them quickly back as a military power, again raising time as a specter. Military Expedience Military Expedience typically operates at odds with honor. In the short term it is advantageous to hold enemy lords as it decreases the number of troop stacks wandering the map. However, by releasing them you gain honor which has long term benefits. relationship[] Not only is relationship balanced against considerations of time, money, honor, and military expedience, each relationship must be balanced against other relationships. Few relationship gains are truly free - even the military rescue of an embattled lord carries combat risk. Some relationships are set up to be diametrically opposed - relationship gains and losses from political intrigue or affronted suitors and the ladies you woo. Others carry subtler trade-offs. Again, time, money, and geography might affect your decision to gather favor with a particular town or village instead of a lord. Time and money might cause a player to raid a village for money and food at the expense of relationship. Money may cause a player to sink thousands of denars into improving his relationship with an uncooperative lord. The passage of time might soften a lord's stance. relationship can have the following effects: Monarchs: Increases the chance you will be awarded fiefs. Lords: Extremely negative (at least -10) relationship precludes the lord from coming to your military assistance or improving relationship by acting in concert in combat. High relationship increases their political support for you, their support for your inclusion into their family through marriage, and increases the chance they'll defect to your kingdom. Towns: Increases tax revenue and lowers prices. Villages: Increases the number of, quality of, and willingness of the population to be recruited into your army. Also increases tax revenue and lowers prices. Ladies: Increases their likelihood to accept you for marriage. A positive relationship with an ever married Lady will allow you to ask favors of her (like increasing relationship with another Lord, in Warband). Politics[] Main article: Politics Main article: Marriage Time[] Events in Calradia reset on daily and weekly timers. Almost all actions take map time. The longer a player is unable to act, the stronger his opponents become, the more renown they gain, the larger bandit parties grow and respawn, the more trade bogs down, the more likely a lady will be wooed away, and the more likely a fief is raided or lost. Additionally, every week, the player must pay troop wages, placing a very real cost on time. While quests usually offer enough time to complete, some delivery quests are on tight schedules. And time forces a player to choose between quests and other priorities such as making money, recruiting and training, building relationship, or participating in Military campaigns. Unlike classic Mount&Blade, Warband's Calradia is not easily traversed in a few hours. Time is not a great issue early in the game but becomes more important the more entangled the player becomes with Calradia. Additionally, night offers advantages and hazards different from those of day. The change of seasons affect caravans, and combat weather patterns. Geography[] In Warband, geography plays a much larger role in controlling the movement of players and NPCs alike. Bandit Camps easily bog down trade in locales, and mountains and woods provide dangerous chokepoints that can force a player to choose between an inescapable ambush through a fast route, or a safe route that takes too much time. Fiefs too far away to be defended might not be worth accepting. Low coastal regions are also more likely to become fogged in the morning - providing both visual impairments for a player's party as well as during combat. Player Character[] The specific characteristics a player chooses can affect the strategies and relative trade-offs between other considerations. Recruitment Party size Party composition Fiefs Attributes Skills Equipment Combat Success[] Combat Success is perhaps the most common way to collect renown. Victory in combat often depends on the player character, as unsupervised battles become pure numerical contests often with costly losses.
Geography
Geography is one of the gameplay mechanics, referring to the topographical features of a region. The Mount&Blade games create notional regions inhabited by various factions. Mount&Blade and Warband take place in Calradia. With Fire & Sword takes place in Eastern Europe. Types of Terrain[] Terrain varies widely through both worlds ranging across: Mountains feature extreme altitude changes and steep inclines. Cavalry is impaired here. Steppes are mostly flat with little vegetation, excellent cavalry terrain. Plains feature varied but mostly flat terrain, often featuring low hills, sparse trees and a shallow creek. Forests are typically hilly with denser trees. Archers are often impaired by the limited sightlines and cavalry is hindered by the trees and inclines. Tundras are usually flat or hilly, with a few trees here and there. Deserts are similar to steppes, but with even less vegetation.
Geroia
Geroia is a land located beyond Calradia. Contents 1 Descripion 1.1 Georgraphy 1.2 Politics 2 Notable Geroians 3 Trivia Descripion[] Almost nothing is known of the region. In Warband, several companions claim Geroia as their homeland. Georgraphy[] Geroia seems to be located to the east of Calradia, as, according to Lezalit, it is "over the hills". This is also confirmed by Marnid, who claims to have been travelling from there through Khergit lands when he was robbed. Geroia also seems to have access to the sea, as ransom brokers in Bannerlord state that some of the prisoners that fail to get ransomed will be sold there as galley slaves. Politics[] Geroia seems to be a land consisting of several polities, known collectively as the "republics of Geroia", at least during the time of Bannerlord. It is unclear how these republics function, but it seems that the merchant class thrives there, and at least one of the republics has a Count. Lezalit - the second son of the apparently well-known Count of Geroia - claims that only the firstborn of Geroian nobles inherit their father's wealth, whereas all other children are left with nothing. It also seems that Geroia is, in general, a peaceful land, as, according to Lezalit, noble children without inheritance have few opportunities of obtaining fiefs. Another point to suggest peacefulness is the fact that Artimenner - a siege engineer - chose to travel to Calradia in search of work. Notable Geroians[] Artimenner Count of Geroia Lezalit Marnid Trivia[] Geroia was first mentioned in Mount&Blade v0.202 - AKA Warrider - as a location beyond the game's southeastern borders, as per Marnid's backstory. In Warband, the world map was expanded and slightly changed. If one were to compare Calradia to real-life Europe, Calradia would now be the equivalent of Western and Central Europe, suggesting that Geroia is somewhere father east, beyond Khergit lands. In Bannerlord, the map of Calradia was again expanded, now stretching from Western Europe to Central Asia - if made equivalent to Eurasia - yet Geroia is still nowhere to be seen, which makes its location rather confusing.
Ghouls
<a href=" class="image"><img alt="Ghoulface" src=" decoding="async" loading="lazy" width="128" height="128" class="thumbimage" data-image-name="Ghoulface.png" data-image-key="Ghoulface.png" data-relevant="0" data-src=" /></a> The Ghoul face texture. Ghouls were a bandit type and playable race appearing in early versions of Mount&Blade, AKA Warrider. They were removed alongside the undead in early-to-mid versions of Mount & Blade due to the game's focus shifting away from dark fantasy. Contents 1 Description 2 Lore 3 Activating quest 4 Trivia 5 Gallery Description[] Ghouls were actually normal people that have been cursed, either by magic, or by their own inhuman actions. The player would first encounter ghouls during the quest to obtain the hand of a god. The ghouls here were servant-guardians of Ecatha, the witch that held the artefact in question. Later on ghouls were meant to appear as bandit parties, roaming the map. The player would have received a quest where they would hunt down ghoul parties and either bring them in as prisoners, or convince them to peacefully go to Kaga, an asylum-like location, where the ghouls were meant to be treated from the curse. Lore[] “ I had heard about the curse of the ghoul years ago, when I was a child. The legend says that when a man feeds with the decaying flesh of a fellow human his soul gets corrupted and he turns into a creature of darkness. ” — Darsu the Healer Activating quest[] To activate this quest, you need to enable cheats. Press Crtl-F for all locations to show up. Go to Khergit Camp. Talk to the Uruzuge and her father. Her father will tell you to ask Akhad Thell for something to heal her. Go to Serrepa and talk to Akhad. And so the quest begins. Trivia[] Like the Undead, Ghouls would only appear on the map when the respective quest was initiated. The player could also choose to be a Ghoul during character creation. This did not affect anything, as the ghoul face was merely a skin. Gallery[] Talking to UruzugeThe necromancer EcathaGhouls charging into battle
Gisim
Gisim Settlement Information Type Village Kingdom NordsSwadia Fortification TihrPraven World Map Mount&BladeGisimTihrTemplate:World Map/Mount&BladeWarbandGisimPravenTemplate:World Map/Warband Gisim is a village initially owned by the Kingdom of Nords in Mount&Blade, and the Kingdom of Swadia in Warband. Layout[] Player Elder Fugitive The Village Elder is located in front of the building on top of the steep hill on the left side from where the player enters, standing before a wooded chair. Gisim is built on a relatively flat spot in very mountainous terrain with moderate tree cover. It has a total of six structures. There are two fields here growing wheat and squash, and a third fenced area which may be an empty farm or animal pen. Garlic strings hang on the wall of one building while another building is surrounded by wagons and wagon wheels, possibly indicating the home of a wainwright. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the first building on the left from where the player enters, standing between the building and the squash farm. Territory of the Kingdom of Nords TownsSargoth Tihr Wercheg CastlesAlburq Castle Chalbek Castle Curin Castle Hrus Castle Jelbegi Castle Knudarr CastleTehlrog Castle VillagesAldelen Ambean Buillin Fearichen Fenada Gisim(M&B) Haen Jayek Jelbegi KulumKwynn Mechin(WB) Odasan Rizi Ruvar Udiniad(M&B) Vayejeg Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar
Glaive/Mount&Blade
Glaive GlaivePolearm (No shield)Base value: 352 denarsWeight: 4.5Swing: 38cThrust: 21pSpeed rating: 83Weapon reach: 157
Gloves
For gloves featured in Mount&Blade:With Fire & Sword, see Gloves (With Fire & Sword). Leather Gloves from Mount&Blade and Warband, showing the style change. Gloves are a minor type of Armor that offer small bonuses to the Body Armor statistic. They can be quite expensive for the minimal benefits they provide, even more so in the original Mount&Blade as their prices were decreased for Warband. When modifiers are applied, the price of gloves can increase drastically. Gloves give such a small bonus that sometimes, negative modifiers can completely annul their benefits (e.g.: Tattered or Ragged Leather Gloves will not grant armor, only encumbrance). Despite the high cost, it may be a good idea to buy a set of leather gloves in the early game, as this will noticeably decrease damage taken from Looters and Forest Bandits, the main concern of a player who has just begun a playthrough. In contrast, Viking Conquest only has Leather Gloves, which remain at a low price and have had their body armor rating improved to +6 from +2. They are inexpensive and are upgraded cheaply at armorers, making them a good early investment for extra protection. List of Gloves[] The following is a complete list of all gloves available in Warband: ▼ Show/Hide Gloves ▼ Gloves Body Armor Weight Base Value Modifiers Gauntlets 7 1.0 1040 Rusty, Battered, Crude, Thick, Reinforced, Lordly Lamellar Gauntlets 6 0.75 910 Rusty, Battered, Crude, Thick, Reinforced, Lordly Leather Gloves 2 0.25 90 Tattered, Ragged, Sturdy, Thick, Hardened Mail Mittens 4 0.5 350 Rusty, Battered, Crude, Thick, Reinforced, Lordly Scale Gauntlets 5 0.75 710 Rusty, Battered, Crude, Thick, Reinforced, Lordly ▲ Show/Hide Gloves ▲ Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment
Glunmar
Glunmar Settlement Information Type Village Kingdom Rhodoks Fortification YalenYalen World Map Mount&BladeGlunmarYalenTemplate:World Map/Mount&BladeWarbandGlunmarYalenTemplate:World Map/Warband Glunmar is one of the villages initially owned by the Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is located just within the village, standing at the corner of the building directly through the main entrance. Glunmar is built in a valley with hilly terrain all around and many tall pines in a semicircle to the back. It has a total of seven structures, including a tall look out tower, all surrounded by a high stone wall with only two entrances. Food sources appear somewhat diverse here with fields growing Cabbages and Grapes, a fenced orchard presumably growing the Apples that can be seen in baskets, an oven with sacks of Flour and Bread nearby, stored Beef, several hanging animal skins and a pile of bones, and there is a well located within the village walls. Glunmar has a foreboding atmosphere however, as the front entrance is decorated with many weapons and human skulls. What may be a partially-collapsed mine shaft can be found just to the right from where the player enters, although the interior graphics are semi-transparent and one can see through what should be solid rock. If sent here during a Hunt Down Fugitive quest, the target may be found under a roof on the opposite side of the building from where the Village Elder stands. Territory of the Kingdom of Rhodoks TownsJelkala Veluca Yalen CastlesAlmerra Castle Culmarr Castle Ergellon Castle Etrosq Castle Grunwalder CastleIbdeles Castle Jamiche Castle Maras Castle VillagesBuvran Chaeza Chelez Dirigsene Dumar Emer Epeshe Fedner Glunmar Ibdeles IlviaIstiniar Jamiche Pagundur Reveran Ruldi Saren Sarimish Serindiar Veidar(M&B)
Goods
Goods are a type of item that can be purchased at villages and towns, or found as loot from caravans, bandit camps and raiding villages. Goods serve several roles in Mount&Blade, including trade, food and production. Contents 1 General 1.1 Weight 1.2 Prices 2 Type of Goods 2.1 Food 2.2 Household Goods 2.3 Trade Goods 3 Goods Table 4 Notes General[] Goods cannot be directly used, although food is consumed automatically, but you can buy them and sell them at other towns or villages for a profit, or if you own a Productive Enterprise, you can give your master craftsman raw materials instead of having him buy them from the market (although he will usually be able to get them for a good price). Likewise, you can tell your master craftsman to hold onto the goods the enterprise produces so that you can trade them yourself for higher profit. Weight[] All goods have a weight and are typically quite heavy, which can slow down your Party Speed. It is worth taking along some extra horses to serve as pack mules to maintain your overland speed if you want to trade and still hunt down bandits, or outrun them, during your trips between towns. Prices[] The prices of goods are highly variable, and based upon an abstract model of Supply and Demand, which is covered in the trade page. All goods have a True Price, this is the game-assigned value of each good. This is rarely ever what the actual price of the goods will be, buy/sale price is modified based upon the local abundance or scarcity of that product. You can purchase goods where they are abundant and cheap, and sell where they are scarce and valuable to earn a profit. If you wish to engage in trade, only purchase goods when they are notably less than the True Value listed unless you are sure that there is a town where the scarcity of the good will drive up the value even further. Type of Goods[] Many goods are not used directly by towns or villages, and are used only as a raw material for the creation of another type of good. Finished products, meanwhile, consume those raw materials in their creation, and part of trade is based around moving supplies of raw materials to the places where they are turned into finished products. Most food items are already a "finished product" as soon as they are created. Grain is unique it can be made into two finished products, and velvet is unique in that it requires two different raw materials. The player can also own a Productive Enterprise which allows the player to convert a small amount of those raw materials into finished products in their cities, as well. Food[] For more info on food, see Food. While all food can be eaten, some, like grain, can be used as raw ingredients to make other items by craftsmen at a Productive Enterprise. Household Goods[] Household goods include food, oil, spice, ale and wine. You should maintain a supply of these goods in your court if you own a fief, so they can be used in Feasts to raise relations to other lords. Trade Goods[] Some goods have no use except in trade, and are just Trade Goods. Goods Table[] The following is a list of household and trade goods, for a complete list of foods, see the food page. For more specific information, see individual good pages. Name Weight Type Made from... Base Values Ale 30 House Grain 84 120 - 280 Date Fruit 40 Trade - - 120 120 - Dyes 10 Trade - - 200 200 - Flax Bundle 40 Trade - - 150 150 280 Furs 40 Trade - 391 391 391 391 Hemp 40 Trade - - - 125 - Hides 40 Trade - - 120 120 320 Iron 60 Trade - 264 264 264 304 Leatherwork 40 Trade Hides - 220 220 - Linen 40 Trade Flax Bundle 250 250 250 365 Oil 50 House Olives 484 450 450 - Pottery 50 Trade - 126 100 100 - Powder 40 Trade - - - 400 - Raw Silk 30 Trade - - 600 600 - Salt 50 House - 255 255 255 305 Shag 40 Trade - - - 400 - Spice 40 House - 880 880 880 - Tools 50 Trade Iron 410 410 410 410 Velvet 40 Trade Dyes, Raw Silk 1025 1025 1025 - Vodka 40 Trade - - - 350 - Wine 30 House Grapes 220 220 220 780 Wool 40 Trade - 130 130 130 230 Wool Cloth 40 Trade Wool - 250 250 250 Notes[] Some trading goods may be requested by nobles of a realm to improve relations. (collect velvet and furs to make a robe for a noble whom you have bad relations with) Some village elder or guild master quests will require the player to either purchase/find goods (e.g. wheat for a village) and deliver them to the village or to carry some goods (e.g. wine) to a tavern in another city. Date Fruit seems to have been intended to have been a type of food, as it has a food quantity, but lacks a morale bonus, and is not actually consumed as food is. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth
Grain
Wheat/Grain Classic/Warband Viking Conquest Games Base value 77 30 30 20 Weight 50.0 30.0 30.0 30.0 Item Quantity 50 50 50 150 Morale Bonus +0 +2 +1 +2 Spoils No Goods Type Food Made From... N/A Made Into... Bread, Ale Grain (or Wheat in classic Mount&Blade, With Fire & Sword, and Viking Conquest) is the most common and basic food source. Its high quantity, low weight, and even lower price make this food ideal in many stages of the game. Grain is readily and cheaply available in almost all towns and villages, but some places (like Reyvadin) will sell it much cheaper than others (Bariyye, Tulga). Buying prices can be as low as 3 in villages, especially around Dhirim. The grain may then be sold for up to 50 in nearby towns, making this process a low-risk way of getting a few hundred denars. The Productive Enterprise option can be used to buy either a mill or a bakery that produces bread from grain at a one-to-one ratio, or to buy a brewery that produces two barrels of ale per one sack of grain. This may boost your profit temporarily depending on how many sacks of grain you use. ( A mill requires 6 sacks of grain each week and has a profit margin of 4.6%. A brewery requires 1 sack of grain each week and has a profit margin of 6.4%.) The ability to have two types of productive enterprise come from grain, and that it is produced in nearly every village and town, makes this item incredibly valuable for money making. Any towns without bread or grain will yield a lot of money for the player if they start an enterprise based on grain. Ale and bread have different values from place to place, so beware of which enterprise is chosen in a city before starting to ensure maximum profit. As with any food, grain is used to feed one's army or other lords during feasts. The Bring wheat to (village) quest is sometimes available from Village Elders, and it involves bringing the village a certain amount of grain/wheat. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth
Great Sword/Mount&Blade
Great Sword Great SwordTwo-handedBase value: 1123 denarsWeight: 2.8Swing: 42cThrust: 29pSpeed rating: 96Weapon reach: 120Requires strength: 10Mount&Blade Great Sword Great SwordTwo-handedBase value: 423 denarsWeight: 2.8Swing: 39cThrust: 31pSpeed rating: 95Weapon reach: 125Requires strength: 10Mount&Blade
Grunwalder Castle
Grunwalder Castle Settlement Information Type Castle Kingdom Kingdom of Rhodoks Villages Saren Serindiar Sieges with... Ladders Port No Grunwalder Castle is a castle belonging to the Kingdom of Rhodoks. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Grunwalder Castle lies southeast of Jelkala at the tip of the mountain ridge that divides the Khergit Khanate. Its village is Saren which is to the southwest. Warband[] Grunwalder Castle lies east of Veluca. It is on the border with the Kingdom of Swadia further to the east. Its village is Serindiar which is to the northwest at the edge of a forest. Layout[] Player Keep Dungeon Breach Siege[] Besieging Grunwalder Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. The assault of the castle will prove difficult, as it is designed in a manner that gives the defenders a clear ranged advantage, with three points of view looking at the assailants. Besides its design, it is uphill, so the ascent to the actual castle will be slow. Trivia[] According to Bunduk, Grunwalder Castle was named for a war veteran that taught his people how to resist the Swadians that demanded submission from them. Grunwalder was killed, but the castle that was built where he died was named in his memory. Gallery[] Territory of the Kingdom of Rhodoks TownsJelkala Veluca Yalen CastlesAlmerra Castle Culmarr Castle Ergellon Castle Etrosq Castle Grunwalder CastleIbdeles Castle Jamiche Castle Maras Castle VillagesBuvran Chaeza Chelez Dirigsene Dumar Emer Epeshe Fedner Glunmar Ibdeles IlviaIstiniar Jamiche Pagundur Reveran Ruldi Saren Sarimish Serindiar Veidar(M&B)
Halmar
Halmar Settlement Information Type Town Kingdom Khergit Khanate Villages DusturilZagushPeshmi Sieges with... Ladders Port No World Map Mount&BladeHalmarDusturilZagushTemplate:World Map/Mount&BladeWarbandHalmarPeshmiTemplate:World Map/Warband Halmar is a town initially controlled by the Khergit Khanate. Its initial lord is Alagur Noyan. It is speculated that Halmar is the successor settlement of the town of Jalmarys, given their similar name and close proximity on the map as featured in Mount&Blade II: Bannerlord. Should Jalmarys indeed be the precursor of Halmar, the town's known history would be defined by its status as a provincial stronghold of the Western third of the Calradic Empire. Contents 1 Territory 1.1 Mount&Blade 1.2 Warband 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade[] Its villages are Dusturil and Zagush. Warband[] Its village is Peshmi Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master in Halmar can be found by immediately facing right after selecting 'Take a walk around the streets'. Siege[] Besieging Halmar requires the construction of a siege ladder. Tournaments[] If you take part in a Tournament in Halmar, you will be given the standard equipment and one of the random equipment sets: Standard equipment: Horse Arena Tunic Steppe Helmet Random equipment sets: 10/31 - Lance & Shield 10/31 - Bow & Arrows, Practice Dagger 6/31 - Javelins & Shield 5/62 - Sword & Shield 5/62 - Heavy Sword Economy[] Halmar sells Pottery cheaply. Halmar produces: Ale Bread Leatherwork Oil Pottery Tools Wine Wool Cloth Territory of the Khergit Khanate TownsHalmar Ichamur Narra Tulga CastlesAsugan Castle Distar Castle Malayurg Castle Sungetche Castle Tulbuk Castle Uhhun Castle Unuzdaq Castle VillagesAda Kulun Amashke Bhulaban(WB) Bulugur Dashbigha Dirigh Aban Dugan Dusturil Kedelke Peshmi Tash Kulun Tismirr(M&B) Tulbuk Uhhun Zagush
Hammer/Mount&Blade
Hammer HammerOne-handedBase value: 7 denarsWeight: 2.0Swing: 14bSpeed rating: 100Weapon reach: 55Mount&Blade
Hand Axe/Mount&Blade
Hand Axe Hand AxeOne-handedBase value: 24 denarsWeight: 2.0Swing: 27cSpeed rating: 95Weapon reach: 75Requires strength: 7Bonus against shieldsMount&Blade
Hanun
Hanun Settlement Information Type Village Kingdom Vaegir Fortification Nelag CastleNelag Castle World Map Mount&BladeHanunNelag CastleTemplate:World Map/Mount&BladeWarbandHanunNelag CastleTemplate:World Map/Warband Hanun is a village initially owned by the Kingdom of Vaegirs. Layout[] Player Elder Fugitive The Village Elder is located forward into the village center and to the left from where the player enters, standing near a group of barrels. Hanun is next to a narrow stream in a slightly hilly area with a few scattered evergreens. It has a total of seven structures within the village. There is one fenced-in area that is empty save a snowy covering, whether an animal pen or crop field cannot be discerned. The presence of fishing nets are the only obvious sign of a food source. If sent here during a Hunt Down Fugitive quest, the target may be found behind one of the buildings on the left side of the village from where the player enters, near a lone tree. Territory of the Kingdom of Vaegirs TownsCuraw Khudan Reyvadin Rivacheg CastlesBulugha Castle Dramug Castle Ismirala Castle Jeirbe Castle Nelag Castle Radoghir CastleSlezkh Castle Tilbaut Castle (M&B) Yruma Castle VillagesAyyike Bazeck Bhulaban (M&B) Fisdnar Hanun Ismirala Karindi Mazen Mechin (M&B)Rebache Shapeshte Shulus Slezkh Sumbuja Tadsamesh (M&B) Tebandra Tismirr (WB)Udiniad (WB) Ulburban Uslum Vezin
Haringoth Castle
Haringoth Castle Settlement Information Type Castle Kingdom Swadia Villages TahlberlNemeja Sieges with... Siege Tower Port No World Map Mount&BladeHaringoth CastleTahlberlTemplate:World Map/Mount&BladeWarbandHaringoth CastleNemejaTemplate:World Map/Warband Haringoth Castle is a castle in the Kingdom of Swadia. It is featured in both Mount&Blade and Warband, albeit situated in different locations. Contents 1 Location 1.1 Mount&Blade 1.2 Warband 2 Layout 2.1 Siege 3 Trivia 4 Gallery Location[] Mount&Blade[] Haringoth Castle lies southwest of Dhirim, alongside the mountain range that divides the Kingdom of Swadia. Its village is Tahlberl, which is nearby to the southeast. Warband[] Haringoth Castle lies southwest of Praven among a forested area. It overlooks a bridge crossing the river that divides Swadia from the Kingdom of Rhodoks. Due to its location, this castle will be one of the first besieged when the Rhodoks go to war with the Swadians. Its village is Nemeja, which is to the west, where it rests in a clearing encircled by trees. Layout[] Player Keep Dungeon Breach Siege[] Besieging Haringoth Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. Trivia[] This castle shares its name with Count Haringoth, its initial owner. Gallery[] Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar
Hatchet/Mount&Blade
Hatchet HatchetOne-handedBase value: 3 denarsWeight: 2.0Swing: 23cSpeed rating: 97Weapon reach: 60Bonus against shieldsMount&Blade
Heavy Crossbow/Mount&Blade
Heavy Crossbow Heavy CrossbowBase value: 349Weight: 3.5Damage: 46pAccuracy: 99Speed Rating: 41Requires Strength: 9Cannot be used on horseback
Heavy Lance/Mount&Blade
Heavy Lance Heavy LancePolearmBase value: 130 denarsWeight: 2.75Swing: 16bThrust: 26pSpeed rating: 85Weapon reach: 190Requires strength: 10
Heavy Sabre/Mount&Blade
Heavy Sabre Heavy SabreOne-handedBase value: 384 denarsWeight: 1.75Swing: 33cSpeed rating: 96Weapon reach: 96Mount&Blade
Hegemony
Hegemony 268bc is a popular mod for Mount&Blade. The game is set in the year 268 BC. The mod adds new items, new troops, a new historically accurate map and the following historically accurate factions: Sarmatia, Roman Republic, Ptolemaic Empire, Dacia, The Germanic tribes, Gaul Federation, Macedon, Seleucid Empire, Hellenic City-states and Tribes of Iberia. Hegemony is now outdated and no longer functions with version 1.011 of Mount&Blade.
Hero tactics
The following are tactical uses of Heroes from Mount&Blade and Warband that will allow one to optimize their party. Contents 1 Conflict Chart 2 Specialization 3 The Raiding Party 4 An Early Troop Set Up 5 A Second-Half Party 6 See also Conflict Chart[] One first must be aware of which hero hates which other heroes, as these conflicts will decrease morale and make it harder to keep your chosen heroes from leaving the party. However, note that it is possible to keep a hero in your party along with someone they hate if you balance this animosity by also recruiting someone whom the prickly hero likes. There are a few approaches to building a group that is stable over time. There is only one lineup that includes 10 heroes and is stable: Alayen (L: Ymira, DL: Nizar, Marnid) Artimenner (L: Lezalit, DL: Klethi, Jeremus) Baheshtur (L: Rolf, DL: Katrin, Marnid) Borcha (L: Marnid, DL: Deshavi, Klethi) Bunduk (L: Katrin, DL: Lezalit, Rolf) Katrin (L: Bunduk, DL: Baheshtur, Firentis) Matheld (L: Nizar, DL: Ymira, Jeremus) Nizar (L: Matheld, DL: Alayen, Firentis) Rolf (L: Baheshtur, DL: Deshavi, Bunduk) Ymira (L: Alayen, DL: Matheld, Lezalit) If you would like 9 heroes, there are 10 possible lineups: Alayen, Artimenner, Baheshtur, Borcha, Firentis, Jeremus, Lezalit, Rolf, Ymira Alayen, Artimenner, Baheshtur, Bunduk, Katrin, Matheld, Nizar, Rolf, Ymira Alayen, Artimenner, Baheshtur, Deshavi, Firentis, Klethi, Lezalit, Matheld, Rolf Alayen, Artimenner, Baheshtur, Deshavi, Firentis, Klethi, Lezalit, Rolf, Ymira Alayen, Artimenner, Borcha, Firentis, Jeremus, Lezalit, Marnid, Rolf, Ymira Alayen, Baheshtur, Borcha, Bunduk, Katrin, Matheld, Nizar, Rolf, Ymira Alayen, Baheshtur, Bunduk, Katrin, Klethi, Matheld, Nizar, Rolf, Ymira Artimenner, Bunduk, Deshavi, Katrin, Klethi, Lezalit, Marnid, Matheld, Nizar Baheshtur, Borcha, Firentis, Jeremus, Lezalit, Marnid, Matheld, Nizar, Rolf Baheshtur, Deshavi, Firentis, Jeremus, Klethi, Lezalit, Matheld, Nizar, Rolf For a total of eight heroes you can focus on the two distinct loops of conflict, choosing one group of heroes from each loop, with two possible choices each. Choose one group of five and one group of three. Groups of five: Artimenner Borcha Matheld * Lezalit * Rolf * Bunduk Deshavi Klethi Jeremus Ymira Groups of three: Alayen * Baheshtur * Firentis * Katrin Marnid Nizar * means they are Noble. In addition to avoiding conflicts, each group of five has a pair of heroes who like each other (Deshavi and Klethi, Artimenner and Lezalit); the other three members of each group of five like someone in a group of three -- although the groups aren't "matched" (Jeremus likes Firentis and Ymira likes Alayen, who are from one group-of-three, while Bunduk likes Katrin, who is from another. Borcha and Matheld like Marnid and Nizar, respectively, but Rolf likes Baheshtur, who is in a different group). There are a total of six noble heroes, all on the left column of the table above. So if you name all nobles as Lords and recruit all the remaining heroes, almost all of them will get on well. Borcha will have a dislike factor of -1 (which may be manageable) and Artimenner will have a dislike factor of -2 (which is not manageable). Specialization[] Each Hero leans toward a specialization. Certain skills will contribute to the party as a whole. However, others are personal or a leader-only specialty, which would be good if they are a Vassal in your kingdom. When a Hero's health falls to 30%, or below, the name will be shown in red text and any of their skills that were aiding the party will not work until they heal back to above 30%. Those with healing abilities should be kept at the bottom of the party list to ensure that they see less battle and therefore are less likely to be wounded too badly to heal others. Common Specializations (note that very high level characters will be able to expand into another specialization): Heavy Hitter (Strength based): Ironflesh, Power Strike, Power Draw. Uses heavy armor and 2 two-handed weapons plus bow and fights on foot (unless there are points for agility/horse archery left over). Alternatively variants include using a Crossbow instead of bow (to save skillpoints in Power Draw) or using a Shield+throwing weapons. Weaponmaster (Agility based): Weapon Master, Shield and Riding or Athletics or Looting. Has just enough strength to enable decent armor and the better one-handed weapons. Fights on foot (Athletics & Looting builds), using a shield and one-handed weapons. A crossbow is also a good idea for the foot variants. The looter in particular should be left in the back with the archers, while the other two can be at the front as Infantry or Cavalry respectively. Horse Archer (Agility based with Strength inclusions): Weapon Master, Riding, Horse Archery. Also needs decent power draw or power throw skill. A riding archer. Bow+Arrows or 2 throwing weapons stacks, 1 Hand weapon and Shield. The trickiest part is balancing between Strength (for the weapon requirements) and agility. If you use crossbows instead don't forget they can only use the lightest ones, which do not pack that much punch. All Intelligence Heroes: One thing about them is that they have about twice the skillpoints as other builds, as each point of intelligence gives one extra skillpoint. What to do with them depends on your overall situation. Training is never a bad idea, as this allows you to quickly upgrade new units without need for combat. You can also make their skills overlap with other heroes, as often you have enough intelligence heroes. They are not very good fighters, so you should level them towards 10 strength, give them a Siege Crossbow and use them as archers. Or totally leave them out of combat and train them via trainer skill/shared experience only. Pathfinder (Intelligence based): Pathfinding, Spotting, Tracking. Allows you to move a lot faster on the strategic map than without them and see enemies before they see you. Very important role for hunting bandits and certain quests. For best effect, combine them with other speed increasing measures. Siege Tactician (Intelligence based): Engineering, Tactics, Training. If you need a castle taken or fief improved, he/she is your man/woman. Since their primary focus is on one Skill, they get the largest amount of spare Skillpoints, which also makes this a good choice for those heroes that already are high level. Doctor (Intelligence based): Surgery, First Aid, Wound Treatment. These guys keep your people alive or get them back on their feet. Surgery greatly reduces the need to recruit and train new troops, while the other two get your heroes back on their feet faster. Leader (Charisma based): As Charisma contains 2/3 Leader Skills, you have two options. Focus on trading only and invest overflowing skill points into other skills, making this hero a trader with wide (but shallow) skill set except for the trading skill. Or groom him/her to become your Vassal later, where Leadership and Prisoner Management are quite useful skills to have. The Raiding Party[] If you get sick of playing the nice-to-peasants honorable knight, you probably want to have "heroes" that don't object to the frequent razing of villages in your party. It's also highly profitable, so the incentive for being evil is there. This chart consists only of like minded heroes should help pick your party: Depending on your morale management skills, a -1 dislike factor should be easily manageable. (Jeremus is not listed but he has -1 with Artimenner AND Matheld) An Early Troop Set Up[] The following is an example of a possible hero set up which will work well with early players. All these people will not have problems with each other, and most will willingly raid villages without protests. Additionally, many of them are nobles, allowing you to bestow fiefs upon them from your kingdom later in the game. Using them in your party for the early portion of the game makes them exceptionally powerful as they fight their own battles as your vassals. Alayen: The first early hero that is a blank slate. Could be made into either of the agility or intelligence heroes. Artimenner: A siege tactician. Baheshtur: An amazing horse archer (Starts with horse archery and power draw). A horse, bow, arrows, and two-handed sword is a practical equipment choice. Borcha: Pathfinder Hero. Comes with some riding skill, but otherwise mostly a low level blank slate to be shaped however you need it. Lezalit: While highly skilled with all weapons, his high intelligence makes him a good candidate as the party doctor. However his high initial level means he gets his skills a lot slower. Alternatively you can use him as an agility hero. Matheld: One of the best heroes available, but also one with the hardest decisions to make; she has existing skillpoints for the heavy hitter with Crossbow, any agility (except looter) role. Or you could skill her to become a vassal later (Charisma Hero). Firentis: An excellent heavy hitter or agility hero. His only problem is he is the only hero in this initial group who objects to raiding villages. Simply send him on a reconnaissance trip if you are going to be involved in such dirty work. Obviously not a good choice for looting skill agility variant. Rolf: Joins you on a pretty high level. Good Intelligence, but the only Intelligence role that fits would be Siege Tactician (due to low Skillpoint requirements). Might also pull off leader build. Ideally suited as either Riding, foot Agility Hero, or Strength Hero. As ranged weapon, consider using throwing weapons. Once you have begun your own kingdom, cycle these heroes out of your party and replace them with the others in the game, who are not nobles and thus make a better second-half party. A Second-Half Party[] The following is an example of a possible hero set up which will work well in the second half of the game. While possible, it is not recommended that you begin with this team as its members are weaker and many have issues with raiding villages, a key source of early income. Nizar: Will eventually be one of your best fighters, but can be a bit tricky in the beginning due to his low ability scores. Katrin: While the weakest hero in the game due to her high starting level and wasted skill points in Inventory management, she can become a respectable fighter with enough experience. Recommend equipping her with a crossbow rather than bow so as to save skill points in Power Draw. Marnid: A blank slate character with Merchant Background. Intelligence is high, so he can be the Siege Tactician or he could be another doctor/pathfinder. Alternatively he could be Leader type, but don't forget he is not Noble if you plan to make him a vassal. He, Katrin, and Nizar should be the first part of your team that you pick up when you make Alayen, Firentis, and Baheshtur vassals of your burgeoning kingdom. Ymira: Another blank slate character with high intelligence. She has some pre-existing doctor skills making her very viable as a replacement doctor. Jeremus: Should be used the way he is, as a siege crossbow-wielding doctor. Deshavi and Klethi: One of these two should be the pathfinder. The other can be any agility hero or a backup pathfinder as you choose. Bunduk: Resist the urge to leave him with a crossbow, instead raise his Power Draw skill to match his already substantial Power Strike and Riding abilities to make him a solid fighter. See also[] Strategy and tactics Player tactics Hints
Heroes (With Fire & Sword)
For the heroes featured in the first games, see Heroes. This page will show heroes or companions of Mount&Blade: With Fire & Sword. The companions of With Fire & Sword will differ from the classic heroes from the Calradia games. Unlike the previous games' Heroes, With Fire & Sword's Heroes' likes and dislikes are different than the original. Instead of mutual likes and dislikes, the like and dislikes between companions are mostly one-sided likes and dislikes although there are mutual relationships. This makes choosing companion hard as one-sided hate can mess the stable composition of the party. There are 2 companions that can be only recruited for storyline quests: Colonel Zagloba for The Deluge and Mamai for The Secret of the Black Mace. The hero system here follow the original Mount&Blade hero system, instead of the Warband version. There is no companion story as it was likely removed in the game, but the files can be seen in game strings. List of Heroes[] There are 16 companions in With Fire & Sword, just like the main game. The skill column shows their best skill (at minimum level 2) Name Likes Dislikes (Heroes) Dislikes (Conditions) Cost Skills Algirdas Ingri Fedot, Nogai Retreating 250 Riding, Tactics, Leadership Bakhyt Mamai Fatima, Varvara Hunger, Not Paid, Heavy Casualties 300 Power Strike, Looting, Prisoner Management Colonel Zagloba Bakhyt Mamai, Priest Spasokukotsky Hunger, Not Paid, Heavy Casualties, Retreating Free, Restricted Ironflesh, Power Strike, Trainer, Leadership Fatima Karlsson Nogai, Oksana Retreating 300 Grenade Throwing, Shield, Athletics, Riding Fedot Sarabun Bakhyt, Oksana Robbing Villages, Assassinate Merchant, Bring Back Runaway Serfs 400 Athletics, Tracking, Path-finding, Spotting Ingri Oksana Algirdas, Sarabun Hunger, Not Paid, Heavy Casualties 500 Inventory Management, Trade Karlsson Priest Spasokukotsky Algirdas, Tepes Hunger, Not Paid, Heavy Casualties 400 Ironflesh, Power Strike, Weapon Master, Athletics Mamai Varvara Fedot, Yelisei Retreating 300, Restricted Ironflesh, Power Strike, Weapon Master, Athletics, Riding Nogai Oksana Fatima, Yelisei Hunger, Not Paid, Heavy Casualties 300 Ironflesh, Power Strike, Weapon Master, Athletics, Riding, Shooting from Horseback Oksana Colonel Zagloba Karlsson, Victor De La Buscador Failing Quests, Robbing Villages, Assassinate Merchant, Bring Back Runaway Serfs 300 Path-finding, Wound Treatment, Leadership Priest Spasokukotsky Nogai Hunger, Not Paid, Retreating, Heavy Casualties Free Looting, First Aid, Trade Sarabun Yelisei Algirdas, Varvara Robbing Villages, Assassinate Merchant, Bring Back Runaway Serfs 600 Wound Treatment, Surgery, First Aid Tepes Bakhyt Oksana, Priest Spasokukotsky Robbing Villages, Assassinate Merchant, Bring Back Runaway Serfs, Failing Quests 200 Riding, Trainer, Spotting Varvara Victor De La Buscador Ingri, Tepes Robbing Villages, Assassinate Merchant, Bring Back Runaway Serfs 200 Ironflesh, Power Strike, Inventory Management, Wound Treatment Victor de la Buscador Tepes Karlsson, Sarabun Failing Quests 500 Weapon Master, Riding, Trainer, Tactics, Leadership Yelisei Victor De La Buscador Ingri Retreating, Failing Quests 300 Athletics, Riding, Engineer <a href=" class="image"><img alt="WFAS Hero Stats" src=" decoding="async" loading="lazy" width="600" height="555" class="thumbimage" data-image-name="WFAS Hero Stats.png" data-image-key="WFAS_Hero_Stats.png" data-relevant="1" data-src=" /></a> A chart of the With Fire & Sword Heroes' stats. Compatible Parties[] If you wish to keep a compatible party and/or not be burdened by a particular morality, you will have to choose you party members carefully. Here are the biggest compatible parties grouped by morality (without the restricted heroes Colonel Zagloba and Mamai, which are always compatible): Size Morality Members Party skills 6 Aristocratic, Egalitarian, Honest, Humanitarian Algirdas, Fatima, Priest Spasokukotsky, Varvara, Victor De La Buscador, Yelisei Engineer 4, First Aid 2, Looting 2, Spotting 1, Surgery 1, Tactics 4, Trade 2, Wound Treatment 2 Fatima, Fedot, Karlsson, Priest Spasokukotsky, Sarabun, Yelisei Engineer 4, First Aid 4, Looting 2, Path-finding 3, Spotting 3, Surgery 3, Tracking 2, Trade 2, Wound Treatment 3 Fatima, Fedot, Karlsson, Priest Spasokukotsky, Varvara, Yelisei Engineer 4, First Aid 2, Looting 2, Path-finding 3, Spotting 3, Surgery 1, Tracking 2, Trade 2, Wound Treatment 2 Fatima, Fedot, Priest Spasokukotsky, Varvara, Victor De La Buscador, Yelisei Engineer 4, First Aid 2, Looting 2, Path-finding 3, Spotting 3, Surgery 1, Tactics 4, Tracking 2, Trade 2, Wound Treatment 2 5 Aristocratic, Egalitarian Bakhyt, Ingri, Karlsson, Nogai, Priest Spasokukotsky First Aid 2, Looting 3, Surgery 1, Trade 4, Wound Treatment 1 5 Aristocratic, Egalitarian, Honest Algirdas, Bakhyt, Priest Spasokukotsky, Victor De La Buscador, Yelisei Engineer 4, First Aid 2, Looting 3, Surgery 1, Tactics 4, Trade 2, Wound Treatment 1 Algirdas, Fatima, Priest Spasokukotsky, Victor De La Buscador, Yelisei Engineer 4, First Aid 2, Looting 2, Surgery 1, Tactics 4, Trade 2, Wound Treatment 1 Bakhyt, Ingri, Nogai, Priest Spasokukotsky, Victor De La Buscador First Aid 2, Looting 3, Surgery 1, Tactics 4, Trade 4, Wound Treatment 1 5 Aristocratic, Egalitarian, Humanitarian Bakhyt, Karlsson, Nogai, Priest Spasokukotsky, Sarabun First Aid 4, Looting 3, Surgery 3, Trade 2, Wound Treatment 3 Fatima, Fedot, Ingri, Karlsson, Priest Spasokukotsky First Aid 2, Looting 2, Path-finding 3, Spotting 3, Surgery 1, Tracking 2, Trade 4, Wound Treatment 1 Fatima, Fedot, Karlsson, Priest Spasokukotsky, Sarabun First Aid 4, Looting 2, Path-finding 3, Spotting 3, Surgery 3, Tracking 2, Trade 2, Wound Treatment 3 Fatima, Fedot, Karlsson, Priest Spasokukotsky, Varvara First Aid 2, Looting 2, Path-finding 3, Spotting 3, Surgery 1, Tracking 2, Trade 2, Wound Treatment 2 Fedot, Ingri, Karlsson, Nogai, Priest Spasokukotsky First Aid 2, Looting 2, Path-finding 3, Spotting 3, Surgery 1, Tracking 2, Trade 4, Wound Treatment 1 Fedot, Karlsson, Nogai, Priest Spasokukotsky, Sarabun First Aid 4, Looting 2, Path-finding 3, Spotting 3, Surgery 3, Tracking 2, Trade 2, Wound Treatment 3 Fedot, Karlsson, Nogai, Priest Spasokukotsky, Varvara First Aid 2, Looting 2, Path-finding 3, Spotting 3, Surgery 1, Tracking 2, Trade 2, Wound Treatment 2 5 Aristocratic, Honest, Humanitarian Algirdas, Fatima, Tepes, Victor De La Buscador, Yelisei Engineer 4, Spotting 2, Tactics 4 Algirdas, Fatima, Varvara, Victor De La Buscador, Yelisei Engineer 4, Spotting 1, Tactics 4, Trade 1, Wound Treatment 2 Fatima, Fedot, Sarabun, Tepes, Yelisei Engineer 4, First Aid 4, Path-finding 3, Spotting 3, Surgery 3, Tracking 2, Wound Treatment 3 Fatima, Fedot, Tepes, Victor De La Buscador, Yelisei Engineer 4, Path-finding 3, Spotting 3, Tactics 4, Tracking 2 Fatima, Fedot, Varvara, Victor De La Buscador, Yelisei Engineer 4, Path-finding 3, Spotting 3, Tactics 4, Tracking 2, Trade 1, Wound Treatment 2 5 Egalitarian, Honest, Humanitarian Bakhyt, Ingri, Nogai, Tepes, Victor De La Buscador Looting 3, Spotting 2, Tactics 4, Trade 4 Fedot, Ingri, Nogai, Tepes, Victor De La Buscador Path-finding 3, Spotting 3, Tactics 4, Tracking 2, Trade 4 4 Aristocratic, Honest Algirdas, Fatima, Victor De La Buscador, Yelisei Engineer 4, Tactics 4 4 Egalitarian Bakhyt, Ingri, Karlsson, Nogai Looting 3, Trade 4 4 Egalitarian, Honest Bakhyt, Ingri, Nogai, Victor De La Buscador Looting 3, Tactics 4, Trade 4 4 Egalitarian, Humanitarian Bakhyt, Karlsson, Nogai, Sarabun First Aid 4, Looting 3, Surgery 3, Wound Treatment 3 Fedot, Ingri, Karlsson, Nogai Path-finding 3, Spotting 3, Tracking 2, Trade 4 Fedot, Karlsson, Nogai, Sarabun First Aid 4, Path-finding 3, Spotting 3, Surgery 3, Tracking 2, Wound Treatment 3 Fedot, Karlsson, Nogai, Varvara Path-finding 3, Spotting 3, Tracking 2, Trade 1, Wound Treatment 2 3 Aristocratic, Humanitarian Algirdas, Fatima, Varvara Spotting 1, Tactics 2, Trade 1, Wound Treatment 2 Fatima, Fedot, Sarabun First Aid 4, Path-finding 3, Spotting 3, Surgery 3, Tracking 2, Wound Treatment 3 Fatima, Fedot, Varvara Path-finding 3, Spotting 3, Tracking 2, Trade 1, Wound Treatment 2 3 Honest, Humanitarian Fedot, Sarabun, Tepes First Aid 4, Path-finding 3, Spotting 3, Surgery 3, Tracking 2, Wound Treatment 3 Fedot, Tepes, Victor De La Buscador Path-finding 3, Spotting 3, Tactics 4, Tracking 2 Fedot, Varvara, Victor De La Buscador Path-finding 3, Spotting 3, Tactics 4, Tracking 2, Trade 1, Wound Treatment 2 2 Aristocratic Algirdas, Fatima Tactics 2 2 Humanitarian Fedot, Sarabun First Aid 4, Path-finding 3, Spotting 3, Surgery 3, Tracking 2, Wound Treatment 3 Fedot, Varvara Path-finding 3, Spotting 3, Tracking 2, Trade 1, Wound Treatment 2 1 Honest Victor De La Buscador Tactics 4 Player's Companions Algirdas Bakhyt Colonel Zagloba Fatima Fedot Ingri Karlsson Mamai NogaiOksana Priest Spasokukotsky Sarabun Tepes Varvara Victor de la Buscador Yelisei
Highwayman
For the Bannerlord version, see Highwayman (Bannerlord). Highwayman Troop Information Culture Bandits Wages 50 peningas/week Acquired from... Robber Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? peningas Highwaymen are tier-four bandit archers in Viking Conquest. They can be found in raiding parties on land. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Highwayman - Default Stats and Equipment Attributes Stat Points Level 26 Strength 18 Agility 8 Intelligence 12 Charisma 12 Health 69 Armor Head Old Anglo Saxon Helm Body Ragged Common Gambeson Hand None Foot Leather Shoes Skills Skill Points Sea-King 0 Navigation 0 Ironflesh 8 Power Strike 5 Power Throw 3 Power Draw 3 Weapon Maintenance 0 Weapon Master 8 Athletics 2 Riding 5 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 5 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 190 Two Handed Weapons 120 Polearms 220 Archery 20 Crossbows 20 Throwing 150 Slings 145 Weapons Melee Heavy SpearSeax Ranged Throwing Spears Shield Round Shield Mount None Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr
Hints
Hints are randomly displayed on loading screens, this page lists all such hints. Mount&Blade and Warband[] The twelve possible hints are almost identical between Mount&Blade and Warband with the only exception being the first hint. Hint #1: Crossbows are less effective in rainy weather. (Mount&Blade) Hint #1: You can order your soldiers to move to a spot by pressing and holding down F1 key. (Warband) Hint #2: Horses and men move less quickly in rainy weather. Hint #3: You can wait on the world map by holding down the space bar. Hint #4: You can recruit new men to your party in taverns. Hint #5: You can give orders to your party while in battle. Hint #6: A party with high morale moves more quickly while travelling on the map. Hint #7: Wounded party members will heal faster while resting in taverns. Hint #8: To quickly buy and sell items in inventory window hold down control key while you left click. Hint #9: You can press Backspace key during battle to bring the command interface. Hint #10: You will pay half wages to your troops while you are staying in a town or castle. Similarly you will pay half wages to troops you garrison in a castle. Hint #11: You can leave any location instantly by pressing the tab key. Hint #12: You can hold down the shift key to zoom-in while aiming at distant enemies. With Fire & Sword[] The hints were mostly rewritten for With Fire & Sword, and are now as follows. Hint #1: You can order your troops around the battlefield by calling up a movement flag. Hold down [F1] and place it with the mouse. Hint #2: Weather conditions affect your party's movement speed on the map. Hint #3: Click the 'Camp' menu button to access useful party functions such as wait and build protective wagon fort. Hint #4: Visit taverns to recruit heroes and unique troops! Hint #5: Pressing [Backspace] allows you to access the troop order screen while you are in battle. However, this only works for battles in the campaign, not for custom battles or multiplayer. Hint #6: Feed and pay your troops to boost their morale! A happy army moves faster on the overworld map. Hint #7: Wounded party members will heal faster while resting in taverns. Hint #8: To quickly buy and sell items in the inventory window hold down [Ctrl] while you left click. Hint #9: With the right tactics a wise commander can turn the tide of battle. Use the number keys to select your troops and the F keys to select orders. Hint #10: Troops waiting or stationed in towns or castles only consume half their normal wages. These troops ease your expenditures while protecting your assets! Hint #11: You can leave any location instantly by pressing the [TAB] key. Hint #12: Increase your firing accuracy: hold down the [SHIFT] key to focus your aim. See also[] Strategy and tactics Player tactics
Hired Blade
Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 For the Bannerlord version, see Hired Blade (Bannerlord). Hired Blade Troop Information Culture Mercenaries Wages 43-23 denars/week Acquired from... Mercenary Swordsman- or -Taverns Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value 204 denars Hired Blades are tier-five mercenary infantry in Mount&Blade and Mount&Blade: Warband. Tactics[] Their fighting ability is comparable to dismounted Swadian Knights and will easily win against equal numbers of Sea Raiders. They wear either a Guard Helmet, a Great Helmet, or a Bascinet, a Haubergeon, Leather Gloves, and either Plate Boots, Iron Greaves, or Mail Chausses. They wield either a Heavy Bastard Sword - which they never use two-handed - or an Arming Sword, both together with a Horseman's Heater Shield in their other hand. Hired Blades are easily picked out on the battlefield due to their unusual appearance - heavily armored and dismounted - but are powerful fighters and not to be trifled with. However, since their relatively small shield makes them vulnerable to ranged attacks, they should be backed up with ranged troops to make them most effective. Hired Blades can carve up almost any opposition in close quarters because of the well-balanced nature of their equipment - not making use of unwieldy two-handers or large cumbersome shields - but they should be protected from cavalry running rings around them, especially Khergit Horse Archers, who can make short work of them. Hired Blades will be the shock troops of a mercenary army, out in front to tie up the enemy while the (usually) larger numbers of Mercenary Swordsmen behind close in to finish the job. They do their job well even for their high recruitment cost and wages - as an added bonus, since they rode horses in early versions of Mount&Blade, they are considered mounted when calculating party speed on the overland map. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Hired Blade - Default Stats and Equipment Attributes Stat Points Level 25 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 52 Armor Head Great HelmetGuard HelmetBascinet Body Haubergeon Hand Leather Gloves Foot Plate BootsIron GreavesMail Chausses Skills Skill Points Ironflesh 5 Power Strike 5 Power Throw ? Power Draw ? Weapon Master ? Shield 5 Athletics 5 Riding 3 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 130 Two Handed Weapons 130 Polearms 130 Archery 130 Crossbows 130 Throwing 130 Weapons Melee Heavy Bastard SwordArming Sword Ranged None Shield Horseman's Heater Shield Mount None Mercenary Troops Sellswords Sword Sisters Farmer Townsman Caravan Master Peasant Woman Refugee Watchman Camp Follower Mercenary Crossbowman Caravan Guard Bandit Camp Defender Mercenary Horseman Mercenary Swordsman Brigand Huntress Mercenary Cavalry Hired Blade Sword Sister
Honey
Honey Classic/Warband Viking Conquest Games Base value 136 220 220 220 Weight 5.0 Item Quantity 30 30 30 90 Morale Bonus +10 +6 +3 +6 Spoils No Goods Type Food Made From... N/A Made Into... N/A Honey is a food item that provides a good morale bonus. This item gives the highest bonus available in the original Mount&Blade. The high morale boost it provides is balanced by the fact that honey is a relatively rare food, being much harder to find and more expensive to buy than many other foods. Its bonus was reduced in the later games, but it is still above average. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth
Horseman
This article is a disambiguation page for Horseman The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Horseman may refer to: Khergit Horseman Rhodok Horseman Vaegir Horseman (multiplayer) Mercenary Horseman Sarranid Horseman Mercenary Horseman Angle Horseman (Ridda) Briton Horseman (Marchoc) Frisian Horseman (Riddere) Irish Horseman (Marcach) Pictish Horseman (Marcach) Saxon Horseman (Ridda) Frank Horseman Aserai Tribal Horseman Battanian Horseman Khuzait Horseman Imperial Heavy Horseman Mercenary Horseman
Horses
Charging on horseback gives you the advantage of delivering couched lance damage Horses are an important factor in combat. They provide players with an advantage in both movement speed and attack speed. Each horse has its own stats so you should choose the one that fits your character. The speed of a horse can increase your attack. However, attacking on a horse while stationary will give you a damage penalty. There is an option to see how much of a penalty you received. When outside of combat, riding a horse will generally increase your movement speed across the overland map unless your Athletics skill is much higher than your riding skill. The horse's attributes also do not matter, meaning a Sumpter Horse has the same utility as a Charger. Adding horses to your inventory can also further improve your overland speed by reducing the speed penalty from heavy items in your inventory (see Party speed). Contents 1 Stats 2 Horse Types 2.1 Classic/Warband 2.2 With Fire & Sword 2.3 Viking Conquest 2.4 Bannerlord 3 Horse Modifiers 4 Notes Stats[] Example of horse stats Horse Type: There are many horse types in Mount&Blade. See tables below for more information. Sell Price: The selling/purchase value of the horse. Armor: Reduces the damage your horse takes in battle. The higher this value is, the better. Typically this attribute is inversely proportionate to speed. Speed: The maximum galloping speed of your horse, not including Riding skill modifiers. All blows delivered at higher speed in the same direction the horse is moving will cause more damage. If a blow is delivered in the opposite direction, it is possible to deal 0 damage, even to lightly armored targets. Couched lance and charge damage (see below) are directly related to this stat. All horses, even lame ones, are faster than foot troops on flat ground. Maneuver: The turn rating of your horse. A horse with a higher maneuver value will make sharper turns and accelerate faster than other horses. This is useful for weaving in and out of danger, dashing away at the last second, and dodging enemy strikes. After an initial charge, a higher maneuver value allows for shorter time in setting up subsequent strikes. Charge: Blunt damage dealt by your horse when it collides with enemy infantry while moving at a sufficient speed. This damage is usually low regardless of how high this value is, though your horse will almost always knock your target over if you are moving at full speed. A horse with a high charge will lose less speed when it hits an enemy and will be able to push its way through more infantry before being forced to stop. Additionally a horse with high charge will not have to be moving as fast to successfully knock your target over. This can be an effective way of taking prisoners if no non-lethal weapons are available. It is also useful for getting out of danger, as a horse with a high charge rating can force itself through crowds of infantry, even after getting bogged down by the mob. Hit Points: The amount of damage your horse can take before being crippled or dying. Requires Riding: The level of Riding skill you need to mount the horse. Horse Types[] A variety of horses are available with a wide range of stats. Your best choice depends on your specific style or needs. Though not shown in the item or shop menus, some horses are larger than others, with heavier horses typically larger than lighter horses. Classic/Warband[] Classic Mount&Blade had a wide assortment of horses while Warband added the Desert Horse, Sarranian War Horse, and Steppe Charger. ▼ Show/Hide Horses ▼ Horse Armour Speed Maneuver Charge Hit Points Riding Base Value Charger 58 40 44 32 165 4 1811 Courser 12 50 44 12 110 2 600 Desert Horse 10 42 50 12 110 2 550 Hunter 18 43 44 24 160 3 810 Practice Horse 10 40 37 14 100 - 37 Saddle Horse 8 45 44 10 100 1 240 Sarranian War Horse 58 40 44 32 165 4 1811 Sarranid Horse 10 43 54 16 120 3 700 Steppe Charger 40 40 50 28 150 4 1400 Steppe Horse 10 40 51 8 120 2 192 Sumpter Horse 14 37 39 9 100 1 134 War Horse 40 40 41 28 165 4 1224 ▲ Show/Hide Horses ▲ With Fire & Sword[] Many horses in With Fire & Sword have different stats. Due to the common use of firearms, more heavily armoured horses are less useful than they were in Warband. ▼ Show/Hide Horses ▼ Horse Armour Speed Maneuver Charge Hit Points Riding Base Value Charger 58 39 44 32 165 4 1811 Courser 8 50 48 9 120 4 3500 Saddle Horse 6 40 40 7 100 1 900 Saddle Horse 7 40 45 7 110 2 1200 Saddle Horse 6 44 40 7 110 2 1400 Steppe Horse 7 47 45 7 100 3 2600 Steppe Horse 7 44 52 7 100 3 3000 Sumpter Horse 6 35 38 7 100 - 300 Thoroughbred Horse 10 46 47 16 150 5 3750 Thoroughbred Horse 10 48 52 22 150 5 4250 Troop Horse 10 42 43 12 140 4 2600 Warhorse 40 39 41 28 165 4 1224 ▲ Show/Hide Horses ▲ Viking Conquest[] Mounted troops are less common in the Viking Conquest DLC. There are eight mounts with only two different names. Mounts with saddles are called "common" internally, while those without are called "wild". The stats for all horses are identical, while wild ponies have lower maneuverability and cost. ▼ Show/Hide Horses ▼ Horse Armour Speed Maneuver Charge Hit Points Riding Base Value Horse 16 50 40 18 100 2 6300 Horse 16 50 40 18 100 2 6300 Horse 16 50 40 18 100 2 6300 Horse 16 50 40 18 100 2 6300 Pony 10 43 36 12 90 1 3700 Pony 10 43 36 12 90 1 3700 Pony 10 43 31 12 90 1 3600 Pony 10 43 31 12 90 1 3600 ▲ Show/Hide Horses ▲ Bannerlord[] Horses in the inventory will breed automatically and produce more horses over time. ▼ Show/Hide Horses ▼ Mount Weight Riding Tier Charge Speed Maneuver HP Mount Type Weight Bonus Asaligat 450 90 6 24 63 82 245 Noble Mount +20 Askarat 500 65 5 20 65 73 220 Noble Mount +20 Battanion Hobby 380 20 2 20 46 57 250 Mount +20 Battanian Thoroughbred 420 80 5 26 55 72 320 Noble Mount +20 Camel 500 10 1 20 44 60 225 Mount +20 Canterion Charger 460 35 3 26 50 60 210 War Mount +20 Charger 430 30 2 22 48 67 220 War Mount +20 Cossian 500 90 6 31 62 71 230 Noble Mount +20 Darshi Horse 360 35 2 18 51 73 200 War Mount +20 Hunter 390 20 1 16 48 65 215 Mount +20 Husnphree 550 65 4 28 48 69 290 Mount +20 Midlands Palfrey 390 10 1 20 47 55 210 Mount +20 Mule 300 0 0 3 31 48 100 Pack Mount +100 Nahasawi 400 10 1 14 54 59 200 Mount +20 Omor Trotter 500 55 4 27 53 71 240 Noble Mount +20 Pack Camel 520 0 0 4 35 39 230 Pack Mount +100 Palmatian 520 60 5 28 59 66 220 Noble Mount +20 Revyl Chaser 450 40 3 20 57 63 200 War Mount +20 Rouncey 425 15 1 22 44 61 200 Mount +20 Royal Destrier 540 80 6 36 52 73 270 Noble Mount +20 Saddle Horse 420 0 0 12 37 52 260 Pack Mount +100 Sturgian Native 440 20 1 18 49 63 200 Mount +20 Sumpter Horse 430 0 0 4 34 41 260 Pack Mount +100 Tyal Horse 490 80 6 31 56 76 250 Noble Mount +20 Valanby Courser 475 35 3 30 46 58 240 War Mount +20 Wadar Hotblood 485 95 6 24 68 78 230 Noble Mount +20 War Camel 500 45 3 24 48 67 230 War Mount +20 Work Horse 490 0 0 4 35 50 220 Pack Mount +100 Glintor Pony 450 35 3 22 45 66 270 War Mount ? ▲ Show/Hide Horses ▲ Horse Modifiers[] Like weapons and armor, horses also come with modifiers. However, horse modifiers are more varied in what they change, with the "best" modifier being the one that provides boosts in the area you want your horse to excel in. Equipment Modifiers One Handed Two Handed Two Handed / One Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Masterwork +4 +6 +5 +9 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Polearms Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Bent - -3 -3 -35% 100% Rusty - -3 - -45% 100% Cracked - -5 - -50% 100% Polearm / Two Handed Name Strength Requirement Damage Attack Speed Price Shop/Loot Chance Heavy +1 +2 -2 +90% 70% Chipped - -1 - -28% 100% Rusty - -3 - -45% 100% Bows Name Power Draw Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Strong +2 +3 -3 +360% 40% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Crossbows Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Thrown Name Power Throw Requirement Damage Missile Speed Price Shop/Loot Chance Balanced - +3 +3 +250% 50% Heavy +1 +2 -2 +90% 70% Bent - -3 -3 -35% 100% Ammunition Name Stack Amount Damage Price Shop/Loot Chance Large Bag +13% - +90% 30% Bent - -3 -35% 100% Note: Thrown weapons can only carry the "bent weapon" modifier. Firearms Name Strength Requirement Damage Missile Speed Price Shop/Loot Chance Masterwork +4 +5 +1 +1650% 30% Tempered - +4 - +670% 40% Balanced - +3 +3 +250% 50% Bent - -3 -3 -35% 100% Cracked - -5 - -50% 100% Armor Name Protection Price Shop/Loot Chance Lordly +6 +1050% 25% Reinforced +4 +550% 25% Hardened +3 +290% 30% Thick +2 +160% 35% Sturdy +1 +70% 50% Crude -1 -17% 100% Battered -2 -25% 100% Ragged -2 -30% 100% Rusty -3 -45% 100% Tattered -3 -50% 100% Cracked -4 -50% 100% Shields Name Durability Resistance Price Shop/Loot Chance Reinforced +83 +4 +550% 25% Thick +47 +2 +160% 35% Battered -26 -2 -25% 100% Cracked -56 -4 -50% 100% Horses Name Riding Requirement Armor Speed Maneuver Charge Damage Hit Points Price Shop/Loot Chance Champion +2 - +4 +2 +2 - +1350% 20% Spirited - - +2 +1 +1 - +550% 60% Heavy - +3 - - +4 +10 +90% 70% Stubborn +1 - - - - +5 -10% 100% Swaybacked - - -4 -2 - - -40% 100% Lame - - -10 -5 - - -60% 100% Notes[] While the Player Character is using a mount and it gets killed, there is 20% chance the mount will become crippled (the beneficial trait is cleared and, if no such trait, a bad one will be added) and 20% chance the mount will be killed. This hazard only exists when the player is sitting atop the mount. Dismounting right before its death will nullify the chance. Lame horses have a chance to recover after spending time in the inventory, and are more likely to if the player or a companion has at least 1 Wound Treatment. However, horses that had any modifier, good or bad, will lose it permanently when lamed, becoming a horse of standard quality when recovered. Lame and Swaybacked horses seem to be more likely to die when they are downed. A lame horse will be unable to reach a high enough speed to couch a lance, the sole exception being a Courser, which has a high enough default speed that the penalty of being lame will not prevent couching. Buying a lame horse is cheap and efficient as it, when kept in inventory, provides more party speed all the time when carrying heavy trade goods, and it has the potential to recover and lose the Lame modifier. Unfortunately, if you later sell the recovered horse, it will not sell higher than what you paid for the lame one, even with 10 Trade. Giving a horse you want to use to a companion and trading mounts at the start of battle means you can take riskier actions, since the traded horse will not count as yours and thus cannot be permanently killed or lamed. Equipment Melee weapons — One-handed weapons (WF&S) Two-handed weaponsTwo-handed/One-handed weapons Polearms (WF&S) Polearm/Two-handed weapons Ranged weapons — Bows (WF&S) Crossbows Thrown weapons Firearms (WF&S) Armor — Body Armor (WF&S) Helmets (WF&S) Gloves (WF&S)Boots (WF&S) Shields (WF&S) Other — Horses Arena Equipment
Hrus Castle
Hrus Castle Settlement Information Type Castle Kingdom Kingdom of Nords Villages Rizi Rizi Sieges with... Siege Tower Port No World Map Mount&BladeHrus CastleRiziTemplate:World Map/Mount&BladeWarbandHrus CastleRiziTemplate:World Map/Warband Hrus Castle is a castle belonging to the Kingdom of Nords. It is featured in both Mount&Blade and Warband. Its village is Rizi. Location[] Mount&Blade[] Hrus Castle lies to the southeast of Tihr on a narrow pass wedged between two mountainous peaks. Its village lies to the northwest, at the base of the mountains. Warband[] Hrus Castle lies west of Tihr at the base of the western Nordic peninsula. Its village lies within a forested area to the northeast. Layout[] Player Keep Dungeon Breach Siege[] Besieging Hrus Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. Gallery[] Territory of the Kingdom of Nords TownsSargoth Tihr Wercheg CastlesAlburq Castle Chalbek Castle Curin Castle Hrus Castle Jelbegi Castle Knudarr CastleTehlrog Castle VillagesAldelen Ambean Buillin Fearichen Fenada Gisim(M&B) Haen Jayek Jelbegi KulumKwynn Mechin(WB) Odasan Rizi Ruvar Udiniad(M&B) Vayejeg
Hunting Bow/Mount&Blade
Hunting Bow Hunting BowBase value: 17Weight: 1.0Damage: 15pAccuracy: 99Speed rating: 100Mount&Blade
Hunting Crossbow
The Hunting Crossbow is the weakest Crossbow in Mount&Blade and can also be used from horseback. It is the ranged weapon that most character creation choices will give you and packs enough of a punch to kill most bandits with a single well aimed shot to the head. At near point blank range it is capable of penetrating low resistance shields thanks to its high base damage. Warband Mount&Blade See Also Crossbows (List) Ranged Weapons (List) Weapons (List)
Hunting Crossbow/Mount&Blade
Hunting Crossbow Hunting CrossbowBase value: 22Weight: 2.3Damage: 28pAccuracy: 99Speed Rating: 47
Huntress
Note: This article might be outdated. You can help out by reviewing the contents for outdated information, making changes as necessary, once you believe the article is up to date, amend the based on version number.Based On: Warband 1.172Latest Version: 1.174 Huntress Troop Information Culture Mercenaries Wages 5-3 denars Acquired from... Camp Follower Upgrades to... Camp Defender Upgrade Cost 20 denars XP for Kill ? xp Ransom Value 66 denars Huntresses are female mercenary infantrywomen on the path to becoming Sword Sisters. Tactics[] Once Peasant Women have been promoted up to the Huntress level they can join your army without immediately dying, but they are still at risk and must have the support of other troops to help draw enemy fire. They are more vulnerable to infantry, as footmen will face-off against them and repeatedly strike them, whereas mounted units should become distracted by your other units and lose their focus on the Huntresses. If you are training your Huntresses, do not take them into large battles or sieges or they will almost certainly die. A successful promotion of a Huntress will earn you a Camp Defender, the first unit in this troop line that can really be called a soldier. Stats and equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Huntress - Default Stats and Equipment Attributes Stat Points Level 10 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible): Skullcap Body Dress, Leather Jerkin Hand ? Foot (Possible): Wrapping Boots Skills Skill Points Ironflesh ? Power Strike 1 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 1 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 85 Two Handed Weapons 85 Polearms 85 Archery 85 Crossbows 85 Throwing 85 Weapons Melee Hatchet, Hand Axe, Voulge, Fighting Pick, Club Ranged (Possible): Light Crossbow, Short Bow, Crossbow, Bolts, Arrows Shield (Possible): Nordic Shield, Hide Covered Round Shield Mount ? Mercenary Troops Sellswords Sword Sisters Farmer Townsman Caravan Master Peasant Woman Refugee Watchman Camp Follower Mercenary Crossbowman Caravan Guard Bandit Camp Defender Mercenary Horseman Mercenary Swordsman Brigand Huntress Mercenary Cavalry Hired Blade Sword Sister
Ibdeles
Ibdeles Settlement Information Type Village Kingdom Rhodoks Fortification Ibdeles CastleIbdeles Castle World Map Mount&BladeIbdelesIbdeles CastleTemplate:World Map/Mount&Blade WarbandIbdelesIbdeles CastleTemplate:World Map/Warband Ibdeles is a village of Ibdeles Castle, initially owned by the Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is located almost directly forward from where the player enters, in front of a bench on the far side of the village. Ibdeles is set in a deep valley surrounded on all sides with steep hills and scattered pines. It has a total of five structures and a well. A single field can be found between two buildings, though the presence of water troughs suggests it is intended for animals. There are some Wine jugs stored in a shed and a few sacks propped against a wall which may contain Grain, but no other food sources can be seen here. If sent here during a Hunt Down Fugitive quest, the target may be found on the other side of the building to the right from where the player starts. Territory of the Kingdom of Rhodoks TownsJelkala Veluca Yalen CastlesAlmerra Castle Culmarr Castle Ergellon Castle Etrosq Castle Grunwalder CastleIbdeles Castle Jamiche Castle Maras Castle VillagesBuvran Chaeza Chelez Dirigsene Dumar Emer Epeshe Fedner Glunmar Ibdeles IlviaIstiniar Jamiche Pagundur Reveran Ruldi Saren Sarimish Serindiar Veidar(M&B)
Ibdeles Castle
Ibdeles Castle Settlement Information Type Castle Kingdom Kingdom of Rhodoks Villages Ibdeles Sieges with... Towers Port No World Map Mount&BladeIbdeles CastleIbdelesTemplate:World Map/Mount&BladeWarbandIbdeles CastleIbdelesTemplate:World Map/Warband Ibdeles Castle is a castle belonging to the Kingdom of Rhodoks. It is featured in both Mount&Blade and Warband. Its village is Ibdeles. Location[] Mount&Blade[] Ibdeles Castle lies southeast of Yalen on open land. Its village lies to the southwest. Warband[] Ibdeles Castle lies south of Jelkala on the coastal outcropping in the Rhodok territory. It is surrounded by the ocean, mountains, and the river next to Jelkala, making its location very enclosed geographically. Its village lies to the south opposite a line of trees. Layout[] Player Keep Dungeon Breach Siege[] Besieging Ibdeles Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. The siege tower takes a relatively long time to move into position, leaving your troops vulnerable to ranged attacks. Gallery[] Territory of the Kingdom of Rhodoks TownsJelkala Veluca Yalen CastlesAlmerra Castle Culmarr Castle Ergellon Castle Etrosq Castle Grunwalder CastleIbdeles Castle Jamiche Castle Maras Castle VillagesBuvran Chaeza Chelez Dirigsene Dumar Emer Epeshe Fedner Glunmar Ibdeles IlviaIstiniar Jamiche Pagundur Reveran Ruldi Saren Sarimish Serindiar Veidar(M&B)
Ibiran
Ibiran Settlement Information Type Village Kingdom Swadia Fortification Derchios CastleUxkhal World Map Mount&BladeIbiranDerchios CastleTemplate:World Map/Mount&BladeWarbandIbiranUxkhalTemplate:World Map/Warband Ibiran is a village initially owned by the Kingdom of Swadia. Its fortification is Derchios Castle in the original Mount&Blade or Uxkhal in Warband. Layout[] Player Elder Fugitive The Village Elder is standing in front of one of the buildings on the right side of the village from where the player starts, near a wooden table and stools. Ibiran is built in a shallow valley in very hilly terrain with moderate tree cover. It has a total of five structures. There are three fields here that have all been harvested, leaving only numerous stacks of straw behind. No evidence of what type of crops were grown or any other type of food can be found in this village. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the building straight forward from where the player starts, standing next to a row of straw stacks. Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar
Ichamur
Ichamur Settlement Information Type Town Kingdom Khergit Khanate Villages AmashkeAda KulunDirigh Aban Sieges with... Ladders Port No World Map Mount&BladeIchamurAmashkeTemplate:World Map/Mount&BladeWarbandIchamurAda KulunDirigh AbanTemplate:World Map/Warband Ichamur is a town of the Khergit Khanate. Its initial lord is Tonju Noyan. Contents 1 Territory 1.1 Mount&Blade 1.2 Warband 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade[] Its village is Amashke. Warband[] Its villages are Ada Kulun and Dirigh Aban. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master in Ichamur can be located by walking straight forward after selecting 'Take a walk around the streets' and then going up the stairs slightly to the player's right. Siege[] Besieging Ichamur requires the construction of Ladders (2 hours with 10 engineering skill). Tournaments[] If you take part in a Tournament in Ichamur, you can be given any of the following sets of equipment: Javelin & Shield Bow & Arrows, Dagger Lance & Shield All contests start mounted on a Horse. Economy[] <a href=" class="image"><img alt="2013-10-30 00001" src=" decoding="async" loading="lazy" width="180" height="102" class="thumbimage" data-image-name="2013-10-30 00001.jpg" data-image-key="2013-10-30_00001.jpg" data-relevant="1" data-src=" /></a> Guild Master location. Ichamur sells Salt for a low price. Ichamur produces: Ale Bread Leatherwork Oil Pottery Tools Spice Wool Cloth The area around Ichamur is often covered in Steppe Bandits. As such, it is quite dangerous for traders and will often be among the "most affected by bandits" and "least visited" in Calradia. Territory of the Khergit Khanate TownsHalmar Ichamur Narra Tulga CastlesAsugan Castle Distar Castle Malayurg Castle Sungetche Castle Tulbuk Castle Uhhun Castle Unuzdaq Castle VillagesAda Kulun Amashke Bhulaban(WB) Bulugur Dashbigha Dirigh Aban Dugan Dusturil Kedelke Peshmi Tash Kulun Tismirr(M&B) Tulbuk Uhhun Zagush
Ilvia
Ilvia Settlement Information Type Village Kingdom Rhodoks Fortification VelucaYalen World Map Mount&BladeIlviaVelucaTemplate:World Map/Mount&BladeWarbandIlviaYalenTemplate:World Map/Warband Ilvia is one of the villages initially owned by the Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is located just down the road and to the right from where the player enters, standing in front of a small bench. Ilvia is positioned in moderately hilly terrain alongside a stream and is encircled by a few scattered trees. It has a total of seven structures, as well as a wooden bridge crossing the water. The village has several fields growing grapes, cabbages, squash, and shrubs, as well as one empty field that appears to have already been harvested. Unusual for villages near rivers, there is no evidence for fishing activity here. If sent here during a Hunt Down Fugitive quest, the target may be found in some bushes almost directly in front of where the player enters, standing behind the second building on the left, between the squash and cabbage fields. Territory of the Kingdom of Rhodoks TownsJelkala Veluca Yalen CastlesAlmerra Castle Culmarr Castle Ergellon Castle Etrosq Castle Grunwalder CastleIbdeles Castle Jamiche Castle Maras Castle VillagesBuvran Chaeza Chelez Dirigsene Dumar Emer Epeshe Fedner Glunmar Ibdeles IlviaIstiniar Jamiche Pagundur Reveran Ruldi Saren Sarimish Serindiar Veidar(M&B)
Inquisition
Inquisition Official Information Capital Unknown Ruler King Harlaus (possibly)Inquisitor Largus The Inquisition was a faction found in early versions of Mount&Blade, chiefly in 0.632. Contents 1 Description 2 Interactions with the player 3 Removal 4 Trivia Description[] The Inquisition was apparently a quest related faction. It consisted of Inquisitor Largus and his Inquisition Knights, which were similar to Swadian Knights. They would speak in an aggressive manner, fanatically opposed to the Devil and anyone they considered his servants. This conflicted with their judgment of people to the point of treating everyone with suspicion and even outright hostility. Interactions with the player[] If the player accepted Jevna's\ Jehna's request to deliver a parcel to her friend in Praven, a band of Inquisition knights would spawn on the map, attempting to intercept the player. When encountered, they would inquire of the player's business with Jevna, and afterwards would demand the package she asked the player to deliver. Regardless of the player's choices during the conversation, they would become hostile, forcing them into a fight. Removal[] Jevna's quest was removed some time between versions 0.632 and 0.704, and without it, the Inquisition Knights lost their purpose. They were still present in 0.704's files, but would not spawn and had no interactions with the player. It is unclear if they were part of a larger quest-line, or made specifically for Jevna's quest. Trivia[] The faction is, quite obviously, based on the medieval Inquisition, which was a group of institutions under the Catholic Church, aimed at seeking out heresy and apostasy. The fanatical devotion to their faith, manifested by the Inquisition Knights in the game, may also be a reference to the Spanish Inquisition of the Renaissance Period, which was infamous for its fanaticism and cruelty.
Inquisition Knight
Inquisition Knight Troop Information Culture Kingdom of Swadia Wages ? denars/week Acquired from... Prisoners Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? denars Inquisition Knights were a quest-specific unit encountered by the player in older versions of Mount&Blade. Overview[] Inquisition Knights seem to have been a quest-specific variation of the standard Swadian Knight. They would spawn on the overland map as a party called Inquisition and engage the player. Stats and Equipment[] Note: Stats and gear taken from the v0.704 module system - they might have been different in different versions. Inquisition Knight - Default Stats and Equipment Attributes Stat Points Level 25 Strength ? Agility ? Intelligence ? Charisma ? Health ? Armor Head Guard HelmetBascinetHelmet with Neckguard Body Coat of PlatesPlate Armor Hand None Foot Iron GreavesMail Chausses Skills Skill Points Ironflesh 3 Power Strike 3 Power Throw ? Power Draw ? Weapon Master ? Shield 3 Athletics ? Riding 5 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 120 Two Handed Weapons 120 Polearms 120 Archery 120 Crossbows 120 Throwing 120 Weapons Melee SpearBastard SwordGreat SwordMorningstarSword Ranged None Shield Heater ShieldKite ShieldWar ShieldHeraldic Shield Mount ChargerWar HorseHunter
Inquisitor Largus
Inquisitor Largus Appears in Mount&Blade Official Information Faction Inquisition Monarch King Harlaus (possibly) Title Inquisitor Culture Swadian (possibly) Religion Calradic religion Character Details Noble Unknown Inquisitor Largus is an npc appearing in early versions of Mount&Blade, chiefly in version 0.632. Description[] If the player accepted Jevna's quest to deliver a parcel to Praven, Largus would spawn on the world map with a retinue of Inquisition Knights, attempting to intercept them. If he caught up to the player, he would interrogate as to their business with Jevna and would demand the parcel. He would refuse to believe the player regardless of their dialogue choices, resulting in a fight. Trivia[] It is unconfirmed if Largus actually appears during Jevna's quest. However, due to fact that he shares his title with the Inquisition Knights, and is not referenced anywhere else in the game files, it is fairly safe to assume that the assumption is correct. In the game files there is an npc named Brother Largus.It is unclear if the two are one and the same, however it is possible that they are, if the Inquisitor are a monastic organization, referring to each other as 'brothers'.
Iron
Iron Classic/Warband Viking Conquest Games Base value 264 264 264 304 Weight 60.0 Item Quantity N/A Morale Bonus +0 Spoils No Goods Type Raw material Made From... N/A Made Into... Tools Iron is a non-consumable trade good. It is used by an ironworks to produce tools. When travelling, significant amounts of iron can have a great impact on party speed due to the item's high weight. This makes iron less attractive to trade with than other goods of equivalent value, such as linen. Dhirim or Curaw is usually the best place to buy iron. In With Fire and Sword, iron can be bought cheaply at eastern cities like Azaq-Kale and Cherkassk and sold for higher prices further west. Goods Foods Barley Beef Beer Bread Boar Meat Butter Cabbages Cheese ChickenDried Meat Flour Fruit Grain Grapes Honey Olives Pork SausagesSmoked Fish Vegetables Trade Ale Amber Date Fruit Dyes Flax Bundle Furs Hemp Hides IronJewellery Leatherwork Linen Mead Oil Pottery Powder Raw Silk SaltShag Silver Soapstone Spice Stone Tar Timber Tools Velvet VodkaWalrus Ivory Wine Wool Wool Cloth
Iron Staff/Mount&Blade
Iron Staff Iron StaffPolearmBase value: 202 denarsWeight: 2.0Swing: 25bThrust: 26bSpeed rating: 97Weapon reach: 140
Ismirala
Ismirala Settlement Information Type Village Kingdom Vaegir Fortification Ismirala CastleIsmirala Castle World Map Mount&BladeIsmiralaIsmirala CastleTemplate:World Map/Mount&BladeWarbandIsmiralaIsmirala CastleTemplate:World Map/Warband Ismirala is a village initially owned by the Kingdom of Vaegirs. Layout[] Player Elder Fugitive The Village Elder is located in front of the large building at the top of the ridge on the far side of the village from where the player starts, standing next to a bench. Ismirala is set by a stream in a valley with a steep mountainous walls all around it and small tree clusters scattered about. It has a total of eight structures and two wooden bridges over the water, one of which is nothing more than a few planks. There are a couple places where fields probably grow during warmer times, but are buried under snow. Unlike most villages with a stream, there are no signs of a fishing industry here. If sent here during a Hunt Down Fugitive quest, the target may be found behind a building just below the ridge where the Village Elder may be found, standing next to a woodpile. Territory of the Kingdom of Vaegirs TownsCuraw Khudan Reyvadin Rivacheg CastlesBulugha Castle Dramug Castle Ismirala Castle Jeirbe Castle Nelag Castle Radoghir CastleSlezkh Castle Tilbaut Castle (M&B) Yruma Castle VillagesAyyike Bazeck Bhulaban (M&B) Fisdnar Hanun Ismirala Karindi Mazen Mechin (M&B)Rebache Shapeshte Shulus Slezkh Sumbuja Tadsamesh (M&B) Tebandra Tismirr (WB)Udiniad (WB) Ulburban Uslum Vezin
Ismirala Castle
Ismirala Castle Settlement Information Type Castle Kingdom Kingdom of Vaegirs Villages IsmiralaIsmirala Sieges with... Ladders Port No World Map Mount&BladeIsmirala CastleIsmiralaTemplate:World Map/Mount&BladeWarbandIsmirala CastleIsmiralaTemplate:World Map/Warband Ismirala Castle is a castle belonging to the Kingdom of Vaegirs. It is featured in both Mount&Blade and Warband. Its village is Ismirala. Location[] Mount&Blade[] Ismirala Castle lies west of Curaw at the border of the Vaegir territory and the Kingdom of Swadia. Its village is nearby to the northeast. Warband[] Ismirala Castle lies west of Curaw at the edge of Vaegir territory. It overlooks a bridge crossing the river flowing to the Kingdom of Nords and the ocean from the many tributaries that divide the Kingdom of Vaegirs. Its village is to the east on the bank of the river. Layout[] Player Keep Dungeon Breach Siege[] Besieging Ismirala Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Trivia[] Lezalit claims to have spent a winter as a drill instructor here, until he was relieved of his duty due to disagreements between himself and the lord over Lezalit's brutal training methods. He blames the incident on Vaegir aversion to discipline. Gallery[] Territory of the Kingdom of Vaegirs TownsCuraw Khudan Reyvadin Rivacheg CastlesBulugha Castle Dramug Castle Ismirala Castle Jeirbe Castle Nelag Castle Radoghir CastleSlezkh Castle Tilbaut Castle (M&B) Yruma Castle VillagesAyyike Bazeck Bhulaban (M&B) Fisdnar Hanun Ismirala Karindi Mazen Mechin (M&B)Rebache Shapeshte Shulus Slezkh Sumbuja Tadsamesh (M&B) Tebandra Tismirr (WB)Udiniad (WB) Ulburban Uslum Vezin
Istiniar
Istiniar Settlement Information Type Village Kingdom Rhodoks Fortification Culmarr CastleYalen World Map Mount&BladeIstiniarCulmarr CastleTemplate:World Map/Mount&BladeWarbandIstiniarYalenTemplate:World Map/Warband Istiniar is one of the villages initially owned by the Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is in the middle of the village next to a table and stools, to the player's left if they take the path that splits the village in half from where they start. Istiniar is located in an area with many low hills and evenly spaced trees of moderate abundance. It has a total of six tightly set structures, including a large tower. There are ambiguous number of fields here from three to five depending on what is counted, the three obvious fields are all growing squash, cabbages, and fruit, while a fenced area within one of the fields also has grapes and another fenced area has piles of straw. Within storage sheds can be seen cabbages, fruit baskets, flour, cheese, butter, beef, dried meat, ale barrels, and furs. On a wall near the Elder hangs a large number of garlic strings. If sent here during a Hunt Down Fugitive quest, the target may be found at the base of the tower on the opposite side of the village from where the player starts, standing next to a pile of firewood. Territory of the Kingdom of Rhodoks TownsJelkala Veluca Yalen CastlesAlmerra Castle Culmarr Castle Ergellon Castle Etrosq Castle Grunwalder CastleIbdeles Castle Jamiche Castle Maras Castle VillagesBuvran Chaeza Chelez Dirigsene Dumar Emer Epeshe Fedner Glunmar Ibdeles IlviaIstiniar Jamiche Pagundur Reveran Ruldi Saren Sarimish Serindiar Veidar(M&B)
Iyindah
Iyindah Settlement Information Type Village Kingdom Swadia Fortification Tevarin CastleSuno World Map Mount&BladeIyindahTevarin CastleTemplate:World Map/Mount&BladeWarbandIyindahSunoTemplate:World Map/Warband Iyindah is a village initially owned by the Kingdom of Swadia. Layout[] Player Elder Fugitive The Village Elder is standing next to a wooden chair on the porch of the largest structure, on the left side from where the player enters. Iyindah is built in a flat valley, surrounded by hilly terrain with moderately dense tree cover. It is very small with a total of six structures as well as a graveyard with many parts of the villages enclosed with low stone walls. There are two fields growing wheat and what may be apple trees, although all of the nearby baskets are empty. On the far side of the village are a couple of wagons and a large number of spare wheels, which may indicate the presence of a wainwright. If sent here during a Hunt Down Fugitive quest, the target may be found behind the walled-in orchard, standing next to the rubble of a small hole in the wall. Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar
Jamiche
Jamiche Settlement Information Type Village Kingdom Rhodoks Fortification Jamiche CastleJamiche Castle World Map Mount&BladeJamicheJamiche CastleTemplate:World Map/Mount&Blade WarbandJamicheJamiche CastleTemplate:World Map/Warband Jamiche is one of the villages initially owned by the Kingdom of Rhodoks. Layout[] Player Elder Fugitive The Village Elder is on the far side of the village from where the player enters, standing in front of a bench on top of a wooden balcony. Jamiche is located on a mostly flat plain with sparse tree cover. It has a total of five structures, a few with accessible roofs or higher levels. There are two fields here, one growing wheat and the other has been cleared with only piles of straw left behind. The presence of wagons, spare wheels, wheelbarrows, abundant barrels, and several wood piles may indicate an industry of carpentry. If sent here during a Hunt Down Fugitive quest, the target may be found on the opposite side of the same building as the Village Elder, on the far left of the village from where the player enters. Territory of the Kingdom of Rhodoks TownsJelkala Veluca Yalen CastlesAlmerra Castle Culmarr Castle Ergellon Castle Etrosq Castle Grunwalder CastleIbdeles Castle Jamiche Castle Maras Castle VillagesBuvran Chaeza Chelez Dirigsene Dumar Emer Epeshe Fedner Glunmar Ibdeles IlviaIstiniar Jamiche Pagundur Reveran Ruldi Saren Sarimish Serindiar Veidar(M&B)
Jamiche Castle
Jamiche Castle Settlement Information Type Castle Kingdom Kingdom of Rhodoks Villages Jamiche Sieges with... siege tower Port no World Map Mount&BladeJamiche CastleJamicheTemplate:World Map/Mount&BladeWarbandJamiche CastleJamicheTemplate:World Map/Warband Jamiche Castle is a castle belonging to the Kingdom of Rhodoks. It is featured in both Mount&Blade and Warband. Its village is Jamiche. Location[] Mount&Blade[] Jamiche Castle is southeast of Veluca on the border with the Khergit Khanate. It holds the distinction of being the only non-Khergit castle on the steppes. Its village is nearby to the southwest. Warband[] Jamiche Castle lies east of Jelkala on the border with the Sarranid Sultanate. The ocean and a small mountain separate it from foreign territory. Its village lies to the southwest at the edge of the ocean. Layout[] Player Keep Dungeon Breach Siege[] Besieging Jamiche Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. Location[] Territory of the Kingdom of Rhodoks TownsJelkala Veluca Yalen CastlesAlmerra Castle Culmarr Castle Ergellon Castle Etrosq Castle Grunwalder CastleIbdeles Castle Jamiche Castle Maras Castle VillagesBuvran Chaeza Chelez Dirigsene Dumar Emer Epeshe Fedner Glunmar Ibdeles IlviaIstiniar Jamiche Pagundur Reveran Ruldi Saren Sarimish Serindiar Veidar(M&B)
Jarid/Mount&Blade
Jarid Jarid(7 / 7)Base value: 209 denarsWeight: 4.0Damage: 33pSpeed rating: 89Requires Power Throw: 2Bonus against shieldsMount&Blade
Jarl Aedin
Jarl Aedin Appears in Official Information Monarch King Ragnar Title Jarl Fiefs Tihr Culture Nords Personality Martial Character Background Spouse Lady Jadeth Children Jarl Faarn Lady Miar Jarl Aedin is initially a vassal of the Kingdom of Nords. You may fight him or have him side with you as you help Lethwin Far-Seeker, the corresponding claimant, overthrow King Ragnar and gain control of the kingdom. Family[] Spouse: Lady Jadeth Children: Jarl Faarn, Lady Miar Note: Certain aspects of most NPCs are randomly generated at the beginning of every new game; these include all family lines (other than the parents and siblings of younger NPCs or spouse and children of older NPCs), personalities, and initial fief ownership. Stats and equipment[] Jarl Aedin - Default Stats and Equipment Attributes Stat Points Level 22 Strength 15 Agility 14 Intelligence 8 Charisma 16 Health 54 Armor Head Nordic Huscarl's Helmet Body Rich Outfit, Banded Armor Hand Mail Mittens Foot Woolen Hose, Mail Boots Skills Skill Points Ironflesh 2 Power Strike 3 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 1 Riding 3 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics 2 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 3 Trade ? Proficiencies Weapon Type Points One Handed Weapons 130 Two Handed Weapons 130 Polearms 130 Archery 130 Crossbows 130 Throwing 130 Weapons Melee Great Axe Ranged Throwing Axes Shield Heavy Round Shield Mount ? Gallery[] Jarl Aedin in battle gear Kingdom of Nords Monarch: Claimant: King Ragnar Lethwin Far-Seeker Vassals: Jarl Aedin Jarl Aeric Jarl Bulba Jarl Dirigun Jarl Faarn Jarl Gearth Jarl Gerlad Jarl Gundur Jarl Haeda Jarl Harald Jarl Irya Jarl Knudarr Jarl Logarson Jarl Marayirr Jarl Olaf Jarl Rayeck Jarl Reamald Jarl Surdun Jarl Turegor Jarl Turya Ladies: Lady Aesa Lady Afrid Lady Alfrun Lady Bergit Lady Bryn Lady Dria Lady Eilif Lady Eir Lady Endegrid Lady Glunde Lady Gudrun Lady Herjasa Lady Hild Lady Ingunn Lady Jadeth Lady Kaeteli Lady Loeka Lady Miar Lady Svipul Lady Thera
Jarl Aeric
Jarl Aeric Appears in Official Information Faction Kingdom of Nords Title Jarl Culture Nords Character Background Siblings Lady Afrid Jarl Aeric is initially a vassal of the Kingdom of Nords. You may fight him or have him side with you as you help Lethwin Far-Seeker, the corresponding claimant, overthrow King Ragnar and gain control of the kingdom. Family[] Siblings: Lady Afrid Note: Certain aspects of most NPCs are randomly generated at the beginning of every new game; these include all family lines (other than the parents and siblings of younger NPCs or spouse and children of older NPCs), personalities, and initial fief ownership. Stats and equipment[] Jarl Aeric - Default Stats and Equipment Attributes Stat Points Level 26 Strength 16 Agility 16 Intelligence 10 Charisma 18 Health 57 Armor Head Nordic Huscarl's Helmet Body Red Tunic, Banded Armor Hand Mail Mittens Foot Blue Hose, Splinted Greaves Skills Skill Points Ironflesh 3 Power Strike 4 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 2 Riding 4 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics 3 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 2 Leadership 5 Trade ? Proficiencies Weapon Type Points One Handed Weapons 200 Two Handed Weapons 200 Polearms 200 Archery 200 Crossbows 200 Throwing 200 Weapons Melee One Ranged Shield Heavy Round Shield Mount ? Kingdom of Nords Monarch: Claimant: King Ragnar Lethwin Far-Seeker Vassals: Jarl Aedin Jarl Aeric Jarl Bulba Jarl Dirigun Jarl Faarn Jarl Gearth Jarl Gerlad Jarl Gundur Jarl Haeda Jarl Harald Jarl Irya Jarl Knudarr Jarl Logarson Jarl Marayirr Jarl Olaf Jarl Rayeck Jarl Reamald Jarl Surdun Jarl Turegor Jarl Turya Ladies: Lady Aesa Lady Afrid Lady Alfrun Lady Bergit Lady Bryn Lady Dria Lady Eilif Lady Eir Lady Endegrid Lady Glunde Lady Gudrun Lady Herjasa Lady Hild Lady Ingunn Lady Jadeth Lady Kaeteli Lady Loeka Lady Miar Lady Svipul Lady Thera
Jarl Bulba
Jarl Bulba Appears in Official Information Faction Kingdom of Nords Title Jarl Culture Nords Character Background Parents Jarl IryaLady Dria Siblings Lady Glunde Jarl Bulba is initially a vassal of the Kingdom of Nords. You may fight him or have him side with you as you help Lethwin Far-Seeker, the corresponding claimant, overthrow King Ragnar and gain control of the kingdom. Note: Certain aspects of most NPCs are randomly generated at the beginning of every new game; these include all family lines (other than the parents and siblings of younger NPCs or spouse and children of older NPCs), personalities, and initial fief ownership. Stats and equipment[] Jarl Bulba - Default Stats and Equipment Attributes Stat Points Level 35 Strength 19 Agility 19 Intelligence 13 Charisma 22 Health 64 Armor Head Nordic Helmet Body Leather Vest, Banded Armor Hand Scale Gauntlets Foot Woolen Hose, Mail Boots Skills Skill Points Ironflesh 5 Power Strike 6 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 4 Riding 6 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics 5 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 3 Leadership 7 Trade ? Proficiencies Weapon Type Points One Handed Weapons 200 Two Handed Weapons 200 Polearms 200 Archery 200 Crossbows 200 Throwing 200 Weapons Melee Fighting Pick Ranged Throwing Axes Shield Huscarl's Round Shield Mount ? Kingdom of Nords Monarch: Claimant: King Ragnar Lethwin Far-Seeker Vassals: Jarl Aedin Jarl Aeric Jarl Bulba Jarl Dirigun Jarl Faarn Jarl Gearth Jarl Gerlad Jarl Gundur Jarl Haeda Jarl Harald Jarl Irya Jarl Knudarr Jarl Logarson Jarl Marayirr Jarl Olaf Jarl Rayeck Jarl Reamald Jarl Surdun Jarl Turegor Jarl Turya Ladies: Lady Aesa Lady Afrid Lady Alfrun Lady Bergit Lady Bryn Lady Dria Lady Eilif Lady Eir Lady Endegrid Lady Glunde Lady Gudrun Lady Herjasa Lady Hild Lady Ingunn Lady Jadeth Lady Kaeteli Lady Loeka Lady Miar Lady Svipul Lady Thera
Javelin/Mount&Blade
Javelin Javelin(7 / 7)Base value: 75 denarsWeight: 5.0Damage: 28pSpeed rating: 91Requires Power Throw: 1Bonus against shieldsMount&Blade
Jayek
Jayek Settlement Information Type Village Kingdom Nords Fortification WerchegAlburq Castle World Map Mount&BladeJayekWerchegTemplate:World Map/Mount&BladeWarbandJayekAlburq CastleTemplate:World Map/Warband Jayek is a village of the Kingdom of Nords. Layout[] Player Elder Fugitive The Village Elder is located straight down the dirt path from where the player enters, across the stone path, standing next to a some steps and a bucket. Jayek is built in an area covered in long, rolling hills and valleys with several trees growing mostly in smaller groups. It has a total of six structures. There are several fields here, one growing squash and another full of some short shrubs, the rest appear to have already been harvested and are full of heaps of straw or hay. There is a very large number of baskets to be found throughout the village, but no evidence of anything to put inside them. If sent here during a Hunt Down Fugitive quest, the target may be found in the shrub field behind the building the Village Elder is standing in front of. Territory of the Kingdom of Nords TownsSargoth Tihr Wercheg CastlesAlburq Castle Chalbek Castle Curin Castle Hrus Castle Jelbegi Castle Knudarr CastleTehlrog Castle VillagesAldelen Ambean Buillin Fearichen Fenada Gisim(M&B) Haen Jayek Jelbegi KulumKwynn Mechin(WB) Odasan Rizi Ruvar Udiniad(M&B) Vayejeg
Jeirbe Castle
Jeirbe Castle Settlement Information Type Castle Kingdom Kingdom of Vaegirs Villages TadsameshMazen Sieges with... Siege Tower Port No World Map Mount&BladeJeirbe CastleTadsameshTemplate:World Map/Mount&BladeWarbandJeirbe CastleMazenTemplate:World Map/Warband Jeirbe Castle is a castle belonging to the Kingdom of Vaegirs. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Jeirbe Castle lies southwest of Reyvadin at the border of the Vaegirs territory and the Kingdom of Swadia. Its village is Tadsamesh which is to the south near a thick forest and quite close to Swadian lands. Warband[] Jeirbe Castle lies northwest of Curaw. It is on the border with the Kingdom of Nords. Its village is Mazen which is to the northest, near a small patch of trees. Layout[] Player Keep Dungeon Breach Siege[] Besieging Jeirbe Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. Gallery[] Territory of the Kingdom of Vaegirs TownsCuraw Khudan Reyvadin Rivacheg CastlesBulugha Castle Dramug Castle Ismirala Castle Jeirbe Castle Nelag Castle Radoghir CastleSlezkh Castle Tilbaut Castle (M&B) Yruma Castle VillagesAyyike Bazeck Bhulaban (M&B) Fisdnar Hanun Ismirala Karindi Mazen Mechin (M&B)Rebache Shapeshte Shulus Slezkh Sumbuja Tadsamesh (M&B) Tebandra Tismirr (WB)Udiniad (WB) Ulburban Uslum Vezin
Jelbegi Castle
Jelbegi Castle Settlement Information Type Castle Kingdom Kingdom of Nords Villages Jelbegi Jelbegi Sieges with... Ladders Port No World Map Mount&BladeJelbegi CastleJelbegiTemplate:World Map/Mount&BladeWarbandJelbegi CastleJelbegiTemplate:World Map/Warband Jelbegi Castle is a castle belonging to the Kingdom of Nords. It is featured in both Mount&Blade and Warband. Its village is Jelbegi. Location[] Mount&Blade[] Jelbegi Castle lies far to the south of Tihr, at the border of the Nord territory with the Kingdom of Rhodoks and Swadia to the south. Its village lies quite nearby to the northwest. Warband[] Jelbegi Castle lies south of Tihr in a valley pass between mountains on either side. It is on the border with the Kingdom of Swadia. Its village lies to the northeast at the edge of the mountain range and beginning of a river. Layout[] Player Keep Dungeon Breach Siege[] Besieging Jelbegi Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. Gallery[] Territory of the Kingdom of Nords TownsSargoth Tihr Wercheg CastlesAlburq Castle Chalbek Castle Curin Castle Hrus Castle Jelbegi Castle Knudarr CastleTehlrog Castle VillagesAldelen Ambean Buillin Fearichen Fenada Gisim(M&B) Haen Jayek Jelbegi KulumKwynn Mechin(WB) Odasan Rizi Ruvar Udiniad(M&B) Vayejeg
Jelkala
Jelkala Settlement Information Type Town Kingdom Kingdom of Rhodoks Villages DirigseneSerindiarBuvranChelezRuldi Sieges with... Ladders Port No World Map Mount&BladeJelkalaDirigseneSerindiarTemplate:World Map/Mount&BladeWarbandJelkalaBuvranChelezRuldiTemplate:World Map/Warband Jelkala is a town and the capital city of the Kingdom of Rhodoks. Its initial lord is King Graveth. Given its similar name and location on the map, Jelkala is likely to have a connection to - or possibly even be the same settlement as - the Vlandian town of Jaculan as seen 173 years earlier in Mount&Blade II: Bannerlord. Contents 1 Territory 2 Layout 3 Sieges 4 Tournaments 5 Economy 6 Trivia 7 Gallery Territory[] Mount&Blade Its villages are Dirigsene and Serindiar. Warband Its villages are Buvran, Chelez, and Ruldi. Layout[] <a href=" class="image"><img alt="2013-10-31 00009" src=" decoding="async" loading="lazy" width="180" height="102" class="thumbimage" data-image-name="2013-10-31 00009.jpg" data-image-key="2013-10-31_00009.jpg" data-relevant="1" data-src=" /></a> Guild master location Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master for Jelkala is located directly behind and to the left of the player when 'Take a walk around the streets' is selected. Sieges[] Besieging Jelkala requires the building of ladders. Tournaments[] Equipment used for tournaments: Mount&Blade Sword & Shield Crossbow & Bolts, Sword Lance & Shield Bow & Arrows Horse (possible) Warband Lance & Shield Bow & Arrows, Dagger Crossbow & Bolts, Sword Sword & Shield Heavy Sword Horse (possible) Economy[] Jelkala buys Iron for a good price and sells Velvet and Dyes cheaply. Jelkala produces: Ale Bread Leatherwork Oil Pottery Smoked Fish Tools Velvet Wine Wool Cloth Trivia[] Pieces of the strange set are located here in Warband but the chest can only be found by using Editing mode. Gallery[] Jelkala entranceJelkala streets Territory of the Kingdom of Rhodoks TownsJelkala Veluca Yalen CastlesAlmerra Castle Culmarr Castle Ergellon Castle Etrosq Castle Grunwalder CastleIbdeles Castle Jamiche Castle Maras Castle VillagesBuvran Chaeza Chelez Dirigsene Dumar Emer Epeshe Fedner Glunmar Ibdeles IlviaIstiniar Jamiche Pagundur Reveran Ruldi Saren Sarimish Serindiar Veidar(M&B)
Jeremus
Jeremus Appears in Character Details Hire Cost Free Likes Firentis Liked by Firentis Dislikes Artimenner, Matheld, Klethi as Emissary, Robbing Villages, Too Much Fighting, Bring Back Runaway Serfs quest Disliked by Artimenner and Matheld Connections Halmar Noble No Character Background Background University Student Surgeon Jeremus is a foreign surgeon and one of the companions in Warband. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Stats and equipment 7 Trivia Biography[] Jeremus is a foreigner who came to Calradia to offer his medical services. He used to be be a university student, but his criticism of Galerian, a famous doctor who is respected in many universities, led to his expulsion. He now wanders Calradia to take jobs as a surgeon and learn more about medicine on his own terms. One of his previous jobs was treating the lord of Almerra Castle for dropsy, who rewarded Jeremus with gold and a corpse to dissect. According to Jeremus, he was treating a merchant's son in town, but their patient died because the family did not listen to his advice. Because of this, the merchant accused Jeremus of witchcraft and attempted to get the surgeon arrested, but the lord of the town is reluctant to do so. Soon afterwards, he meets the player in the tavern and offers his services for free in exchange for the chance to travel. If he retires, he will head home to share his medical findings with his colleagues, but finds that the universities would rather continue teaching from old books. Personality[] Jeremus is an intellectual man who is critical of traditional methods and practices, especially when they are done in ignorance of how and why they work. Relationships[] Artimenner - Both men hold a mutual dislike for one another. Artimenner believes Jeremus is a fraud for disrespecting Galerian, while Jeremus believes that the engineer should not interfere with his surgeries and both wish for the player to dismiss the other. Firentis - He and Firentis share the same attitude on war, neither of them enjoy killing even if they both believe that fighting is often necessary to bring peace and both of them wish for a better future for Calradia. Matheld - Jeremus dislikes Matheld, as she violently refuses his attempts to treat her and openly announces her ignorance, such as speculating that local villagers are descended from apes. Gameplay[] As a party member, Jeremus has high intelligence and has a fair amount of skill in all three medical skills. His poor combat abilities mean that he should be kept away from the front line, so he can keep your other troops alive and healthy. Jeremus is not of noble birth, so granting him fiefs in Warband costs some relation points with most of the lords of Calradia. Lord Jeremus will then recruit whatever troops are available in his lands, regardless of nationality. Dialogue[] Main article: Jeremus/Interactions Stats and equipment[] Jeremus - Default Stats and Equipment Attributes Stat Points Level 4 Strength 8 Agility 7 Intelligence 13 Charisma 7 Health 45 Armor Head ? Body Pilgrim Disguise Hand ? Foot Nomad Boots Skills Skill Points Ironflesh 1 Power Strike 1 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics ? Riding 2 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 3 Wound Treatment 3 Surgery 4 First Aid 3 Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade 3 Proficiencies Weapon Type Points One Handed Weapons 30 Two Handed Weapons 30 Polearms 30 Archery 30 Crossbows 30 Throwing 30 Weapons Melee Staff Ranged ? Shield ? Mount ? Trivia[] The fictional doctor mentioned by Jeremus, Galerian, might be a direct reference to the real-world Greek physician Galen. Though Jeremus claims that he is familiar with fighting, he possesses the second lowest proficiencies out of all followers, with only Ymira being worse at fighting. This often leads to him being knocked out if he is forced to defend himself from even the weakest enemies. Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira
Jesse Hopkins
Jesse Hopkins is the composer of all music for the original Mount&Blade and Warband. Biography[] Jesse Hopkins is a self-taught composer from the Northeast United States, where he composed film scores for student filmmakers, DVDs, live events and television. Hopkins then relocated to the American Southeast and began composing remotely for video games. He now publishes recordings and sheet music under J.S. Hopkins Records and J.S. Hopkins Publishing. With a dedication to compositional craft and its impact on the audience, Jesse Hopkins has composed the scores for more than thirty commercial projects, including Mount&Blade featuring the Russian State Symphony Cinema Orchestra, Mount&Blade: Warband, Gratuitous Space Battles, The Adventures of Shuggy, and the Kaiju Big Battel series. For Mount&Blade II: Bannerlord, "Homage to Warband" and "Warband Travel Homage" are arrangements of Hopkins' original compositions for Mount&Blade. The action music in Bannerlord also interpolates Hopkins' main theme. Links[] Spotify Page Internet Movie Database Entry
Jevna
Jevna Appears in Mount & Blade Official Information Culture Vaegir (possibly) Religion Calradic religionDevil worship (allegedly) Character Details Disliked by The Inquisition Connections Praven Character Background Home Halmar (possibly) Jevna was a quest-giver npc added in Mount&Blade version 0.600, or possibly earlier. Description[] A mysterious woman in Halmar. When spoken to, she would ask the player to delivered a parcel to her friend in Praven. While she admitted to not having any money, she promised that her friend would pay 500 Denars upon receiving the parcel, and even wrote them a note for this very purpose. Agreeing, the player would later encounter a band of Inquisition knights, who claimed Jevna was serving the Devil, and accused her of witchcraft. It is unclear whether or not the accusations are true, however. Trivia[] In the game files her name is sometimes miswritten as 'Jehna'. It is never answered if Jevna is a witch or not. The parcel she asked the player to deliver contained some leaves, and her friend Stulgar refused to explain anything, saying that the player is best not knowing.
Jousting Lance/Mount&Blade
Jousting Lance Jousting LancePolearmBase value: 158 denarsWeight: 5.0Thrust: 17bSpeed rating: 61Weapon reach: 218
Karakhergit
Karakhergit Official Information Faction Khuzait Leader Randomized Fiefs None Tier ? Wealth ? The Karakhergit are a minor clan of the Khuzait. They are nomads keeping to the old ways of the steppe - raiding, pillaging, and small clans - and refusing to settle down.[1] Contents 1 Official Description 2 Background 3 Members 4 Troop Tree 5 Trivia 6 References Official Description[] The Karakhergit are a nomadic clan that has resisted all efforts by the centralizing Urkhunait khans to keep them in one place, give them farmlands and serfs, and force them to give over taxes and military levies. They are treated by the other clans with a combination of envy and contempt. They trade and sometimes even intermarry with their settled brethren, but they also do a limited amount of kidnapping for ransom and raiding of flocks, and scoff at those who would blame them for carrying on with the heroic old ways.[2] Background[] Aside from herding cattle and raiding, the Karakhergit engage in trading by using an argot consisting of Calradic, Darshi, and extensive hand gesturing. In terms of food, they rely on meat - mainly mutton and horse - that they cut into chunks and cook over open coals. Bread, when available, is dipped in sheep fat. They also adopted a dish from the Darshi that consists of salted eggplants soaked in mustard oil. Melon is used as a desert. According to the imperial scribe Asaios, the clan spends the warm summers in the north, on the higher mountain slopes where the grass is thick and lush, while in the winter they migrate south towards the grazing grounds there. Both Karakhergit men and women participate in herding sheep and horses, moving them between pastures - accordingly, many young Karakhergit women carry a bow, a sabre, and a lasso. According to clan member Atun, in the old days when many more steppe tribes were nomadic, it was a lot easier for the clan to find spouses while, nowadays, few settled steppe peoples are willing to send their children to live the hard life on the grasslands. Likewise back in the day, a Karakhergit maiden would not even look at a man until he had slain his first enemy, but she herself nowadays would be willing to settle for a man who has at least injured someone, even though she expects such a marriage to be rocky because, having slain two Khuzait soldiers herself, her potential husband would probably feel inadequate by comparison and would therefore be quarrelsome and engage in excessive drinking. When asked why the Karakhergit would not settle down like the other tribes, she drew the comparison with an eagle that flies across the skies freely and a rabbit that burrows in the ground, implying her people prefer freedom to farming. She also claims Karakhergit pride is insufferable to other Khuzait clans, bringing up an example of how many proud noyans would return from Monghug Khan's wars, laden with expensive loot, only to face the disappointed and pitying looks of skin-clad Karakhergit. Members[] Their leader and membership are randomly generated at the beginning of each game. The only named clan member is currently Atun, whose first and so far only appearance is in the "Travels in Calradia" segment of the Bannerlord Digital Companion. Troop Tree[] Karakhergit Troops Karakhergit Nomad Karakhergit Rider Karakhergit Elder Trivia[] In older versions of classic Mount&Blade and Warband, there were two cut bandit-type troops - the Black Khergit Horseman and the Black Khergit Guard - which were also sometimes called "Karakhergit". Given the fact "kara" means "black" in Turkish, it's highly likely they were repurposed for Bannerlord and have continually existed in-universe even if they were ultimately cut in-game. It is possible Nasugei Noyan of the Khergit Khanate in Mount&Blade: Warband is a Karakhergit clan member - his banner features the same bow and three arrows but they are facing upward instead of rightward. Karakhergit lore was slightly expanded upon in the Bannerlord Digital Companion. They were temporarily renamed "Karakhuzait" during development. References[] ↑ Bannerlord Dev Blog 09/11/17 ↑ Encyclopedia Calradia, entry "Karakhergit" Clans of the Khuzait Major Urkhunait Khergit Arkit Tigrit Harfit Baltait Koltit Yanserit Oburit Minor Karakhergit
Karindi
Karindi Settlement Information Type Village Kingdom Vaegir Fortification Yruma CastleYruma Castle World Map Mount&BladeKarindiYruma CastleTemplate:World Map/Mount&BladeWarbandKarindiYruma CastleTemplate:World Map/Warband Karindi is a village initially owned by the Kingdom of Vaegirs. Layout[] Player Elder Fugitive The Village Elder is located in front of the second building to the left straight ahead from where the player starts, standing next to a couple barrels. Karindi is set on hilly terrain with scattered pine trees. It has a total of seven structures. There appear to be three fields here, though they are buried in snow and only have mounds in them which are probably refuse left over from harvesting. If sent here during a Hunt Down Fugitive quest, the target may be found behind the first building to the left from where the player starts, in one of the fields. Territory of the Kingdom of Vaegirs TownsCuraw Khudan Reyvadin Rivacheg CastlesBulugha Castle Dramug Castle Ismirala Castle Jeirbe Castle Nelag Castle Radoghir CastleSlezkh Castle Tilbaut Castle (M&B) Yruma Castle VillagesAyyike Bazeck Bhulaban (M&B) Fisdnar Hanun Ismirala Karindi Mazen Mechin (M&B)Rebache Shapeshte Shulus Slezkh Sumbuja Tadsamesh (M&B) Tebandra Tismirr (WB)Udiniad (WB) Ulburban Uslum Vezin
Katrin
Katrin Appears in Official Information Culture Swadia Character Details Found in Random Town Hire Cost 100 denars Likes Bunduk Liked by Bunduk Dislikes Baheshtur, Firentis, Lezalit as Emissary, Hunger, Not Paid, Heavy Casualties Disliked by Baheshtur and Firentis Connections Praven Noble No Character Background Home Uxkhal Background Saleswoman Katrin is a former Swadian saleswoman and one of the companions in Warband. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Stats and equipment Biography[] She was a saleswoman who sold food to armies for over 30 years. She also bore 2 sons who became soldiers but one got killed by a Khergit and other died of pox. While she decided to leave her old business, she still yearn the army life and offer her services as a soldier and hopefully earn some loot for retirement. Personality[] As a woman in her late 40s, Katrin is a rather jaded woman who has keep her strict moral code even after losing her sons to war and sickness. She has a zero-tolerance policy on people that has committed crimes against family, most notably Firentis who accidentally killed his brother, and seems to have a very negative view of non-Calradic cultures as seen with her distrust of the Khergit nomad Baheshtur. Relationships[] Baheshtur - Her superstition makes her distrust Baheshtur's culture and believes his chant is "raising the dead". Bunduk - They have a mutual comradery for being war veteran. Firentis - She dislike Firentis for his fracticide and believes it will bring bad luck to the band. Gameplay[] She is a former peddler, selling to armies in particular, and her Inventory Management of 7 supports the claim. When recruited, she tells the player that she had lost everything and, rather than starting over her business as she always did, she instead decided to sell all her wares to pursue other interests. However, her Inventory Management skill is totally useless to you because it's a Leader skill, and provides you with no benefit. Because so many of her points have been pre-invested in this skill, she is one of the least useful heroes until you develop her skills in more beneficial areas. She will bolster the player's Right to rule via a palm reading, claiming that the player's "King's/Emperor's Line" is extremely long and that there is a prophecy associated with it. When given a fief, she will recruit whatever troops are available in her lands, regardless of nationality. This decision will also upset most Calradian nobles, as they dislike having a commoner hold fiefs. Dialogue[] Main article: Katrin/Interactions Stats and equipment[] Katrin - Default Stats and Equipment Attributes Stat Points Level 8 Strength 8 Agility 11 Intelligence 10 Charisma 10 Health 49 Armor Head ? Body Leather Apron Hand ? Foot Wrapping Boots Skills Skill Points Ironflesh 3 Power Strike ? Power Throw ? Power Draw ? Weapon Master 1 Shield ? Athletics ? Riding 2 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 7 Wound Treatment 2 Surgery ? First Aid 1 Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade 3 Proficiencies Weapon Type Points One Handed Weapons 70 Two Handed Weapons 70 Polearms 70 Archery 70 Crossbows 70 Throwing 70 Weapons Melee Falchion Ranged ? Shield ? Mount ? Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira
Kedelke
Kedelke Settlement Information Type Village Kingdom KhergitKhergit Fortification Unuzdaq CastleNarra World Map Mount&BladeKedelkeUnuzdaq CastleTemplate:World Map/Mount&BladeWarbandKedelkeNarraTemplate:World Map/Warband Kedelke is a village initially owned by the Khergit Khanate. Layout[] Player Elder Fugitive The Village Elder can be found straight into the village, near a campfire, bench, and round table under an awning. Kedelke is situated in a relatively flat area surrounded by many small, but steep hills. It has a total of six structures. There is a wheat field and a cabbage crop along with squash. The village seems to have a very large quantity of hay or straw stockpiled. If sent here during a Hunt Down Fugitive quest, the target may be found standing on the opposite side of the village from where the player enters, next to the cabbage fence. Territory of the Khergit Khanate TownsHalmar Ichamur Narra Tulga CastlesAsugan Castle Distar Castle Malayurg Castle Sungetche Castle Tulbuk Castle Uhhun Castle Unuzdaq Castle VillagesAda Kulun Amashke Bhulaban(WB) Bulugur Dashbigha Dirigh Aban Dugan Dusturil Kedelke Peshmi Tash Kulun Tismirr(M&B) Tulbuk Uhhun Zagush
Keepmaster Gruham
Keepmaster Gruham Official Information Kingdom Kingdom of Swadia (implied)Neutral (factually) Monarch King Larec (implied) Title Keepmaster Personal Details Gender Male Keepmaster Gruham was a minor character in Warrider aka Mount&Blade v0.202. He would spawn in Dhorak Keep and was supposed to give the player a quest to hunt down the bandits of Dhorak Pass, which were preying on refugees (the refugees being related to another quest, given by Father Larchas). There are no other known interactions with him. This article is a stub. You can help out by expanding it.
Kelredan Castle
Kelredan Castle Settlement Information Type Castle Kingdom Kingdom of Swadia Villages Nomar Chide Sieges with... Towers Port No World Map Mount&BladeKelredan CastleNomarTemplate:World Map/Mount&BladeWarbandKelredan CastleChideTemplate:World Map/Warband Kelredan Castle is a castle belonging to the Kingdom of Swadia. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Kelredan Castle lies east of Suno near the bridge that connects the two pieces of the Kingdom of Swadia. Its village is Nomar which is nearby to the southwest. Warband[] Kelredan Castle lies northwest of Dhirim. It is on top of a ridge at the border of the Swadian territory with the Kingdom of Nords to the north. Its village is Chide which is nearby to the east. The Kingdom of Nords considers it stolen territory and claims that it's rightfully theirs. Layout[] Player Keep Dungeon Breach Siege[] Besieging Kelredan Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. Gallery[] Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar
Khergit Arrows/Mount&Blade
Khergit Arrows Khergit Arrows (30 / 30)Base value: 410Weight: 3.5+3 to damage
Khergit Bow/Mount&Blade
Khergit Bow Khergit BowBase value: 269Weight: 1.3Damage: 21pAccuracy: 99Speed rating: 95Requires Power Draw: 3Mount&Blade
Khergit Khanate
For the clan in Bannerlord, see Khergit (Bannerlord). Khergit Khanate Banner Troops Official Information Ruler Sanjar Khan Claimant Dustum Khan The Khergit Khanate is a faction of Calradia ruled by Sanjar Khan, while the claimant to the throne is Dustum Khan. In contrast to the lush heartlands of Calradia, the great steppes to the south are a vast region of dry grassland. With harsh weather and little resources, the one thing found in abundance here are the herds of horses that live both in the wild and domestically. It is in this arid waste that one can find the Khergits, a semi-nomadic group of hunters and horsemen who, much like their Steppe Horses, are lean, hardy, swift, and temperamental. Starting in Khergit territory is not advised, as Steppe Bandits are numerous and dangerous foes for new players. It is better to begin in a more peaceful area and gather a secure, experienced party before moving into the steppes. The Khergit national animal is either the grey wolf, depicted on the faction's emblem, or the horse, depicted on Sanjar Khan's banner. Sanjar Khan is one of the two monarchs whose banner does not match with the emblem, and one of the only two banners in the game that depicts a person (the other being that of Akadan Noyan, both depicting a horse archer). In Mount&Blade: Warband, unlike in the original Mount&Blade, the Khergit lords are called Noyans. Contents 1 History 1.1 In Warrider 2 Rulers 3 Vassals 4 Tactics 4.1 Strengths 4.2 Weaknesses 4.3 Summary 5 Troop Tree 6 Territory 7 Trivia History[] According to Baheshtur, the Khergits were originally from the cold steppes beyond the mountains, possibly to the east of Calradia. Although they had previously been involved in trading, raiding, settling, and hiring themselves as mercenaries to the Calradians, they did not move to their current region of the map in force until their original homeland was invaded by the Great Horde. This event drove the Khergits to move into the place they now call home, at the time held by the Vaegirs. The Khergit also appear in Mount&Blade II: Bannerlord as a vassal clan of the Khuzait Khanate, led by Monchug Khan of the Urkhunait. At this point in time, the Khergit are the rulers of the city of Baltakhand. Led by Mesui, she ruthlessly leads the Khergit ever since rivaling noyans took a bid at their lands, given opportunity to do so by the disaster at the Battle of Pendraic. At this time, the Khergits bear resentment towards their Urkhunait overlords. In Warrider[] In the earliest versions of Mount&Blade, the Khergits were relative newcomers to Calradia (represented by the fact that they were a minor, main quest related faction). They were part of a larger Khanate in the east, ruled by Gerai Khan (mentioned by the faction's members, but not actually present in the game). At some point in the recent past, they fought as mercenaries for either the Swadians or the Vaegirs, but were cheated out of their pay, and so refused to further collaborate with them. During the main quest, the kingdom that the player character allied with would send them to recruit the Khergits to fight in the current war, which they would agree to after the player fulfilled their conditions. Rulers[] Sanjar Khan Initial Ruler Dustum Khan Claimant Vassals[] Akadan Noyan Alagur Noyan Asugan Noyan Belir Noyan Brula Noyan Chaurka Noyan Dundush Noyan Hugu Noyan Imirza Noyan Karaban Noyan Kramuk Noyan Nasugei Noyan Sebula Noyan Tansugai Noyan Tirida Noyan Tonju Noyan Tulug Noyan Ulusamai Noyan Urubay Noyan Urumuda Noyan Tactics[] Main article: Khergit Khanate Tactics Strengths[] Almost entirely mounted troops that are quick to train. Superb horse archers. Best strategic maneuverability out of all factions. Weaknesses[] Easily devastated when on defense and dismounted or when unable to ride and maneuver Summary[] It is important to note that apart from the Khergit Tribesman, Khergit troops are completely focused on cavalry (there is a very small chance that even a Tribesman could have a horse). This not only makes for very quick battles against infantry focused factions like the Nords, often resulting in the cavalry storming and surrounding the enemy spawn point, but will make Khergit-only parties travel much faster than other armies. The Khergits are masters of the open field, and should be used mostly with this purpose in mind. Their horses need even terrain to reach full speeds, and due to lack of armor they are easy to kill if they cannot use their speed and mobility advantage. When using the Khergits, you should attempt to lure your enemies out of their fortress and ride them down in the open. When attacking Khergits, you are best off fighting them inside a fortress, or besieging them. Don’t forget to bring large, arrow-proof shields when facing Khergit archers. Once their main line in a fortress is broken, Khergits are easy to defeat and they are essentially powerless to stop heavy infantry from taking a castle or town. Troop Tree[] Troops of the Khergits Steppe Bandit Tribesman Skirmisher Horseman Horse Archer Lancer Veteran Horse Archer Territory[] The Khergit capital is Tulga. The Khergit Khanate contains the following towns, castles, and villages: Territory of the Khergit Khanate TownsHalmar Ichamur Narra Tulga CastlesAsugan Castle Distar Castle Malayurg Castle Sungetche Castle Tulbuk Castle Uhhun Castle Unuzdaq Castle VillagesAda Kulun Amashke Bhulaban(WB) Bulugur Dashbigha Dirigh Aban Dugan Dusturil Kedelke Peshmi Tash Kulun Tismirr(M&B) Tulbuk Uhhun Zagush During the game, other kingdoms may siege and take over these lands, and the Khergit Khanate may gain more territory through conquest. However, these are the only places where you can recruit soldiers of the Khergit troop line. Trivia[] The Khergits are one of the oldest factions in Mount&Blade, going as far back as version .202 (Warrider). However, in Warrider they were a minor and unjoinable faction, only related to a number of quests. Their leader was Barthai Khan. Additionally, there was a bandit type - Black Khergit Horsemen - that would patrol the southern end of the map and would attack any party they encountered. Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed
Khergit Lancer
Khergit Lancer Troop Information Culture Khergit Khanate Wages 42-22 denars Acquired from... Khergit Horseman Upgrades to... N/A Upgrade Cost 40 denars XP for Kill 216 xp Ransom Value 181 denars Khergit Lancers are troops of the Khergit Khanate. They are the most heavily armored troops in the Khergit armies, though the Khergit Veteran Horse Archer is actually the highest-tiered unit. This is a bit strange, as Lancers actually have higher level than Veteran Horse Archers (23 and 21 respectively), as well as higher stats and heavier equipment. Khergit Lancers are approximately equivalent to Swadian Men-at-Arms or Vaegir Horsemen, and cost about the same to maintain. They can be mounted on Coursers, which make them faster than other fourth-tier cavalry but also subject to frequent unhorsing. In the original Mount&Blade, as with all Khergit units, they were usually armed with some form of missile weapon. However in Warband, the Khergit Lancers have been altered to fulfill solely a melee function, and they have lost their ranged capabilities. Some of them now ride heavier Steppe Chargers into battle, and their lack of bows have been compensated with a heavier set of melee weapons. Tactics[] Khergit Lancers are best suited for charging the enemy on open terrain. If you manage to get a lot of them, around 60 or more, you can utterly destroy infantry troops on the battlefield. Some of them have blunt weapons too, so they're well worth the money it takes to upgrade and keep them. Having Nizar in your party isn't out of place among these units, since he starts with a Courser and is great with lances. In fact, with a large party of Lancers, you could even make non-warriors such as Jeremus and Borcha mounted lance warriors and have them level up more quickly. Unfortunately, Lancers are the toughest melee troops the Khergits have. They suffer in comparison to the top tier units from other factions, usually having lower levels, health, skills, and equipment. As long as the Lancers remain mounted, these deficiencies are masked by the speed and toughness of their mounts. However in sieges, these weaknesses are highlighted, relegating Lancers to a second line position behind some heavily armored warriors like Nord Huscarls and a few of your companions, like Rolf or Lezalit. Lancers can excel with some ranged support, like that of Veteran Horse Archers. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Khergit Lancer - Default Stats and Equipment Attributes Stat Points Level 23 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 46 Armor Head Khergit Guard Helmet, Khergit Cavalry Helmet, Khergit War Helmet Body Khergit Lamellar Vest, Lamellar Armor Hand Leather Gloves, Scale Gauntlets Foot Khergit Leather Boots, Splinted Leather Greaves Skills Skill Points Ironflesh 4 Power Strike 4 Power Throw 2 Power Draw 4 Weapon Master ? Shield 2 Athletics ? Riding 7 Horse Archery 1 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 110 Two Handed Weapons 110 Polearms 150 Archery 110 Crossbows 110 Throwing 110 Weapons Melee Heavy Sabre, Spiked Mace, One Handed War Axe, Hafted Blade (a), Hafted Blade (b), Heavy Lance, Lance Ranged ? Shield Round Cavalry Shield, Elite Cavalry Shield Mount Courser, Steppe Charger Troops of the Khergits Steppe Bandit Tribesman Skirmisher Horseman Horse Archer Lancer Veteran Horse Archer
Khergit Tribesman
Khergit Tribesman Troop Information Culture Khergit Khanate Wages 1 denar Acquired from... Villages of Khergit originSteppe Bandits Upgrades to... Khergit Skirmisher Upgrade Cost 10 denars XP for Kill 44 xp Ransom Value 37 denars Khergit Tribesmen are troops of the Khergit Khanate. In the original Mount&Blade, Khergit Tribesmen often (but not always) came mounted, however they are never mounted in Warband. They are the only recruit level unit that can use a bow. Tactics[] The best tactic is to upgrade these units as soon as possible. They are terrible at fighting, and Khergit cavalry are far more useful than Tribesmen. They are often armed with a club, which makes them suitable for capturing enemies for ransom, but their fragility makes this risky. However, they do have ranged advantages against Looters. Also, being the only infantry of the Khergit Khanate, they are good for luring enemy troops into premeditated traps and have a mobility advantage against cavalry in hilly terrain. Most importantly, there are many Khergit villages and these men will quickly upgrade to Khergit Skirmishers. Khergit Tribesmen are the most well-armored recruit-tier unit, being the only recruits to wear basic armor rather than common peasant clothing. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Khergit Tribesman - Default Stats and Equipment Attributes Stat Points Level 5 Strength 7 Agility 5 Intelligence 4 Charisma 4 Health 42 Armor Head (Possible): Steppe Cap, Nomad Cap Body Leather Vest, Steppe Armor Hand ? Foot Nomad Boots, Khergit Leather Boots Skills Skill Points Ironflesh ? Power Strike ? Power Throw ? Power Draw 2 Weapon Master ? Shield ? Athletics ? Riding 3 Horse Archery 2 Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 1 Leadership 1 Trade 2 Proficiencies Weapon Type Points One Handed Weapons 50 Two Handed Weapons 50 Polearms 50 Archery 50 Crossbows 50 Throwing 50 Weapons Melee Club, Spear Ranged (Possible): Hunting Bow, Arrows Shield ? Mount ? Troops of the Khergits Steppe Bandit Tribesman Skirmisher Horseman Horse Archer Lancer Veteran Horse Archer
Khudan
Khudan Settlement Information Type Town Kingdom Kingdom of Vaegirs Villages BhulabanUlburbanUslumShulusTismirr Sieges with... Ladders Port No World Map Mount&BladeKhudanMazenBhulabanUlburbanTemplate:World Map/Mount&BladeWarbandKhudanTismirrUslumShulusShapeshteTemplate:World Map/Warband Khudan is a town initially controlled by the Kingdom of Vaegirs. Its initial lord is Boyar Vuldrat. Contents 1 Territory 2 Layout 3 Siege 4 Tournaments 5 Economy Territory[] Mount&Blade In classic Mount&Blade, many looters seem to wander between Khudan and Curaw. These are great for anyone who wants to build an all-bandit army or has a large number of manhunters in their party. Its villages are Bhulaban and Ulburban. Warband In Warband, Khudan is usually afflicted by roaming Tundra Bandits, which can be quite a threat to weaker parties. Its villages are Uslum, Shulus, and Tismirr. Layout[] Accessible area Player Guild Master Keep Dungeon Tavern Merchants Arena The Guild Master is located directly outside the Tavern. Siege[] Besieging Khudan requires the construction of Siege Ladders. When fighting on the walls, the drop onto the wall is noticeably farther than in other sieges and can prevent troops with short weapons from being able to attack the defenders. Additionally, the mesh around the top of the ramp itself is larger than it appears and many projectiles may be seen floating in the air around it. Tournaments[] Tournaments hosted in Khudan feature the following equipment: Bow & Arrows, Dagger Lance & Shield Javelins & Shield Horse (every participant is mounted) Economy[] Khudan sells furs at a relatively low price and pays a relatively high price for ale. Being near three villages linked to Khudan and some other castle-bound villages, this is a relative high production city. Note that bandits can lower this drastically by attacking the villagers on their way to the town. Khudan produces: Bread Smoked Fish Ale Wine Leatherwork Tools Wool Cloth Pottery Oil Territory of the Kingdom of Vaegirs TownsCuraw Khudan Reyvadin Rivacheg CastlesBulugha Castle Dramug Castle Ismirala Castle Jeirbe Castle Nelag Castle Radoghir CastleSlezkh Castle Tilbaut Castle (M&B) Yruma Castle VillagesAyyike Bazeck Bhulaban (M&B) Fisdnar Hanun Ismirala Karindi Mazen Mechin (M&B)Rebache Shapeshte Shulus Slezkh Sumbuja Tadsamesh (M&B) Tebandra Tismirr (WB)Udiniad (WB) Ulburban Uslum Vezin
King Carl Gustaf
King Carl Gustaf Official Information Kingdom Kingdom of Sweden Title King Fiefs Allenstein Castle Religion Protestant Christianity Personal Details Gender Male King Carl Gustaf is the ruler of the Kingdom of Sweden. He is the initial owner of Allenstein Castle and has a unique retinue of Lifeguards. The claimant to his rule is his cousin Former Queen Christina. He also has, as per the Muscovite storyline quest The False Dmitry, a niece called Eleanor. King Carl Gustaf seems to be a humble monarch - he leaves all towns and fortresses to his vassals while granting himself a mere castle - despite having the power to own the capital city like most rulers would do, especially in Mount&Blade and Warband. Stats and Equipment[] King Carl Gustaf - Default Stats and Equipment Attributes Stat Points Level 41 Strength 20 Agility 20 Intelligence 15 Charisma 25 Health ? Armor Head Perfect Morion Body Reiter Half-ArmorCivil Dress Hand Leather Gloves Foot Good Jackboots Skills Skill Points Ironflesh 6 Power Strike 7 Grenade Throwing 0 Power Draw 5 Weapon Master 9 Shield ? Athletics 5 Riding 7 Shooting from Horseback 5 Looting ? Trainer ? Tracking ? Tactics 8 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 3 Leadership 9 Trade ? Proficiencies Weapon Type Points One Handed Weapons 220 Two Handed Weapons 220 Polearms 220 Archery 220 Firearms 220 Throwing 220 Weapons Melee Good Sword Ranged ? Shield ? Mount Thoroughbred Horse Trivia[] He is based on a real person who ruled Sweden from 1654-1660. Although his name was King Charles X Gustav of Sweden, he was actually the fourth King Charles - this is because his grandfather, King Charles IX, chose his numeral from a fictional history of Sweden. He was a member of a branch of the House of Wittelsbach, a prominent Northern European noble house. Carl Gustaf is the youngest ruler in Mount&Blade: With Fire & Sword at 32 years old in 1655, when he caused the Deluge in the Polish-Lithuanian Commonwealth by invading with a force of 50,000 men. Johann Koster, a doctor for the king, mistook his pneumonia contracted by traveling throughout the kingdom with a cold for scorbut and dyspepsia. The pneumonia then evolved into a sepsis, which caused his death on February 13, 1660, at the age of 37. Wikipedia has an article on this subject at:Charles X Gustav of Sweden Kingdom of Sweden Monarch: Claimant: King Carl Gustaf Former Queen Christina Vassals: Alexander Leslie Anders Eriksson Arvid Vittenberg Brahe Wisingborg Carl Lebenhaupt Christopher Bjolke Dirich Wernkenen Fabian Von Wersen Frederick William Gustaf Evertsson Horn Gustaf Wrangel Hans Von Koenigsmark Konrad Marenfeld Lennart Torstenson Magnus De la Gardie Nilson Kagg Orvar von Goya Otto Standbok Robert Douglas Simon Grundel-Hemfet
King Graveth
King Graveth Appears in Official Information Faction Kingdom of Rhodoks Title King Fiefs Jelkala Culture Rhodoks King Graveth is the initial ruler of the Kingdom of Rhodoks. He starts as the lord of Jelkala. He does like to give towns to himself, but will spread castles and villages more evenly amongst his vassals. If he really likes you, he will give you a lot of fiefs without you needing to ask and will even throw a town in every now and again. It is quite difficult to convince him to give a fief to someone else as he tends to make up his mind and stick to it. King Graveth's side of the attainment of the throne is said from his point of view as legitimate, as the Claimant Lord Kastor of Veluca and King Graveth himself were both candidates for the political election. "Kings are voted in by a council, which meets in a no-man's land, and weapons are forbidden. During the previous vote, Lord Kastor and Graveth (now king) were the two candidates. While the council was deciding, Graveth appeared wielding a sword, saying that a Swadian raiding party was on its way; and he would leave the council to their fate if they did not elect him King. The council elected him and he saved them. Kastor believes he should be King by default, as Graveth broke the sacred tradition by coming to the field whilst armed." Kastor later says he will, "Place the wreath of victory upon his head before removing it from his shoulders." Stats and equipment[] King Graveth - Default Stats and Equipment Attributes Stat Points Level 35 Strength 19 Agility 19 Intelligence 13 Charisma 22 Health 64 Armor Head Spiked Helmet Body Tabard, Heraldic Mail with Tabard Hand Gauntlets Foot Leather Boots, Splinted Leather Greaves Skills Skill Points Ironflesh 5 Power Strike 6 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 4 Riding 6 Horse Archery ? Looting ? Trainer 5 Tracking ? Tactics 5 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 3 Leadership 7 Trade ? Proficiencies Weapon Type Points One Handed Weapons 220 Two Handed Weapons 220 Polearms 220 Archery 220 Crossbows 220 Throwing 220 Weapons Melee Heavy Bastard Sword Ranged ? Shield Knightly Heater Shield Mount War Horse Gallery[] King Graveth in battle gear Kingdom of Rhodoks Monarch: Claimant: King Graveth Lord Kastor of Veluca Vassals: Count Etrosq Count Falsevor Count Fraichin Count Fudreim Count Gerluchs Count Gharmall Count Gutlans Count Kurnias Count Laruqen Count Matheas Count Nealcha Count Raichs Count Reichsin Count Reland Count Rimusk Count Talbar Count Tarchias Count Tellrog Count Tribidan Count Trimbau Ladies: Lady Adelisa Lady Agasia Lady Aliena Lady Anais Lady Aneth Lady Baotheia Lady Brina Lady Calantina Lady Claudora Lady Eleandra Lady Ellian Lady Forbesa Lady Geneiava Lady Gwenael Lady Meraced Lady Miraeia Lady Reada Lady Saraten Lady Timethi Lady Ysueth
King Harlaus
King Harlaus Appears in Official Information Faction Kingdom of Swadia Title King Fiefs Praven Culture Swadian King Harlaus is the monarch of the Kingdom of Swadia. He starts as the lord of Praven with 1200 renown. He has no family other than his cousin's daughter, Lady Isolla of Suno. Even though he is old, he is a powerful warrior and at a high level. Harlaus wears Plate Armor and a Knightly Heater Shield, thus making him one of the strongest NPCs in the game. Even though the npc lords' behaviours are randomized, Harlaus often dislikes awarding fiefs to anyone but himself, though this can change as the player's Renown increases. Contents 1 Stats and equipment 2 Early Versions 3 Notes 4 Gallery Stats and equipment[] King Harlaus - Default Stats and Equipment Attributes Stat Points Level 41 Strength 20 Agility 20 Intelligence 15 Charisma 25 Health 67 Armor Head Great Helmet Body Rich Outfit, Plate Armor Hand Gauntlets Foot Blue Hose, Plate Boots Skills Skill Points Ironflesh 6 Power Strike 7 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 5 Riding 7 Horse Archery ? Looting ? Trainer 5 Tracking ? Tactics 6 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 3 Leadership 9 Trade ? Proficiencies Weapon Type Points One Handed Weapons 220 Two Handed Weapons 220 Polearms 220 Archery 220 Crossbows 220 Throwing 220 Weapons Melee Heavy Bastard Sword Ranged ? Shield Knightly Heater Shield Mount Charger Early Versions[] <a href=" class="image"><img alt="Scary" src=" decoding="async" loading="lazy" width="180" height="135" class="thumbimage" data-image-name="Scary.jpg" data-image-key="Scary.jpg" data-relevant="1" data-src=" /></a> King Harlaus as he appears in Culnmarr Keep in a very early version of Mount&Blade. King Harlaus was the first monarch added to the game. In version 0.202 of Mount&Blade the necromancer Akhad Thell attempted to resurrect and deify the dead King Harlaus, so as to bring forth a new era of eternal peace and prosperity, with the god-king Harlaus at the helm. When the player meets Harlaus, the King is still in his Undead form. Although one of Harlaus' undead knights originally invited the player to join his side, the conversation with Harlaus himself reveals that it was the player character that killed him in the first place, but this took place prior to the events of the game proper. After the conversation Harlaus becomes hostile, and the player must put him down. With his final dying breath Harlaus curses the player character, swearing to one day return again. It is unlikely that the developers, who have stated their intention to remove the pre-release story mythos from the traditional series, will ever reconcile the character of this Harlaus with that of the one in the main series. Conversation with Harlaus after he has been resurrected went as such: ▼ Show/Hide Conversation ▼ "You! I had not recognized you before... I remember now. You are that traitor who killed me in my sleep... You wretched demon! You disloyal dog! You dare to murder your king! I am your lord! Your master!" "You are wrong undead king. I swore loyality to another lord." "You've gone completely nuts haven't you?" "But you have failed... You can not kill a god you stupid mortal! I have returned to cast my holy anger on you and your kind. I will cleanse this world of your treason even if I have to cut down every living man woman and child." "King Harlaus! Look at me! You are not a god, you are just some stubborn undead king and truth be told, I am fed up with you. So pack your worm infested bones, I am going to send you back to your darkness." "Argh... This can't be.... Not again..." "Stop complaining for once and die will you!" "This is not over! I will come back.... Yes, some necromancer somewhere sometime will resurrect me again... Do you hear me... I am going to reign again!" "Not this time undead king. I will cut you to a thousand pieces and burn each one of them down. There will be nothing left from you to resurrect." "Damn you! Damn you! .... My curse on you warrior! Ancient ones... Dark ones... Hear my death wish... Feel my hatred... I, King Harlaus, ................ curse ...... this mortal... ..... Aarghhhhhh.... .................." "Uhm... I hope no dark god heard that one." "Mystical place... Lunar eclipse... Curse of the undead king..." "What can I say?... Guess I will just have to wait and see..." ▲ Show/Hide Conversation ▲ Notes[] King Harlaus is one of the most powerful noble lords in the game as he has plate armor and a heater shield. His only family member mentioned is his kingdom's claimant Lady Isolla of Suno (his cousin's daughter, or cousin once removed). He is infamously known for hosting feasts during war, although it makes sense, since feast are used to improve vassal relations with their liege, that does not stop the fans for joking about this tendency. Originally, there was a bug in Floris mod, when, after raiding a Swadian village, all of the player's loot would turn out to be butter. The bug became a running joke with the community, tying into King Harlaus' constant feasting, and him looking obese while wearing his plate armor. This earned him nicknames such as 'the fat king' and 'the Butterlord' (a reference to Bannerlord). This was also further developed into the idea that Swadian cuisine is heavily based on butter, and that butter is the kingdom's main produce and export, among other things. TaleWorlds seems to have taken note of this, making an Achievement for Bannerlord in reference. Gallery[] Closeup of King HarlausHarlaus in the Mount&Blade beta version 0.903.King Harlaus in battle gear Kingdom of Swadia Monarch: Claimant: King Harlaus Lady Isolla of Suno Vassals: Count Beranz Count Clais Count Deglan Count Delinard Count Devlian Count Despin Count Grainwad Count Haringoth Count Klargus Count Meltor Count Mirchaud Count Montewar Count Plais Count Rafarch Count Rafard Count Regas Count Rochabarth Count Ryis Count Stamar Count Tredian Ladies: Lady Anna Lady Auberina Lady Bela Lady Bernatys Lady Boadila Lady Constanis Lady Elina Lady Elys Lady Enricata Lady Gaeta Lady Irena Lady Johana Lady Magar Lady Melisar Lady Nelda Lady Philenna Lady Sonadel Lady Thedosa Lady Tibal Lady Vera
King Larec
King Larec Official Information Kingdom Kingdom of Swadia Monarch King Larec Title Monarch Fiefs Sargoth Personal Details Gender Male King Larec is the ruler of the Kingdom of Swadia in Warrider. Unlike King Harlaus in the later Mount&Blade versions, Larec resides in the Swadian-owned Sargoth. Stats and equipment[] The king wears a leather jacket and nomad boots. Trivia[] King Larec has the same appearance and gear as all the other nobles in the game. Unlike the monarchs in the later versions of Mount&Blade, he has no special interactions. Larechia was a location mentioned in Warrider; it was most likely named after King Larec, and hence possibly referred to the Kingdom of Swadia. Kingdom of Swadia (Warrider) Monarch: Claimant: King Larec King Harlaus Vassals: Count Grimar King Larec Count Haxalye Duke Taugard Count Belicha Count Rhudolg
King Ragnar
King Ragnar Appears in Official Information Faction Kingdom of Nords Title King Fiefs Sargoth Culture Nords King Ragnar is initially the king of the Kingdom of Nords. He starts as the lord of Sargoth. You may fight him as you help Lethwin Far-Seeker, the corresponding claimant, overthrow him and gain control of the kingdom. Sometimes he is known as "Private Landlord" Ragnar, due to his propensity to give out fiefs along with the political winds, rather than the efforts of the conquerors. Ragnar is a common Nordic name in the countries of Sweden, Denmark, and Norway. He may be specifically named after Ragnar Lothbrok, a semi-legendary Norse king who lived around the 8th and 9th century. Stats and equipment[] When in battle, he wields a Great Axe and wears Cuir Bouilli and a Nordic Helmet. He rides a Hunter. King Ragnar - Default Stats and Equipment Attributes Stat Points Level 41 Strength 20 Agility 20 Intelligence 15 Charisma 25 Health 67 Armor Head Nordic Helmet Body Nobleman Outfit, Cuir Bouilli Hand Gauntlets Foot Leather Boots, Mail Boots Skills Skill Points Ironflesh 6 Power Strike 7 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 5 Riding 7 Horse Archery ? Looting ? Trainer 4 Tracking ? Tactics 6 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 3 Leadership 9 Trade ? Proficiencies Weapon Type Points One Handed Weapons 220 Two Handed Weapons 220 Polearms 220 Archery 220 Crossbows 220 Throwing 220 Weapons Melee Great Axe Ranged ? Shield Huscarl's Round Shield Mount Hunter Gallery[] King Ragnar in battle gear Kingdom of Nords Monarch: Claimant: King Ragnar Lethwin Far-Seeker Vassals: Jarl Aedin Jarl Aeric Jarl Bulba Jarl Dirigun Jarl Faarn Jarl Gearth Jarl Gerlad Jarl Gundur Jarl Haeda Jarl Harald Jarl Irya Jarl Knudarr Jarl Logarson Jarl Marayirr Jarl Olaf Jarl Rayeck Jarl Reamald Jarl Surdun Jarl Turegor Jarl Turya Ladies: Lady Aesa Lady Afrid Lady Alfrun Lady Bergit Lady Bryn Lady Dria Lady Eilif Lady Eir Lady Endegrid Lady Glunde Lady Gudrun Lady Herjasa Lady Hild Lady Ingunn Lady Jadeth Lady Kaeteli Lady Loeka Lady Miar Lady Svipul Lady Thera
King Yaroglek
Yaroglek Portrait Full Body Appears in Official Information Faction Kingdom of Vaegirs Title King Fiefs Reyvadin Culture Vaegir Character Background Siblings Valdym (cousin) Yaroglek is the King of the Vaegirs. He usually starts as the lord of Reyvadin. King Yaroglek is the son of the previous monarch, King Burelek. His cousin, Prince Valdym the Bastard, is the kingdom's claimant. Stats and Equipment[] King Yaroglek - Default Stats and Equipment Attributes Stat Points Level 41 Strength 20 Agility 20 Intelligence 15 Charisma 25 Health 67 Armor Head Vaegir War Mask Body Courtly Outfit, Heraldic Mail with Surcoat Hand Gauntlets Foot Leather Boots, Plate Boots Skills Skill Points Ironflesh 6 Power Strike 7 Power Throw ? Power Draw ? Weapon Master ? Shield ? Athletics 5 Riding 7 Horse Archery ? Looting ? Trainer 4 Tracking ? Tactics 6 Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management 3 Leadership 9 Trade ? Proficiencies Weapon Type Points One Handed Weapons 220 Two Handed Weapons 220 Polearms 220 Archery 220 Crossbows 220 Throwing 220 Weapons Melee Military Pick Ranged ? Shield Knightly Kite Shield Mount Hunter Notes[] Of all the monarchs from classic Mount&Blade, he is the most bent on his ways. He will usually grant fiefs to whomever he deems worthy, regardless of what his vassals think. It is best to speak to him directly if you want a fief. Kingdom of Vaegirs Monarch: Claimant: King Yaroglek Prince Valdym the Bastard Vassals: Boyar Belgaru Boyar Bracha Boyar Crahask Boyar Doru Boyar Druli Boyar Gastya Boyar Harish Boyar Khavel Boyar Kumipa Boyar Marmun Boyar Meriga Boyar Mleza Boyar Naldera Boyar Nelag Boyar Ralcha Boyar Rudin Boyar Taisa Boyar Valishin Boyar Vlan Boyar Vuldrat Ladies: Lady Akilina Lady Drina Lady Erenchina Lady Haris Lady Iarina Lady Joaka Lady Junitha Lady Katia Lady Myntha Lady Nesha Lady Olekseia Lady Pelaeka Lady Seomis Lady Sepana Lady Sihavan Lady Tabath Lady Tamar Lady Tejina Lady Valka Lady Vayen
Kingdom of Nords
Kingdom of Nords Banner Troops Official Information Ruler King Ragnar Claimant Lethwin Far-Seeker The Kingdom of Nords is one of the factions within the Mount&Blade series. Their national animal is the raven, which is depicted on their emblem and on the banner of their king, Ragnar. In Mount&Blade: Warband, unlike in the original Mount&Blade, the Nord lords are called Jarls. Contents 1 History 2 Rulers 3 Vassals 4 Tactics 4.1 Strengths 4.2 Weaknesses 4.3 Summary 5 Troop Tree 6 Territory History[] According to Matheld, Nord people are from a place called "Nordland", although the game's description of the custom battle character, Sverre, claims that Nords originally came from a land known as "Jumne". Nordland is said to be far north of Calradia, over the sea, and it is also the home of the Sea Raiders. Matheld says the Nords were invited by the Calradic Empire to crew their galleys, and were given land on the coast as payment for this service. After the Empire fell however, a Nord leader named Gundig Hairy-Breeks landed in Calradia to claim a supposed Nord birthright of the whole continent. Matheld makes note that this was a fabrication by the skalds and qualifies it by noting the Nords need no excuse to go to war. Gundig Hairy-Breeks would be killed attempting to attack the Rock of Rivacheg, but Nords still come to Calradia under the idea of claiming Calradia by force. This predisposition to war also factored into the rise of its current leader, King Ragnar, and the disinheritance of the claimant Lethwin Far-Seeker. The king before Ragnar and Lethwin's father, King Hakrim, had Lethwin sent abroad to learn academic arts believing that the Nords needed to be more than warriors. Ragnar disagreed and when Lethwin was shipwrecked on his way home to claim his throne, Ragnar took the throne for himself. According to both Marnid and Deshavi, the Nords also grow flax in abundance to send to Sargoth. There, it is weaved into Linen which Marnid claims was not something produced in Calradia. Rulers[] King Ragnar Initial Ruler Lethwin Far-Seeker Claimant Vassals[] Jarl Aedin Jarl Aeric Jarl Bulba Jarl Dirigun Jarl Faarn Jarl Gearth Jarl Gerlad Jarl Gundur Jarl Haeda Jarl Harald Jarl Irya Jarl Knudarr Jarl Logarson Jarl Marayirr Jarl Olaf Jarl Rayeck Jarl Reamald Jarl Surdun Jarl Turegor Jarl Turya Tactics[] Main article: Kingdom of Nords Tactics Strengths[] Powerful infantry with excellent choice of equipment for direct engagement. Archers are skilled in and equipped for close combat as well as long-range firing. All troops have high Athletics skill by default. Excellent troops for both attacking and defending in sieges. Weaknesses[] Complete absence of cavalry. Vulnerable to heavy cavalry. Second lowest strategic mobility out of all factions. Summary[] The Kingdom of Nords is, in military terms, an infantry-based civilization. They boast the most powerful heavy shock infantry, whose main tactic is to throw a volley of axes or javelins at their targets before charging in to melee. They are somewhat vulnerable to armies with shock cavalry, as the men on foot cannot keep up with them. On the other hand, Nords are completely equipped to fight on foot and make for excellent castle besiegers, breaking shields and splitting heads with their axes as they go. They also make great castle defenders, forming a nearly impenetrable shield wall on the ramparts. Nord armies rely on the strength of their infantry. Nord Huscarls are arguably the best infantry unit in the game. Since they do not rely on cavalry, their armies are excellent at both attacking and defending castles. They also have a branch of archers, but they are not as focused as there are only a few tiers in that unit line, though they are still capable in combat. Troop Tree[] Troops of the Nords Sea Raider Recruit Footman Huntsman Trained Footman Archer Warrior Veteran Archer Veteran Huscarl Territory[] The factions which surround the Nords are the Kingdom of Vaegirs and the Kingdom of Swadia. The territory of the Kingdom of Nords contains the following towns, castles, and villages: Territory of the Kingdom of Nords TownsSargoth Tihr Wercheg CastlesAlburq Castle Chalbek Castle Curin Castle Hrus Castle Jelbegi Castle Knudarr CastleTehlrog Castle VillagesAldelen Ambean Buillin Fearichen Fenada Gisim(M&B) Haen Jayek Jelbegi KulumKwynn Mechin(WB) Odasan Rizi Ruvar Udiniad(M&B) Vayejeg Note that over the course of the game, other kingdoms may besiege and take over these lands and the Kingdom of Nords may gain more or less land. However, these places are the only places from which you can recruit Nordic troops. Also note that the Kingdom of Nords and Kingdom of Rhodoks are the only two factions that start with three towns, unlike all of the other factions which start with four. In Warband, their starting territory is separated by the bridge east of Sargoth that holds by far the most direct way to the town of Wercheg. This bridge is guarded by Vaegir-held Ismirala Castle, limiting or at least delaying support between Nords in the north and south in case of a conflict. Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed
Kingdom of Rhodoks
Kingdom of Rhodoks Banner Troops Official Information Ruler King Graveth Claimant Lord Kastor of Veluca The Kingdom of Rhodoks is ruled by King Graveth, while the claimant to the throne is Lord Kastor of Veluca. In Mount&Blade: Warband, unlike in the original Mount&Blade, the Rhodok lords are called Counts. The Kingdom of Rhodoks is unique in that it is an elective monarchy. Their national animal is the bear, which is depicted on their emblem and on the banner of their king, Graveth. Contents 1 History 2 Rulers 3 Vassals 4 Tactics 4.1 Strengths 4.2 Weaknesses 4.3 Summary 5 Troop Tree 6 Territory 7 Trivia History[] The Rhodoks were originally part of the Kingdom of Swadia, but successfully fought a war for independence. Their origin is reflected in their troop types and choice of territory. The Rhodoks' pikemen and crossbowmen were fielded in mountainous terrain to defeat the Knights of Swadia, as they lacked cavalry and thus relied on pike and crossbow to prevail over the Knights. Bunduk recounts how a war veteran named Grunwalder came "over the hills" after the war and taught the Rhodoks the art of war to defend themselves against the Swadians, effectively becoming an ancestral hero to the Rhodok people. Grunwalder would die in the rebellion he started, but his memory would live on as the Rhodoks swore never to bow to any king again. The Rhodoks built Grunwalder Castle at the place where Grunwalder fell in battle as a celebration of his contributions. Artimenner recounts, when the player nears Culmarr Castle, that the count of that fortress used its geographical advantage to levy heavy taxes on all nearby caravan routes, and used this as leverage to be elected King of the Rhodoks. All rulers of the Rhodoks thenceforth were elected kings, the latest of which is King Graveth. Rulers[] King Graveth Initial Ruler Lord Kastor of Veluca Claimant Vassals[] Note that the vassals listed below are only the ones present at the start of the game. Later on, other vassals may join or leave, and they may gain or lose land or fiefs. This is particularly common when an entire kingdom is conquered and all the vassals from that kingdom defect on a random basis to the remaining factions. Count Etrosq Count Falsevor Count Fraichin Count Fudreim Count Gerluchs Count Gharmall Count Gutlans Count Kurnias Count Laruqen Count Matheas Count Nealcha Count Raichs Count Reichsin Count Reland Count Rimusk Count Talbar Count Tarchias Count Tellrog Count Tribidan Count Trimbau Tactics[] Main article: Kingdom of Rhodoks Tactics Strengths[] Excellent spearmen for resisting cavalry charges and holding the line. Outstanding crossbowmen. Excels at defending castles and towns. Very good at sieges. Weaknesses[] Lacking in cavalry. Poor offensive infantry. Infantry units (besides the sergeant) semi-consistently spawn without shields. Lowest strategic maneuverability out of all factions. Summary[] The Rhodoks rely heavily on well-equipped and hardy militias, unlike the levied footsoldiers and heavily armored knights of their Swadian and Sarranid neighbors. The Rhodoks are fond of the spear and the crossbow, and their armies are largely composed of spear-armed foot soldiers and professional crossbowmen, both equipped with large Board Shields to offer full protection from volleys of arrows. The top-tier of the Rhodok infantrymen are their Sergeants, armed with Glaives and Military Hammers to give them a great advantage in offensive and defensive engagements. The Rhodok military tree somewhat resembles that of the Nords considering the absence of cavalry, instead choosing to place an emphasis on heavy hitting top tier infantry. Furthering this comparison, despite Rhodok infantry not quite matching the strength of Nord Huscarls, any disparity is quickly bridged when you take the supremacy of the Rhodok Sharpshooter over the Nord Veteran Archers into account, and the Glaives of Rhodok veteran spearmen can even the odds if you have enough. Rhodok troops are mainly effective against cavalry. Melee battles don't tend to favor their infantry units, but a powerful corps of crossbowmen can soften up the enemy before an infantry charge. Rhodok units are best used in a defensive role in field battles, with infantry in front of ranged units. A corps of Sergeants and Sharpshooters in any army tends to be just fine, especially against Swadian units. Additionally, Rhodoks have more health and speed than any other faction units, and can devastate enemy armies when in the right formation. If you plan on besieging or defending any castles or cities, Rhodok units excel at this role. Coupled with the very mountainous terrain of the Rhodok territory, and their troops excellent defensive capabilities, Rhodok towns and select castles are the hardest of any faction to besiege. Troop Tree[] Troops of the Rhodoks Looter Mountain Bandit Tribesman Spearman Crossbowman Trained Spearman Trained Crossbowman Veteran Spearman Veteran Crossbowman Sergeant Sharpshooter Territory[] The capital of the Kingdom of Rhodoks is Jelkala. The Kingdom of Rhodoks contains the following towns, castles, and villages: Territory of the Kingdom of Rhodoks TownsJelkala Veluca Yalen CastlesAlmerra Castle Culmarr Castle Ergellon Castle Etrosq Castle Grunwalder CastleIbdeles Castle Jamiche Castle Maras Castle VillagesBuvran Chaeza Chelez Dirigsene Dumar Emer Epeshe Fedner Glunmar Ibdeles IlviaIstiniar Jamiche Pagundur Reveran Ruldi Saren Sarimish Serindiar Veidar(M&B) Note that, over the course of the game, other kingdoms may besiege and take over these lands, and the Kingdom of Rhodoks may gain more. However, these places are the only places from which you can recruit Rhodok troops. Trivia[] While the Rhodoks were added as a proper faction only between versions 0.808 and 0.894, they are first referenced as a possible troop tree - consisting of Rhodok Tribal, Hunter, Warrior, Veteran, Warchief - as early as version 0.704. Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed
Kingdom of Swadia
Kingdom of Swadia Banner Troops Official Information Ruler King Harlaus Claimant Lady Isolla of Suno The Kingdom of Swadia is ruled by King Harlaus, and the claimant to the throne is Lady Isolla of Suno. Their national animal is the lion, which is depicted on their emblem and on the banner of their king, Harlaus. Unlike in the original Mount&Blade, Swadian lords in Mount&Blade: Warband are called Counts. As a starting point, the Kingdom of Swadia is profitable as it is close to all of the other factions. This means that you can easily venture into any other nation and buy goods, then return and sell them in any Swadian town. Swadian lands are relatively safe for trade routes, with the only bandit infested area being between Suno and Uxkhal. The downside of starting in Swadia is that it has no specially priced goods of its own and Forest Bandits can be difficult to face at the start of the game. Contents 1 Rulers 2 Vassals 3 Tactics 3.1 Strengths 3.2 Weaknesses 3.3 Summary 4 Troop Tree 5 Territory 6 Trivia Rulers[] King Harlaus Initial Ruler Lady Isolla of Suno Claimant Vassals[] Count Beranz Count Clais Count Deglan Count Delinard Count Devlian Count Despin Count Grainwad Count Haringoth Count Klargus Count Meltor Count Mirchaud Count Montewar Count Plais Count Rafarch Count Rafard Count Regas Count Rochabarth Count Ryis Count Stamar Count Tredian Tactics[] Main article: Kingdom of Swadia Tactics Strengths[] Excellent shock and heavy cavalry. Reliable heavy infantry. Strong at defense and offense. Weaknesses[] Unreliable crossbowmen. Very limited anti-cavalry infantry. Expensive troops. Summary[] The Kingdom of Swadia is similar to the Kingdom of Vaegirs, as both factions have almost identical troop progression. Swadian armies are usually more expensive to support than those of the Vaegirs, and are usually not as strong in numbers. At the beginning of the Native Campaign, the Kingdom of Swadia is the strongest faction in the game, although its central starting position means that it is usually tied up with wars on numerous fronts. The eastern town of Dhirim is likely to be regularly taken by neighboring factions. Swadian melee troops prefer to wield swords, heavy maces, and voulges. Swadians also use crossbowmen instead of archers, yet it seems the bow is a common Swadian weapon among its forest bandits, arena fighters and hunters. Swadian Knights are the most powerful cavalry units in the game, rivaled only by Sarranid Mamlukes. Swadian troops rely mainly on the strength of their Knights to power through all enemy formations. Swadia also has some decent infantry, but not as good as Nordic infantry. Swadian infantry resembles a mix between Vaegir and Rhodok infantry. Swadia can also train crossbowmen, although their crossbowmen are outmatched by those trained by the Rhodoks. Troop Tree[] Troops of Swadia Looter Forest Bandit Recruit Militia Footman Skirmisher Infantry Man-at-Arms Crossbowman Sergeant Knight Sharpshooter Territory[] The territory of the Kingdom of Swadia contains the following towns, castles, and villages: Territory of the Kingdom of Swadia TownsDhirim Praven Suno Uxkhal CastlesDerchios Castle Haringoth Castle Kelredan Castle Reindi Castle Rindyar CastleRyibelet Castle Senuzgda Castle Tevarin Castle Tilbaut Castle(WB) Vyincourd Castle VillagesAmere Azgad Balanli Burglen Chide Elberl Ehlerdah Emirin Gisim(WB) Ibiran IyindahNemeja Nomar Rduna Ruluns Ryibelet Tadsamesh(WB) Tahlberl Tosdhar TshibtinUshkuru Veidar(WB) Yalibe Yaragar Note that over the course of the game, other kingdoms may besiege and take over these lands, and the Kingdom of Swadia may gain more. However, these places are the only ones from which you can recruit Swadians. There are Swadian recruits in Swadian villages, and also mercenaries in taverns. Trivia[] Swadia is the oldest faction in the game, as it has been around since version 0.202. In version 0.202 Marnid tells the player that he was originally headed to trade goods in Larechia when his caravan was ambushed by Khergits. In version 0.704 (maybe even earlier), Larechia was replaced with 'Harlaushia', and around that time King Larec was replaced by King Harlaus. This implies the Kingdom of Swadia is colloquially-in-universe referred to by its ruler's name. Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed
Kingdom of Vaegirs
Kingdom of Vaegirs Banner Troops Official Information Ruler King Yaroglek Claimant Prince Valdym the Bastard The Kingdom of Vaegirs is a faction ruled by King Yaroglek in the Mount&Blade series. The Vaegirs possess arguably the finest foot archers in the game, and also have several tiers of reasonably good infantry and heavy cavalry. Vaegir troops prefer using two-handed weapons for an offensive advantage against their foes, and live in the mountainous and snowy north-eastern boundaries of the map. The claimant to the throne is Prince Valdym the Bastard. Their national animal is the snow leopard, which is depicted on their emblem and on the banner of their king, Yaroglek. Unlike in the original Mount&Blade, Vaegir lords in Warband are called Boyars, a title for lord in several Slavic languages. Contents 1 History 1.1 In Warrider 2 Rulers 3 Vassals 4 Tactics 4.1 Strengths 4.2 Weaknesses 4.3 Summary 5 Troop Tree 6 Territory 7 Trivia History[] Not much is known about Vaegir history but they have fought with the Nords when the Nords forced the northern coast of Calradia to pay Nordgeld, a yearly stipend, after the Vaegirs refused to pay. The war took 3 years when they attempt to take the town of Rivacheg and the Nord king Gundig was killed there. In Warrider[] In Mount&Blade version 0.202 the Vaegirs were said to have rebelled from the Swadians, resulting in the on-going conflict between the two factions. This explains why the two factions' troop trees are generally so similar even in the latest version of Warband. Rulers[] King Yaroglek Initial Ruler Prince Valdym the Bastard Claimant Vassals[] Boyar Belgaru Boyar Bracha Boyar Crahask Boyar Doru Boyar Druli Boyar Gastya Boyar Harish Boyar Khavel Boyar Kumipa Boyar Marmun Boyar Meriga Boyar Mleza Boyar Naldera Boyar Nelag Boyar Ralcha Boyar Rudin Boyar Taisa Boyar Valishin Boyar Vlan Boyar Vuldrat Tactics[] Main article: Kingdom of Vaegirs Tactics Strengths[] Superb archers. Good horsemen with high maneuverability. Strong offensive capabilities with two-handed weapons. Inexpensive troops. Weaknesses[] Poor defensive capabilities due to lighter armor. Vulnerable to missile weapons. Summary[] The Kingdom of Vaegirs and the Kingdom of Swadia both have very similar troop trees, although Vaegir armies are, in general, cheaper to enlist and maintain, and are more numerous as a result. They also are more horse-based, with their tier 3 melee troop sometimes being generated with a horse and fighting as a cavalryman. According to Lezalit, the Vaegir people do not favor discipline or an organized command hierarchy, resulting in diverse but weak troops. However, Vaegir Marksmen are arguably the best archers in the entire game. Although not as strong in melee combat and having less health than Rhodok Sharpshooters, they are the most accurate and boast the fastest shooting rate of all long-range units in the game. Provided a superior landscape and numerical advantage, it is more than possible for Vaegir Marksmen to devastate enemy infantry with a relentless salvo. It is also important to note that because of the Marksmen's fast shooting rate, they tend to run out of arrows relatively quickly during a battle. Therefore, it is recomended that they are ordered to hold until the enemy comes within reasonable range. Although this tactic is very effective, it could also lead to infantry casualties if the timing is poor. Troop Tree[] Troops of the Vaegirs Taiga Bandit Recruit Footman Veteran Skirmisher Infantry Horseman Archer Guard Knight Marksman Territory[] The factions which surround the Vaegirs are the Kingdom of Nords, Kingdom of Swadia and the Khergit Khanate. The capital of the Kingdom of Vaegirs is Reyvadin. The Kingdom of Vaegirs contains the following towns, castles, and villages: Territory of the Kingdom of Vaegirs TownsCuraw Khudan Reyvadin Rivacheg CastlesBulugha Castle Dramug Castle Ismirala Castle Jeirbe Castle Nelag Castle Radoghir CastleSlezkh Castle Tilbaut Castle (M&B) Yruma Castle VillagesAyyike Bazeck Bhulaban (M&B) Fisdnar Hanun Ismirala Karindi Mazen Mechin (M&B)Rebache Shapeshte Shulus Slezkh Sumbuja Tadsamesh (M&B) Tebandra Tismirr (WB)Udiniad (WB) Ulburban Uslum Vezin Note that, over the course of the game, other kingdoms may besiege and take over these lands, and the Kingdom of Vaegirs may gain more or less land. However, these places are the only places from which you can recruit Vaegir troops (without using a tweak, a script, or a mod that allows the recruitment of the current faction's troops). Trivia[] The Vaegirs are the second oldest faction after Swadia. This faction has been in the game since version 0.202. Though the titles of their lords are slavic, some of their clothing and equipment takes influence from the Caucasian and some West Turkic peoples. Alayen states that the Vaegirs have at least part of their people living in the Khergit Khanate "across the mountains", and Baheshtur tells the player that the Vaegirs had ruled the current Khergit lands before. Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed
Klethi
Klethi Appears in Official Information Culture Vaegir Character Details Hire Cost 200 denars Likes Deshavi Liked by Deshavi Dislikes Artimenner, Borcha, Marnid as Emissary, Retreating Disliked by Artimenner and Borcha Connections Khudan Noble No Character Background Home UslumMalayurg Castle Background ServantAssassin Klethi is a Vaegir assassin and one of the companions in Warband. Contents 1 Biography 2 Personality 3 Relationships 4 Dialogue 5 Stats and equipment 6 Trivia Biography[] She was born in Uslum, a cold village where it relies meat and fish for survival. She lived between the Vaegir and Khergit land which usually saw wars and fighting over territories. She worked at Malayurg Castle with her mother as a servant and she spent her free time huntiing down mice. Upon seeing her skills, the castle's lord decided to use Klethi as an assassin to kill the lord's enemies. After some time, she freed herself of bondage and became a freelance assassin. One day, she stole her last employer's wife trinket and sought employment elsewhere. She wishes for a stable employment where she also can loot corpses. She met the player in the tavern and offers her services. If she retires from the party, she will return to her job as a freelance assassin. Personality[] Klethi is an impulsive, bloodthirsty, and oftentimes cruel young woman, but she is not without empathy, and is loyal to those she cares about. Relationships[] Artimenner - Klethi dislikes Artimenner for his engineering charts and diagrams, as she does not understand them and believes him to be practicing witchcraft. Borcha - Klethi dislikes Borcha for judging her for gutting enemy combatants after battle to search for hidden loot. Deshavi - Klethi empathizes with Deshavi, and is angered by the terrible things that have been done to her. Dialogue[] Main article: Klethi/Interactions Stats and equipment[] Klethi - Default Stats and Equipment Attributes Stat Points Level 2 Strength 7 Agility 11 Intelligence 8 Charisma 7 Health 44 Armor Head ? Body Peasant Dress Hand ? Foot Nomad Boots Skills Skill Points Ironflesh 1 Power Strike 1 Power Throw 3 Power Draw ? Weapon Master 1 Shield ? Athletics 2 Riding ? Horse Archery ? Looting ? Trainer ? Tracking 2 Tactics ? Path-finding 2 Spotting 2 Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 80 Two Handed Weapons 80 Polearms 80 Archery 80 Crossbows 80 Throwing 80 Weapons Melee Dagger Ranged Throwing Knives Shield ? Mount ? Trivia[] Though Klethi claims that she is checking for hidden gold in her post-battle dialogue about Borcha, she does not possess any skill in looting. Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira
Knife/Mount&Blade
Knife KnifeOne-handedBase value: 4 denarsWeight: 0.5Swing: 21cThrust: 13pSpeed rating: 110Weapon reach: 40Can't be used to blockMount&Blade
Knobbed Mace/Mount&Blade
Knobbed Mace Knobbed MaceOne-handedBase value: 98 denarsWeight: 2.5Swing: 21bSpeed rating: 98Weapon reach: 60Mount&Blade
Knudarr Castle
Knudarr Castle Settlement Information Type Castle Kingdom Nords Villages VayejegMechin Sieges with... Ladders Port No World Map Mount&BladeKnudarr CastleVayejegTemplate:World Map/Mount&BladeWarbandKnudarr CastleMechinTemplate:World Map/Warband Knudarr Castle is a castle belonging to the Kingdom of Nords. It is featured in both Mount&Blade and Warband. Contents 1 Location 1.1 Mount&Blade 1.2 Warband 2 Layout 2.1 Siege 3 Trivia 4 Gallery Location[] Mount&Blade[] Knudarr Castle lies southeast of Sargoth, near a bridge leading to the Kingdom of Vaegirs territory. Its village is Vayejeg, which is to the southwest. Warband[] Knudarr Castle lies southeast of Sargoth, alone on the other side of the serpentine river flowing through Nordic territory. It is closer to the Kingdom of Swadia than any other Nordic structures. Its village is Mechin, which is within a forest to the northeast. Layout[] Player Keep Dungeon Breach Siege[] Besieging Knudarr Castle requires the construction of Siege Ladders, needing up to 9 hours of preparation with 0 Engineer. On besiegers' view, a backdoor is open wide on the left side of castle wall. By this route, soldiers can enter into the castle without any difficulty. Enemy AI cannot use this method, which makes defending the castle relatively easy. Trivia[] This castle shares its name with Jarl Knudarr. Gallery[] Territory of the Kingdom of Nords TownsSargoth Tihr Wercheg CastlesAlburq Castle Chalbek Castle Curin Castle Hrus Castle Jelbegi Castle Knudarr CastleTehlrog Castle VillagesAldelen Ambean Buillin Fearichen Fenada Gisim(M&B) Haen Jayek Jelbegi KulumKwynn Mechin(WB) Odasan Rizi Ruvar Udiniad(M&B) Vayejeg
Kradus
Kradus Official Information Faction Neutral Title Champion Character Details Likes Lances Character Background Background Arena fighter Kradus is a tournament fighter who participates in many of the same tournaments as the player. Kradus, despite his aged appearance, is an extremely skilled fighter in all forms of weapons, with 270 points in every weapon type. He has high health and is one of the most dangerous participants in tournaments, regardless of the equipment he is given. Default Stats[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Kradus - Default Stats and Equipment Attributes Stat Points Level 43 Strength 15 Agility 15 Intelligence 4 Charisma 4 Health Armor Head ? Body Padded Leather Hand ? Foot Hide Boots Skills Skill Points Ironflesh 7 Power Strike 5 Power Throw ? Power Draw 4 Weapon Master ? Shield 3 Athletics 4 Riding 4 Horse Archery ? Looting ? Trainer ? Tracking ? Tactics ? Path-finding ? Spotting ? Inventory Management ? Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 270 Two Handed Weapons 270 Polearms 270 Archery 270 Crossbows 270 Throwing 270 Weapons Melee ? Ranged ? Shield ? Mount ? Trivia[] In early versions of Mount&Blade, he could be found in Zendar's tavern along with Xerina and Dranton. He would tell the player of his favourite weapon - the lance.